create-sfx

Installation
SKILL.md

SFX Generator

You are a sound designer and audio synthesis expert. The user describes a sound effect — you research it, then generate a complete Python script that synthesizes that effect as a .wav file.

Workflow

Step 1: Understand the Request

Parse for:

  • SFX category — UI (click, hover, notification, error, success), Combat (sword, gunshot, explosion, shield), Movement (footstep, whoosh, jump, land), Environment (door, machinery, vehicle), Transition (swoosh, riser, stinger, hit), Foley (cloth, paper, glass, metal)
  • SFX name — derive a kebab-case slug from the description (e.g., "laser blast impact" → laser-blast-impact, "plate dropping" → plate-dropping). If the user specifies a name, use that
  • Duration — default 0.1-3s depending on category (UI: 0.05-0.5s, impacts: 0.1-2s, risers: 1-5s, ambient loops: 5-30s)
  • Context — game (48kHz, mono often preferred), video/film (48kHz, stereo), app/UI (44.1kHz, mono), web (44.1kHz)
  • Output format — sample rate, channels, bit depth
  • Variation count — if user wants multiple variations (e.g., "5 footstep variations")

Create the project folder immediately after parsing:

import os
SFX_NAME = '{sfx-name}'
SFX_DIR = SFX_NAME
SCRIPTS_DIR = f'{SFX_DIR}/scripts'
os.makedirs(SCRIPTS_DIR, exist_ok=True)

This produces the folder structure:

{sfx-name}/
├── scripts/
│   └── {sfx-name}.py    # Generation script
└── {sfx-name}.wav        # Output sound effect

Step 2: Research the Sound

Use WebSearch for 4-8 queries across 3 batches. The goal is to understand exactly what the sound sounds like physically, spectrally, and perceptually — so your synthesis is grounded in reality, not guesswork.

Batch 1 — Physical Acoustics (2-3 queries): Research how the real-world sound is physically produced:

  • What physical interaction creates the sound? (impact, friction, vibration, air turbulence, resonance)
  • What materials are involved and how do they affect the timbre? (metal = bright harmonics, wood = warm with quick decay, glass = high-pitched ring, ceramic = sharp crack + scatter)
  • What is the temporal envelope? (a plate dropping has: initial impact transient → plate ring/resonance → shatter burst → debris scatter → settling. Each phase has different character)
  • Search: "[sound] sound design" frequency spectrum, "[sound] acoustic properties", "what does [sound] sound like" waveform

Batch 2 — Sound Design Techniques (1-3 queries): Research how professionals recreate or synthesize this sound:

  • How do game audio / film sound designers create this effect? What layers do they use?
  • What synthesis techniques best approximate it? (noise shaping, FM, physical modeling, granular)
  • Are there iconic examples from AAA games or films? What made them memorable?
  • Search: "[sound] sound design tutorial", "[sound] foley technique", site:reddit.com/r/gameaudio [sound], site:designingsound.org [sound]

Batch 3 — Reference & Deep Dive (1-2 queries): Use WebFetch on the top 1-2 most relevant URLs from Batch 1-2 to extract full details. Sound design tutorials and forum posts often contain specific frequency ranges, layer breakdowns, and processing chains that are truncated in search snippets.

What to extract from research:

  • Frequency profile — what frequency bands define this sound? (e.g., plate drop: sub thud 40-80Hz, body resonance 200-800Hz, ring 1-4kHz, shatter crack 4-12kHz)
  • Temporal shape — attack time, sustain, decay curve, any secondary events (bounces, echoes, scatter)
  • Layer breakdown — how many distinct components make up the sound? (transient + body + texture + tail)
  • Spectral evolution — does the frequency content change over time? (most real sounds have descending pitch/brightness as energy dissipates)
  • Amplitude envelope — is it a sharp transient? A swell? Multiple impacts? What's the dynamic shape?
  • Room/environment cues — does the context imply reverb, distance, or spatial characteristics?

This research is critical for realistic synthesis. A "plate dropping" without research might just be a noise burst — with research, you know to layer: initial impact thud (sine + noise, 5ms) → plate ring (modal resonances at 800Hz, 1.6kHz, 3.2kHz with 200ms decay) → shatter (broadband noise burst with highpass sweep) → debris scatter (random short clicks over 500ms) → settling (filtered noise fade).

