222 retro sound effects for platformers, arcade games and RPGs. Every sound is 8-bit: square, triangle, saw and noise channels, the way old consoles made them.Works in any pipeline: the sounds are plain AudioClips and the demo scene's UI is IMGUI. Tested in Built-in, URP (2D and Universal Renderer) and HDRP.222 retro sound effects for platformers, arcade games and RPGs. Every sound is 8-bit: square, triangle, saw and noise channels, the way old consoles made them.Every one plays in the preview video.What's insideCoins & pickups (24): coins, gems, hearts, keys, ammoMovement (29): jumps, landings, steps, dash, spring, fallShooting (25): lasers, blasters, machine gun, charge shotExplosions (20): booms, crumbles, fireworksHits (24): hits, hurt, stomp, slash, block, deathPower-ups (20): power up and down, heal, shield, extra lifeUI (33): move, select, confirm, cancel, error, pause, toggles, text blipsMagic (14): teleport, warp, spells, freeze, lightning, portalJingles (18): level complete, victory, game over, stage start, secret, countdownMisc (15): doors, chests, switches, alarm, splash, engine, rainEvery sound as WAV (44.1 kHz, 16-bit), sorted into folders by category.Levelled to the same loudness, trimmed, with no clicks at the start or end.Named for what they are (jump_high, coin_double, level_complete) and listed in README.txt.Works in any engine: Godot, Unity, GameMaker, Unreal, Construct, Pico-8 ports, web.The Python code that synthesises every sound and the demo's C# scripts were written with the help of AI (Anthropic's Claude); no generative audio model, no samples, no recordings. Every sound passes an automated check for clipping, clicks, silence and loudness.every sound as an AudioClip, a folder per kind, and a demo scene with a button per sound.Unity 6.3 or later; the WAVs import in any version.A Documentation.txt in the package's folder says what is where and how to use it.Try the demo scene in your browser: https://pikoulas.com/demos/pixel-sfx/The Python code that synthesises every sound and the demo's C# scripts were written with the help of AI (Anthropic's Claude); no generative audio model, no samples, no recordings. Every sound passes an automated check for clipping, clicks, silence and loudness.




