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galsjel

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Browser-based SFX synthesizer using WASM/Zig

knell.medieval.software
33 points·by galsjel·4 miesiące temu·7 comments

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galsjel
·3 miesiące temu·discuss
I'll need to think about how to get the learning curve flattened out, maybe I'll just have new users get an optional guided intro.
galsjel
·4 miesiące temu·discuss
I’m glad someone is enjoying it! I played with it the whole time while working on it to make sure things “made sense” or were intuitive. But I can only do that so much before I plateau since I’m the one working on the thing.
galsjel
·4 miesiące temu·discuss
Yup! Right now it only exports 24bit 44100Hz, but internally the synth is 32bit floats.
galsjel
·4 miesiące temu·discuss
I've been building Knell, a browser-based SFX synthesizer for game developers. It's inspired by JagFX (the internal tool Jagex uses for RuneScape sound effects). No install, runs entirely in the browser, export to WAV.

Features: sine/square/saw/triangle/noise oscillators (white/pink/brown), FM synthesis via ratio mode, distortion (soft clip, hard clip, wavefold, bitcrush), biquad filter chains with sweep, Freeverb, DAW-style timeline for layering tones into SFX.

I'm thinking about adding a sharing/community layer, publish your sounds with the editable project data so others can listen, fork, and remix. Sort of like SoundCloud but you're sharing the recipe to learn how others built specific sounds.

Before I build that: is this something you'd actually use? Do you currently have a workflow for game SFX that this could fit into?
galsjel
·6 miesięcy temu·discuss
Just open source Claude Code and maybe it gets supported by fostering a community... Oh wait, no lock in? Sorry there's no stakeholder value in that.