| it started out with sfxr [1] then the clones started the mac clone cfxr [2] the flash clone, you linked to. the fork of that, called bfxr [3] the ios port [4] the (much better, in my opinion than OP), js port [5] sfxr.js [6] sfmaker [7] and I'm sure there's a handful of others. I think I'm missing one js clone- along with a number of game engine libraries designed to accept the source parameters for a sfxr sound or bfxr sound and generate them in real time in the game as opposed to storing a wav. The opportunities for this genre of program are opening up now that the webaudio api is just starting to mature (though it has a fair way to go). SFXR gives you a very very basic array of synthesis techniques. There's a lot more that is possible here- Plus the whole field of FM synthesis techniques (think genesis/megadrive era sound effects), game engine libraries are yet to be addressed in the browser, as the tech making that possible is still just around the corner in the next browser releases. [1]: http://www.drpetter.se/project_sfxr.html [2]: http://thirdcog.eu/apps/cfxr [3]: http://www.bfxr.net [4]: https://itunes.apple.com/au/app/sfxr/id349840825?mt=8 [5]: http://github.grumdrig.com/jsfxr/ [6]: http://humphd.github.io/sfxr.js/ [7]: http://www.html5gamedevs.com/topic/757-sfmaker-html5-sound-e... |