Synthesise sound procedurally
synth_soundGenerate offline game audio without network or quota: engine loops that keep their groove when pitched, vehicle crash/skid/boost effects, and tiered breakbeat plus menu music.
Instructions
Synthesise audio without the network and without spending any quota. engine writes a loop whose length is a whole number of firing cycles, so it still loops cleanly when the game pitches it up or down. sfx writes vehicle Foley: crash, tyre skid and boost. music writes a breakbeat in four intensity tiers plus a menu theme.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| rpm | No | engine only: the revs the loop is recorded at. Must divide evenly into a whole number of firing cycles. | |
| kind | No | What to synthesise. | engine |
| name | No | engine only: file name stem. | engine_loop |
| seed | No | engine only: noise seed. | |
| cycles | No | engine only: firing cycles in the loop. | |
| out_dir | No | Where to write the files. | out/synth |
| cylinders | No | engine only: cylinder count; 8 gives the V8 lope, 12 a smooth V12. |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| log | Yes | What the engine printed while it worked. | |
| files | Yes | Everything that was written. |