bfxr-mcp
Click on "Install Server".
Wait a few minutes for the server to deploy. Once ready, it will show a "Started" state.
In the chat, type
@followed by the MCP server name and your instructions, e.g., "@bfxr-mcpgenerate a retro laser sound effect"
That's it! The server will respond to your query, and you can continue using it as needed.
Here is a step-by-step guide with screenshots.
bfxr-mcp
Game sound effects, two ways: an MCP server so an assistant can make them for you, and a local web app where you type what you want, hear the variations, and download them. Both write to the same folder and share one library, so a sound Claude generates over MCP shows up on the page and vice versa.
The synthesis code is vendored verbatim from increpare/bfxr2
(MIT) and run in a Node vm sandbox, so the output is the same DSP the
Bfxr website produces — no browser, no reimplementation.
Install
npm installFiles land in $BFXR_OUTPUT_DIR, defaulting to ~/Downloads/bfxr-sounds. Every tool
also takes an output_dir argument. Existing files are never overwritten — a second
coin.wav becomes coin-2.wav.
Then register the MCP server with your client. A config file on disk is not enough — the client has to load it, and a chat that started before that will not see the tools.
Cursor
This repo already ships .cursor/mcp.json. Open this folder as
the workspace, then:
Cursor Settings → MCP (or Customize → MCP in the sidebar).
Find bfxr and turn it on. Cursor may ask you to approve a local stdio server.
If the status is not green, fully quit Cursor and reopen it.
Start a new Agent chat. Tools are bound when the conversation starts, so an already-open thread will still say it has no Bfxr access.
To use Bfxr while working in a different project (a game repo, etc.), add it
globally instead. Put this in ~/.cursor/mcp.json, with a real absolute path:
{
"mcpServers": {
"bfxr": {
"command": "node",
"args": ["/absolute/path/to/bfxr-mcp/src/index.js"],
"env": { "BFXR_OUTPUT_DIR": "${userHome}/Downloads/bfxr-sounds" }
}
}
}Project config (.cursor/mcp.json) and global config (~/.cursor/mcp.json) are
merged; if the same name appears in both, the project file wins.
If it still does not connect: View → Output, pick MCP Logs from the dropdown.
Claude Code
From this repo:
claude mcp add --scope user bfxr -- node "$(pwd)/src/index.js"--scope user keeps it available in every Claude Code session, not just this folder.
Other MCP clients
Anything that reads an MCP config file:
{
"mcpServers": {
"bfxr": {
"command": "node",
"args": ["/absolute/path/to/bfxr-mcp/src/index.js"],
"env": { "BFXR_OUTPUT_DIR": "~/Downloads/bfxr-sounds" }
}
}
}Related MCP server: voiceroid_daemon-mcp
The web app
npm run web # → http://localhost:4747Type a description, get several variations, click to play. Rename them, drop them
into groups, star the keepers, download one .wav or a whole group as a .zip.
↻ makes small variations of a sound you like; ↗ opens it on bfxr.net to tweak
by ear. It serves on loopback only and reads/writes the same output folder as the
MCP server.
BFXR_PORT picks the port (default 4747, next free port if taken).
The editor
✎ on any sound opens the full Bfxr editor — the same waveform buttons and
parameter sliders the website has, without leaving the library. Sliders run down
the left, the scope and the controls sit on the right, and the whole thing fits
on one screen without scrolling:
A square waveform display of the sound as it currently stands, with a playhead while it plays. Click it (or hit space) to hear it again.
All 12 waveforms as buttons, with the upstream tooltips. The Square Duty panel greys itself out when a square wave isn't selected, exactly as on bfxr.net.
31 sliders, grouped into Envelope, Frequency, Vibrato, Pitch Jump, Harmonics, Square Wave, Repeat, Flanger, Filters and Bit Crush. Anything moved off its default is highlighted; click the number to put it back.
Randomize / Mutate / Defaults / Revert under the scope, and the preset generators as a starting point.
Letting go of a slider re-synthesizes on the server and plays the result, so what
you hear is the same DSP that writes the file — nothing is approximated in the
browser. Save changes rewrites that sound's .wav in place, keeping its name,
group and links; Save as new leaves the original alone. Nothing touches disk
until you save.
