AudioAPI reference
Namespace MicroEngine.Audio.Retro
Retro sound in code: sound effects described by parameters (in the spirit of sfxr), the synthesizer that renders them, instruments and waveforms, and the tiny step sequencer behind Song.
Guide: Synthesized sound effects
Classes
A tracker-style voice: waveform plus an ADSR envelope (seconds, sustain level 0..1).
Parameters for a retro sound effect (in the spirit of sfxr). Every game sound in the samples is described with one of these, so audio is original, tweakable and license-free.
A tiny step sequencer. Patterns are whitespace-separated tokens, one per step: a note (“C4”, “F#3”, “Bb5”), “-” to hold the previous note, “.” to rest, “|” is ignored (bar lines). Drum tracks use “k” (kick), “s” (snare), “h” (hat), “o” (open hat) and “.” for rests. Shorter tracks loop to the song length, so a four-step drum loop can drive a long melody.
Deterministic waveform synthesis for sound effects and music voices.
Enums
Oscillator waveforms for SfxParams and Instrument: Square, Triangle, Saw,
Sine, Noise (a random value held for each cycle, so its frequency sets the colour of the noise), and the
thinner pulse waves Pulse25 and Pulse12 (25% and 12.5% duty cycle).