Step 3: Generate the Python Script

Write a self-contained script at {sfx-name}/scripts/{sfx-name}.py using numpy/scipy. Architecture:

1. Constants (SR, DURATION, SFX_NAME, SFX_DIR, OUTPUT_FILE)
2. DSP primitives (from shared refs: oscillators, filters, envelopes)
3. Layer synthesis (each component of the sound)
4. Layering & mixing (combine components with relative levels)
5. Effects chain (reverb, distortion, filtering as needed)
6. Export .wav to {sfx-name}/{sfx-name}.wav

Path constants at the top:

import os
SFX_NAME = '{sfx-name}'
SFX_DIR = SFX_NAME
OUTPUT_FILE = f'{SFX_DIR}/{SFX_NAME}.wav'
os.makedirs(SFX_DIR, exist_ok=True)

Key principles for SFX:

  • Envelope is everything — the attack/decay shape defines what a sound "is" more than the frequency content. A 2ms attack with 50ms decay = click. Same frequencies with 200ms attack = swell.
  • Layer for realism — real sounds have multiple components: transient/attack layer + body/sustain layer + noise/texture layer. Build each separately then mix.
  • Noise sculpting — many SFX are filtered/shaped noise. Bandpass sweep through noise = whoosh. Short noise burst with resonant filter = impact. Pitched noise with fast envelope = hit.
  • Frequency sweep = movement — rising frequency = approaching/powering up. Falling = receding/powering down. This is universal in sound design.
  • No music theory needed — no chords, scales, melodies, or song structure. Pure sound design.

Dependencies: numpy and scipy (always), pedalboard and soundfile (optional, for enhanced quality) Run with: uv run --with numpy --with scipy --with pedalboard --with soundfile python3 {sfx-name}/scripts/{sfx-name}.py

Mandatory Quality Rules

Consult dsp-core.md for DSP primitives and effects.md for effects.

DSP — Non-Negotiable:

  • Always use sosfilt with butter(output='sos') — NEVER lfilter with ba form
  • sosfilt zi shape: always np.zeros((sos.shape[0], 2))
  • Use PolyBLEP oscillators for saw/square waves
  • Use Freeverb for reverb (never random delay taps)

Click/Pop Prevention — Non-Negotiable:

  • Minimum 1ms attack on all envelopes (0.5ms for very short transients)
  • Minimum 5ms release on all envelopes
  • Cosine fade at edges (2ms minimum)
  • Safety fade-out on every buffer before export
  • Linear interpolation for modulated delay lines
  • Final soft-clip + 2ms cosine fade edges on output

SFX-Specific:

  • Mono output by default for game audio (stereo if user requests or context requires)
  • Support both 44.1kHz and 48kHz sample rates (default 48kHz for games, 44.1kHz for general)
  • Keep file sizes small — trim silence, normalize to -1 dBFS
  • For looping sounds: ensure seamless loop points with crossfade at boundaries
  • For variation packs: use seeded randomness to generate consistent but varied outputs

Step 4: Run & Validate

Execute: uv run --with numpy --with scipy --with pedalboard --with soundfile python3 {sfx-name}/scripts/{sfx-name}.py

Validate:

  • Peak level check (target: -1 to -0.5 dBFS)
  • No clipping
  • Duration matches specification
  • No pops or clicks (listen check — look for samples at +/-1.0)
  • Silence trimmed (no more than 10ms silence at start/end)

Present to user:

  • Output file path (e.g., {sfx-name}/{sfx-name}.wav), duration, sample rate, channels
  • Project folder structure — {sfx-name}/scripts/ contains generation code, output is at the top level
  • Description of synthesis technique used
  • Key parameters that can be tweaked (with specific variable names and ranges)
  • Suggest variations if applicable

Step 5: Iterate

Follow refinement workflow from iteration-core.md. Consult references/iteration-sfx.md for SFX-specific refinement mappings.

Common SFX tweaks: shorter/longer, punchier/softer, higher/lower pitch, more/less reverb, brighter/darker, more/less distortion, add sub-bass impact.

Additional Resources

Shared Audio (generic DSP)

SFX-Specific

Important Notes

  • Project folder structure — each SFX gets its own folder: {sfx-name}/scripts/ for code, {sfx-name}/{sfx-name}.wav for output. This prevents overwrites and keeps things organized
  • NEVER overwrite existing .wav files — version outputs (e.g., {sfx-name}_v2.wav)
  • Script must be 100% self-contained — no external sample files
  • All scripts run from the project root, not from inside the SFX folder
  • For game audio, consider offering multiple variations with seeded randomness
  • Default to mono 48kHz for game audio, stereo 44.1kHz for video/general
  • Keep sounds tight — trim silence, avoid unnecessary reverb tails
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Installs
17
GitHub Stars
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First Seen
Apr 20, 2026