Works with the AI Agents you already use

    Claude CodeClaude CodeCursorCursorCodex CLICodex CLIMuseMuseDotsDots+21 more

    SFX Brew: Game Sound Effects

    1

    Add free, commercially usable sound effects to any game straight from your coding agent.

    Free

    Security scanned
    SFX Brew: Game Sound Effects

    SFX Brew: Game Sound Effects

    Example session with this skill installed

    I need three variations of a laser blaster sound for my space shooter. Save them as WAV files in assets/sfx/ and give me the seeds so I can regenerate them later.

    • Read your context and instructions
    • Compiled the sfx brew

    Summary

    Generated three laser blaster variations with the SFX Brew laser preset and saved them as 16-bit mono 44.1 kHz WAV files in assets/sfx/. Output below is from a real run of npx sfxbrew laser --count 3 --out assets/sfx/laser.wav.

    Generated sound effects

    FileSeedLengthCharacter
    assets/sfx/laser-01.wav1581428341.31 sfalling zap, 2.6 kHz to 310 Hz in 0.15 s, short echo
    assets/sfx/laser-02.wav598061531.35 ssnappiest of the three, 2.8 kHz to 190 Hz in 0.09 s
    assets/sfx/laser-03.wav1104204931.30 sbrightest start, 3.2 kHz to 260 Hz in 0.13 s

    Lengths include the echo tail; the zap itself is about 0.2 s.

    Regenerate or tweak later

    npx sfxbrew laser --seed 158142834 --out assets/sfx/laser-01.wav
    

    The same seed always produces the identical file.

    Play them in the game (browser example)

    const shots = ['laser-01', 'laser-02', 'laser-03'].map(n => new Audio(`assets/sfx/${n}.wav`));
    function playShot() {
      const a = shots[Math.floor(Math.random() * shots.length)].cloneNode();
      a.playbackRate = 0.95 + Math.random() * 0.1;
      a.play();
    }
    

    Next steps

    1. Listen to the three files and keep the one or two you like, or keep all three and rotate them so rapid fire doesn't sound repetitive.
    2. For a retro 8-bit feel, I can re-render with crush: 6; for a heavier plasma cannon, a lower start pitch and a longer slide.
    3. Hook playShot() into the fire action.

    Connects securely to your tools. The creator never sees your data.

    About this skill

    Finding high-quality, royalty-free sound effects for games usually involves scouring stock libraries or paying for packs that don't quite fit. This skill generates synthesized SFX locally, delivering either WAV files or dependency-free JavaScript code directly into your project.

    What it does

    • Procedural generation creates unique variations of 29 presets including coins, explosions, and UI clicks.
    • WAV export writes audio files directly to your project folders for engines like Godot, Unity, or Pygame.
    • Zero-dependency JS produces standalone code snippets for browser games that synthesize sounds at runtime, with no audio files for most presets.
    • Variation control generates multiple seeds for the same action to prevent repetitive "machine gun" audio patterns.
    • Patch editing allows fine-tuning of frequency, decay, reverb, and bit-crushing via JSON parameters.

    How it works

    1. Analyze project needs by scanning code for player actions and feedback triggers that require audio.
    2. Select presets from categories like UI, Action, Eastern Fantasy, or Instruments.
    3. Generate assets using the CLI or MCP tools to produce .wav files or inline JavaScript.
    4. Wire audio triggers into the application logic, such as calling a play function on a collision event.

    Frameworks & tools

    Works with any engine that can play WAV files (Godot, Unity, Phaser, Pygame and others) and with browser games through the dependency-free JavaScript export. Uses the open-source, MIT-licensed SFX Brew engine (sfxbrew.com).

    Why this beats prompting it yourself

    Generic LLMs cannot produce audio files or the specific math-heavy DSP code required for sound synthesis. This skill bridges the gap by interfacing with a local synthesis engine to provide tangible, commercial-ready assets instead of just descriptions of sounds.

    Use cases

    • Add retro jump and coin sounds to a React-based platformer.
    • Generate five variations of a sword slash to cycle through during combat.
    • Replace placeholder beeps with consistent, professional UI feedback sounds.
    • Embed audio directly into a single-file HTML demo using generated JS snippets.

    Known limitations

    Initial setup requires a one-time download of the sfxbrew npm package (about 1 MB, recordings included). Four presets (war drum, lightning, gong, erhu) are built on short CC0 recordings: their WAV export works offline, but their JavaScript export loads small MP3s from sfxbrew.com on first play unless you self-host them.

    Requires one-time npm package download. Four specific presets require external MP3 samples for JS exports unless self-hosted. Browser audio requires user interaction before playback.

    How to use

    1. 1

      Connect your agent to the Agensi MCP

      Copy the prompt and paste it into Claude, ChatGPT, Cursor or any agent that supports MCP. It sets up the connection for you. Manual setup

    2. 2

      Sign in to Agensi

      Your agent shows a sign-in link. Sign in and click Allow.

    3. 3

      Ask for what you need

      Your agent loads this skill and uses it on your task. It always asks before any payment.

    Reviews

    No reviews yet

    Be one of the first to try it. Every listed skill goes through the trust checks below.

    Security scanned

    Checked by our 8-point scan before listing

    Fresh listing

    Recently published to Agensi

    Free to use

    No account required to browse

    Trust & safety

    Security scan

    Security scan passed today

    • Free with an Agensi account

    Requires

    Node.js

    Permissions

    Write Files
    Network Access
    Terminal / Shell
    Read Files
    Listedtoday

    What's inside

    Frequently Asked Questions

    Unlike standard AI which only describes sounds, sfxbrew uses a procedural synthesis engine to generate actual .wav files or JavaScript code that can be used immediately in your game code.

    Any agent that can run shell commands can use the CLI (npx sfxbrew). Agents with MCP support, such as Claude Code, Cursor, Windsurf and Claude Desktop, can also use the built-in MCP server for a smoother workflow. Requires Node.js 18 or newer.

    Yes. The JavaScript export synthesizes most sounds at runtime with the Web Audio API, so there are no audio files to host. The exception is four presets built on short CC0 recordings (war drum, lightning, gong, erhu): their JavaScript loads small MP3s from sfxbrew.com on first play, or from your own server if you copy the files and call sfxBrew.setSampleBase(). WAV exports never need hosting or network access.

    Yes. Ask for several variations (the tool's count option, for example 4) and each one gets its own seed. Keep a few and pick one at random at runtime so rapid actions don't sound repetitive. Reusing a seed always reproduces the exact same sound.

    Yes. The skill is free, the SFX Brew engine is open source (MIT), and every sound you generate is free for commercial use with no attribution required. The four presets that use recordings use CC0 (public domain) recordings, credited at sfxbrew.com/samples/CREDITS.md.

    Only once: npx downloads the sfxbrew npm package (about 1 MB), which already includes the recordings. After that, generating WAV files works fully offline. The only runtime network access is optional: JavaScript exports of the four recording-based presets load their MP3s from sfxbrew.com unless you self-host them. Nothing from your project is ever uploaded.

    New in Game Development

    Free