Files
Soundgen/crates/soundgen-fmt/examples/generate_sfx.rs
T
Emil c7d6c40683 Initial release: 8-bit sound synthesizer with LLM/MCP integration
Soundgen is a Rust workspace for generating 8-bit/chiptune sound effects,
UI sounds, and ambient textures for game audio assets. It features JSON-first
sound specs, an MCP server for LLM tool-use, an egui GUI editor, and a
runtime library with NES-authentic DAC emulation.

Features:
- 6 voice types: pulse, triangle, noise, DPCM, wavetable, FM
- Effects: ADSR envelope, frequency sweep, biquad filter, vibrato
- 13 built-in presets (SFX/UI/ambient) as JSON data files
- MCP server: list_presets, generate_sfx, render_sound tools
- Pattern-based sequencer (JSON song format)
- egui GUI: virtual keyboard, preset browser, channel editor, undo/redo
- Runtime: NES nonlinear DAC + SoundBank for game embedding
- 90 tests, 0 warnings

Crates:
- soundgen-core: synthesis engine (no I/O)
- soundgen-fmt: SoundSpec JSON schema + PresetRegistry
- soundgen-io: WAV writer + audio playback
- soundgen-seq: sequencer (patterns, songs)
- soundgen-cli: gen/render/render-song/list-presets
- soundgen-mcp: MCP server for LLM integration
- soundgen-gui: egui editor
- soundgen-runtime: NES DAC + SoundBank
2026-06-21 22:07:05 +03:00

52 lines
1.5 KiB
Rust

//! Example: generate SFX sounds from JSON presets and write to WAV.
use soundgen_fmt::{render_spec, PresetCategory, PresetRegistry};
use soundgen_io::write_wav;
use std::path::Path;
fn main() {
let presets_dir = Path::new("presets");
let registry = PresetRegistry::load_dir(presets_dir).unwrap_or_else(|e| {
eprintln!(
"Warning: could not load presets from {}: {}",
presets_dir.display(),
e
);
PresetRegistry::new()
});
if registry.is_empty() {
eprintln!("No presets found. Run from the project root directory.");
std::process::exit(1);
}
// Generate all SFX presets
let sfx = registry.list(Some(PresetCategory::Sfx));
let ui = registry.list(Some(PresetCategory::Ui));
let out_dir = Path::new("sfx_output");
std::fs::create_dir_all(out_dir).expect("create output dir");
for entry in sfx.iter().chain(ui.iter()) {
let samples = render_spec(&entry.spec);
let filename = format!("{}.wav", entry.name);
let out_path = out_dir.join(&filename);
write_wav(&out_path, &samples, entry.spec.sample_rate)
.unwrap_or_else(|e| eprintln!("Failed to write {}: {}", out_path.display(), e));
eprintln!(
" {} → {} ({} samples, {:.2}s)",
entry.name,
out_path.display(),
samples.len() / 2,
entry.spec.duration
);
}
eprintln!(
"\nGenerated {} sounds to {}",
sfx.len() + ui.len(),
out_dir.display()
);
}