✎ New starts from the default parameters, and Open link… takes a
bfxr.net ?sfx= permalink or the contents of a .bfxr file — so a sound made
anywhere, by you or by Claude over MCP, can be opened and edited here.
How the prompt box works
Two designers, chosen automatically:
When | What it does | |
Keyword mapper | always available, no setup | Matches words against a built-in lexicon — "coin/laser/explosion…" picks the preset, "deep, crunchy, wobbly, short, metallic…" adjust the parameters. Instant, offline, deterministic. |
Claude API |
| Sends your description plus the full parameter reference to |
The badge in the top right shows which one is live. Claude is used when credentials
exist; any failure falls back to the keyword mapper and says so. Force the offline
one with BFXR_DESIGNER=keywords.
MCP tools
Tool | What it does |
| Synthesize from a preset ( |
| Small random variations on a sound you already like, from a permalink, a |
| Decode a bfxr.net permalink or |
| All 32 parameters with ranges, defaults and descriptions, plus presets and waveforms. |
| Play a |
Every generated sound comes back with a https://www.bfxr.net/?sfx=... permalink, so
you can open it in the web app and tweak it by ear — the assistant can't hear its own
output, which is why asking for 3–5 variations and picking one works better than
iterating blind.
save_bfxr: true also writes a .bfxr project file next to each .wav, loadable via
"Open Data" on bfxr.net. embed_audio: true returns the audio inline in the tool
result for clients that can play it.
Reproducibility
Presets randomize themselves, and noise waveforms are random at render time. Pass
seed to pin both: the same call with the same seed always yields byte-identical
audio. With count > 1, variation i uses seed + i.
Example
"Make me a laser sound for a small enemy — a few options"
generate_sound { preset: "laser_shoot", name: "enemy_laser", count: 4, seed: 12 }
→ ~/Downloads/bfxr-sounds/enemy_laser-{1..4}.wav"The second one, but lower and longer"
load_sound { source: "<permalink for #2>" }
generate_sound { name: "enemy_laser_deep", params: { ...tweaked frequency_start, decayTime } }Layout
src/index.js MCP server + tool definitions
src/web.js local HTTP server for the web app
src/ui/index.html the page (no build step, no dependencies)
src/engine.js loads the vendored Bfxr synth in a vm, params/permalinks/rendering
src/sounds.js render → .wav → library entry (shared by MCP and web)
src/library.js library.json: the index of every sound in the output folder
src/design.js keyword prompt → preset + parameters
src/claude.js optional Claude API designer
src/wav.js 16-bit mono PCM WAV encoder
src/zip.js minimal zip writer for pack downloads
src/output.js output paths, safe filenames, playback
vendor/bfxr2/ verbatim copies of the upstream synth files (MIT, see LICENSE)
test/ node --test suiteslibrary.json lives in the output folder next to the .wav files. Deleting a .wav
by hand is safe — orphaned entries are dropped on the next read. It's read-modify-write
with no locking, so don't generate from the web app and an MCP client at the same
instant.
To refresh the vendored engine, copy these files from a checkout of bfxr2 and update
vendor/bfxr2/UPSTREAM_COMMIT.txt:
js/globals.js js/synths/templates.js js/audio/AKWF.js
js/audio/Bfxr_DSP.js js/synths/SynthBase.js js/synths/Bfxr.jsThey are loaded in that order (matching upstream index.html) and concatenated into a
single script, so top-level class declarations resolve across files the way they do
with <script> tags.
Deviation from upstream
mutate_sound deliberately skips Bfxr's rectify_params() step. Upstream's Mutate
button re-rolls the base frequency and punch outright; here mutations stay recognizably
close to the source sound, which is what you want when refining something you like.
Tests
npm testCovers the synth and WAV output, the web API end-to-end (a real server on a temp folder), the keyword designer, and the zip writer. The Claude designer is tested against a stub Messages endpoint — request shape and response handling are real, but nothing here has been run against the live API.
Credits
Bfxr and Bfxr2 by increpare (Stephen Lavelle), built on
DrPetter's Sfxr and Tom Vian's as3sfxr. Vendored under MIT — see vendor/bfxr2/LICENSE.
Maintenance
Resources
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Looking for Admin?
If you are the server author, to access and configure the admin panel.
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