{"assets":[{"original":"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2014\/07\/usfxr_bfxr_2-300x291.png","local":"\/data\/posts\/2014\/07\/3c79c06f6f549066d437999e35461f83.png"},{"original":"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2014\/07\/usfxr_bfxr_2.png","local":"\/data\/posts\/2014\/07\/985afb58b7c95741d0de8d52fe5cf9d8.png"}],"author_link":"author\/zeh\/","author_name":"zeh","cat":"LD - Misc","categories":["LD - Misc"],"comments":[],"epoch":1405243980,"event":"","likes":8,"metadata":{"p_key":"81552","p_author":"zeh","p_authorkey":"0","p_urlkey":"290669","p_title":"Use SFXR and BFXR sound effects in Unity games","p_cat":"LD - Misc","p_event":"LD29","p_time":"1405243980","p_likes":"8","p_comments":"0","p_status":"WAYBACK","us_key":null,"us_name":null,"us_username":null,"event_start":"1398384000","event_key":"22","event_name":"LD29"},"source_url":"2014\/07\/13\/use-sfxr-and-bfxr-sound-effects-in-unity-games\/","text":"<p>Are you looking for a simple, easy way to create original sound effects for your Unity games with procedural audio synthesis?<\/p>\n<p>As a preparation for the next <a href=\"http:\/\/www.ludumdare.com\/compo\/\">Ludum Dare<\/a>, I have finished adding all advanced sound synthesis features first introduced by <a href=\"http:\/\/www.bfxr.net\/\">BFXR<\/a> to <a href=\"https:\/\/github.com\/zeh\/usfxr\">usfxr<\/a>, my own port of the <a href=\"http:\/\/www.drpetter.se\/project_sfxr.html\">SFXR<\/a>\u00a0game audio synthesis engine for Unity. The new version is 1.2 and is\u00a0available <a href=\"https:\/\/github.com\/zeh\/usfxr\/releases\/tag\/1.2\">as a zip download<\/a>\u00a0on the <a href=\"https:\/\/github.com\/zeh\/usfxr\">GitHub usfxr repository<\/a> (the asset store version will be updated later this week).<\/p>\n<div class=\"wp-caption aligncenter\" id=\"attachment_365868\" style=\"width: 310px\"><a href=\"\/data\/posts\/2014\/07\/985afb58b7c95741d0de8d52fe5cf9d8.png\"><img alt=\"usfxr interface\" class=\"size-medium wp-image-365868\" height=\"291\" src=\"\/data\/posts\/2014\/07\/3c79c06f6f549066d437999e35461f83.png\" width=\"300\"\/><\/a><p class=\"wp-caption-text\">usfxr interface<\/p><\/div>\n<p>At first, I wasn\u2019t so sure I\u2019d like to add those features; I have to confess I always saw BFXR as a rogue fork of\u00a0SFXR,\u00a0and the fact that parameter strings were incompatible between the two projects always irked me the wrong way. However, after testing BFXR for a while, I came to really like its original features, and saw them as a very positive thing to have.<\/p>\n<p>The new features are as such (as described by BFXR\u2019s interface):<\/p>\n<ul>\n<li>New wave form types\n<ul>\n<li>Triangle: robust at all frequencies, stand out quite well in most situations, and have a clear, resonant quality<\/li>\n<li>Breaker: a little bit more hi-fiwave type; like a smoother, slicker triangle wave<\/li>\n<li>Tan: a potentially crazy wave, tends to produce plenty of distortion<\/li>\n<li>Whistle: a sine wave with an additional sine wave overlayed at a lower amplitude and 20x the frequency;\u00a0it can sound buzzy, hollow, resonant,\u00a0or breathy.<\/li>\n<li>Pink noise:\u00a0random numbers with a filtered frequency spectrum to make it softer than white noise<\/li>\n<\/ul>\n<\/li>\n<li>New filters\n<ul>\n<li>Compression: pushes amplitudes together into a narrower range to make them stand out more; very good for sound effects\u00a0when\u00a0you want them to stick out against background music<\/li>\n<li>Harmonics: overlays copies of the waveform with copies and multiples of its frequency;g\u00a0ood for bulking out or otherwise enriching the texture of the sounds<\/li>\n<li>Bit Crusher: resamples the audio at a lower frequency, for that extra retro feeling<\/li>\n<\/ul>\n<\/li>\n<li>Expanded pitch-jumping abilities;\u00a0good for arpeggiation effects<\/li>\n<\/ul>\n<p>On top of that, this\u00a0new version is still\u00a0compatible with the previous version; instead of starting anew and breaking compatibility,\u00a0usfxr accepts both\u00a0standard (SFXR\/as3sfxr style) parameter strings, as well as BFXR parameter strings. This means old code will still work, but you can also copy &amp; paste\u00a0effect parameter strings directly between usfxr and BFXR.<\/p>\n<p>There are a few additional BFXR properties that I will have to add support for in the future,\u00a0specifically\u00a0property locking (for mutation). This is not a core part of the synthesis engine, however,\u00a0so it\u2019s not part of this update.<\/p>","time":"July 13th, 2014 9:33 am","title":"Use SFXR and BFXR sound effects in Unity games","title_was_empty":false}