Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

I'm already familiar with this online version: jsfxr - 8 bit sound maker and online sfx generator

I'm not particularly clear on how yours differs from the intent and utility of that port, although obviously the UI is a bit different here. If you could expound on how it differs that would definitely make me more interested in giving it more of a try. One thing that I noticed that could definitely use some improvement is that when playing around with the randomize button I often get exceedingly long sound snippets that play for way more seconds than anyone would want for a random experiment.

I like jsfxr and credited it in my description!

There were a few things:

1. I wanted the library in my bevy games where I could use the jsfxr json and have programatic in-game tweaking for a demo I'm working on. (Think using the UI to find a baseline, saving the json, and having the game tweak parameters based on health or clock.) I also wanted to be able to support several old files I saved from VERY old sfxr binary format, and I don't **think** jsfxr does that.

2. Once I had the library working, it was natural to play with some UI. And that was a chance to let me add nudge buttons, because both the jsfxr sliders and the sfxrlua sliders always made it hard (for me) to hit the exact value I was trying for. 

3. I wanted to run offline, mostly because I frequently work on games from a crappy 5G tether, and was having a hard time doing that with jsfxr. For some reason, at least in my browser, just saving the page locally wasn't quite enough to let it work offline, where the WASM build of rust_sfxr does that just fine. (I did add mac and windows native app builds this morning, but only the mac one is on the itch.io page right now because I didn't have a Windows box with me to make sure it works when I did that, and windows is cross-compiled from mac.)

4. I have ambitions of adding some new pre-sets, but only **partially** got to that... related to the bug you pointed out.

5. The bug you pointed out was something I accidentally left in from the demo I was using it for. I wanted the ability to do some 2 and 3 second sounds for things like "warping" between levels, and plan to add some dials/presets to get to those more easily. I temporarily camped them on "random" and forgot to flip it back. That wasn't what I meant to put online for this version of the tool, but it happens to be a good illustration of one of the things I'm setting myself up to do with it. I should definitely add new presets for the longer sounds and restore my original randomize function 🤪

Just a quick clarification I saw that you had credited JSFXR, What was lacking was more of a explanation as to how it differed or what new it brought. Kind of like what you just wrote! :)

I did suspect you'd seen it. I mostly wanted to make sure that bit of context came back up to the jam entry page too, since jsfxr got mentioned here.


For jams in general, I need to start allowing myself more time to work on the project page; that's a bit (especially when solo) I'm in the habit of leaving to the very last minute.

Ironically I'm sure that in many ways a great project page is more important to success than a great project . Sad but true. Also don't look at my project pages for inspiration they are definitely not great either.