SFX Workbench
A fast, browser-based workbench for game sound effects. Record, cut, reverse, re-pitch, stretch, generate, vary, morph,
slice and loop sounds, then save WAV files at the source's sample rate and bit depth. Everything runs locally in your browser;
no audio is uploaded.
Use it: https://eigensoundlab.github.io/SFXWorkbench/
Offline copy: download sfx-workbench.html
and open it in any modern browser.
Features
- Record from a microphone or interface: raw input, native sample rate, sound-activated start with pre-roll,
automatic stop after silence so you can perform take after take.
- Folders: pin your sound library folders, browse and preview with the arrow keys, add with Enter. WAV, AIFF, FLAC,
MP3, OGG and more.
- Kurator link: in Kurator (a local asset manager), right-click sounds
and choose Send to SFX Workbench. They load here from any folder, tag or project, and everything you save (output,
source, variations, slices, loops) goes back to Kurator as new files, tagged and with the sounds it was made from
as its source. Kurator never overwrites anything. Works in Chrome, Edge and Firefox. The first time, the browser asks
whether the page may connect to apps on this device. Safari does not allow this.
- Editing: trim, delete, silence, reverse, fades, normalize, gain, trim silence, to mono, with undo.
- Effect chain with 23 effects, including a resonator body (play a sound through virtual metal, wood or glass) and
dispersion / spring. Also: speed/pitch with sweeps, time stretch (clean, spectral, extreme smear; it can keep every
attack sharp, at Playhead's onsets when Playhead is on), pitch shift
that keeps length, filter with sweep, EQ, distortion, bitcrush, noise reduction, ring modulator, tremolo,
flanger/chorus, echo, reverb, transient shaper, compressor, gain, fades, normalize, loudness, DC removal.
- 51 presets in six groups: weapons, power and devices, movement and foley, inventory and UI, impacts, space and
character. Save your own chains as presets in the browser. Mutate nudges every setting a little; Back undoes it.
- Compare: press B (or Bypass beside Clear chain) while the output plays to switch effects on and off at the same
position. Save source WAV saves the edited source without effects.
- Variations: seeded random pitch, length, volume, tone, start offset and reverse, with a file-name pattern such as
{name}_var{nn}. Play all, save all as one zip.
- Accents (context-aware): analyses a sound's structure (attack, body, tail, transients, pitch, brightness) and
adds accents where they belong: a mechanism click before the shot, a sub under the peak, a back slap or debris after
the tail, a metal ring on every transient of a reload. Accents are tuned to the sound, choose a fitting material and
follow its loudness. Transfer the event rhythm of a reference sound, or graft its events in. Ducking, panning,
local pitch tuning and per-accent chance. 30 recipes; variations can include the accents, slightly different in
each file.
- Combine and morph: layer stack, spectral morph, cross-synthesis, convolution, envelope transfer, ring multiply and
granular weave. Spectral morph and granular weave can follow A's level (or a Playhead curve) instead of an even ramp.
The layer stack is a timeline: drag clips on up to four lanes under a folder lane that shows the mix, line the layers'
hits up to the sample (shift and polarity), and sum the low end in phase so layers stop cancelling. With Playhead on,
the folder shows each layer's share, the loudest layer per band and the bands two layers share, and "Find
arrangements" searches offsets and gains for a punchy, big or clean result. Drag a clip's right edge to stretch it:
every attack stays sharp, so beds and ambiences can be lengthened under the hits.
- Generate with five engines, each with dice types to roll, mutate and refine:
- Impact: a physical model built as cause → object → aftermath. An action (hit, scrape, roll, crack) excites a
resonant object (11 materials, 7 shapes), followed by bounces, rolling, debris and rumble. Ammo shells, coins,
glass shatter, wall collapse, ice cracks, blaster wires, ricochets and more.
- Texture: gravel and debris, sparks, electric arcs, fire, bubbles and drips, rain, wind, energy fields, rumble.
- Resynth: measures the resonant modes of a recorded hit and turns it into an editable object. Make your desk
knock bigger, turn a pan into glass, drop it, scrape it or break it.
- Reaction: action and reaction. A library sound is the action (a whoosh, a footstep, a pass-by) and a medium
responds to it: gravel, dry leaves, debris, water, air, sparks or a force field, after a delay and with its own
inertia.
- Synth: classic one-shot synthesis in the spirit of sfxr.
- "Add as layer" sends a generated sound straight into the layer stack to build action + effect designs.
- Slice and loop: split many takes in one recording at the silences; build seamless loops and start/loop/stop sets
for looping devices.
- Finishing on everything you save from the output: loudness target (LUFS), mono or stereo, silence trim, DC removal, de-click
edges, peak ceiling. Formats: source, 16/24-bit PCM or 32-bit float; any common sample rate.
- Waveform or spectrum display, light and dark themes, keyboard shortcuts.
- Playhead analysis (optional): see below.
This is the beginning of the README. Read the rest at the original. Read the full README ↗