ChipForge — Procedural Retro SFX & Music (Zero Audio Files)
schnurbusch
$19.99
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Retro chiptune SFX and looping music, generated entirely at runtime. No audio files, no dependencies. Tweak sounds in the inspector with live preview — ideal for game jams and tiny mobile builds.Every sound. Zero audio files.Every game needs a coin, a jump, a laser, an explosion, and something playing in the menu. Getting them means a sound budget, an asset pack that never quite fits, or an afternoon in an audio tool that teaches you nothing about your game.ChipForge is that sound, minus the files:SfxPlayer.Play(coin);That is the whole integration. The sound is synthesized on the device the moment it is needed. There is no .wav, no .mp3, no AudioClip in your project. Sounds are small data assets you tweak in the Inspector and hear instantly, without entering Play mode.SOUND EFFECTS- 5 waveforms: sine, square, triangle, saw and noise- Pitch sweeps for lasers, jumps and power-ups- Colored noise for explosions and impacts- 12 ready-made presets: Coin, Jump, Laser, Explosion, Fanfare and moreMUSIC- Seamless loops built from chord progressions: pad, bass, arpeggio and a soft kick- 6 mood presets: Menu, Calm, Chill, Dark, Epic, Energetic- Automatic crossfade between moods, so menu turns into gameplay turns into combat without a cutWHAT YOU GET- One line of code per sound, no scene setup, no prefabs, no manager- 18 presets in total, every one of them a starting point you can edit- Volume and mute persistence built in- Renders at the device sample rate, which fixes the classic "silent on 48 kHz Android devices" problem- A demo you add from the menu: Tools > ChipForge > Add Demo To Scene- Full C# source, no DLLs, no dependencies. The audio is hand-written DSP code: oscillators, envelopes, chord and arpeggio logicWHAT IT IS NOT- Not a DAW and not an orchestral engine. ChipForge does retro and chiptune-style sound effects and looping music. That focus is what keeps it a few kilobytes and simple to use.- Not a sample player. If you already have audio files you love, keep them. ChipForge is for the sounds you do not have yet.REQUIREMENTSBuilt and tested with Unity 6. Works with Built-in, URP and HDRP, because it contains no shaders or materials. No packages required. The optional demo uses Unity UI (uGUI) if it is present and stays out of the build if it is not. Tested on Windows and Android.FAQDo I need to be an audio expert? No. Start from a preset and tweak by ear with live preview.Will it bloat my build? No. The package is code only, a few kilobytes, and adds no asset weight.Does it work on mobile? Yes. It renders at the device sample rate and was tested on Android hardware.Can I use it in commercial games? Yes, in unlimited personal and commercial projects under the standard per-seat license.Can I read the code? All of it. Nothing is hidden in a DLL.FROM THE SAME PUBLISHEREvery Schnurbusch tool follows the same rule: one line of code, your project stays as it is, full C# source.HintOnce, free: first-time hints with one line of codehttps://assetstore.unity.com/packages/tools/gui/hintonce-first-time-hints-with-one-line-of-code-396738LocLayer: localize without refactoringhttps://assetstore.unity.com/packages/tools/localization/loclayer-localize-without-refactoring-394954PortraitFit: portrait WebGL template for Unityhttps://assetstore.unity.com/packages/tools/utilities/portraitfit-portrait-webgl-template-for-unity-395204All tools, manuals and what is coming next: https://schnurbusch.github.io5 waveforms: sine, square, triangle, saw, noise12 ready-made SFX presets (Coin, Jump, Laser, Explosion, Fanfare and more)6 music mood presets as seamless loops (Menu, Calm, Chill, Dark, Epic, Energetic)Automatic crossfade between music moodsLive inspector preview — design sounds without entering play modeOne-line API: SfxPlayer.Play(recipe) and MusicPlayer.Play(mood)Volume and mute persistence built inRenders at the device sample rate (no silent clips on 48 kHz Android)No audio files, no dependencies — full C# source includedThe C# source code was developed with the help of an AI coding assistant (Anthropic's Claude) for writing, reviewing and refactoring the scripts. All sound effects and music are produced by hand-written DSP code (oscillators, envelopes, chord and arpeggio logic) — no generative AI models were used to create any audio, and the package contains no audio files. The documentation and store text were also drafted with AI assistance. All AI-assisted code and text were reviewed and tested by the author.

