@clipkit/sfx 1.0.0

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package/README.md ADDED
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+ # @clipkit/sfx
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+
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+ > Procedural sound-effects synthesis engine — pure DSP, no dependencies, emits 16-bit stereo PCM audio.
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+
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+ ```bash
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+ npm install @clipkit/sfx
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+ ```
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+
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+ A lightweight procedural synth library for UI, game, and motion sound design. Generate 11 core SFX types (whoosh, impact, riser, pop, glitch, etc.) as raw stereo PCM, or render from a curated named catalog. Each synth layers filtered noise, pitched sweeps, and reverb tails—all deterministic and tunable in pitch and stereo. Route through a pro finishing chain (transient shape, air EQ, saturation, parallel compression, stereo width) and export as WAV.
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+
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+ Built for @clipkit/score (sound design) and the editor's audio browser. Pure algorithm—no recordings, no impulse responses—so catalog entries are license-clean and infinitely reproducible.
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+
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+ ## Usage
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+
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+ ```typescript
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+ import { whoosh, riser, finish, encodeWav, renderSfx } from '@clipkit/sfx';
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+
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+ // Generate raw synth
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+ const sfx = whoosh({ duration: 0.5, tune: 220, gain: 0.3 });
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+
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+ // Polish through finishing chain
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+ const finished = finish(sfx);
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+
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+ // Or render by catalog name (finishes by default)
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+ const impact = renderSfx('impact', { tune: 440 });
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+
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+ // Export as 16-bit WAV bytes
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+ const wav = encodeWav(finished);
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+ ```
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+
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+ ## API
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+
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+ **Synth primitives** (all return `Sfx` — stereo PCM with sample rate):
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+ - `whoosh(opts)` — swish + vwoom sweep, tunable pitch, air
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+ - `impact(opts)` — thud + sub drop + click transient
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+ - `riser(opts)` — uplifter with rising tone + swell
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+ - `pop(opts)` — bright snap, scale-in blip + click
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+ - `tick(opts)` — tiny UI tap, high blip
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+ - `glitch(opts)` — bitcrushed stutter, sample-held tone+noise
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+ - `shimmer(opts)` — sparkle, stacked partials + tremolo
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+ - `braam(opts)` — cinematic dread hit, detuned brass cluster
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+ - `downlifter(opts)` — downer, tone pitching down
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+ - `sweep(opts)` — resonant filter sweep across stereo field
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+ - `subDrop(opts)` — low whump, sine drop
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+ - `glueBus(L, R, opts)` — shared reverb + saturation for cohesion
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+
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+ **Finishing chain:**
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+ - `finish(audio, opts)` — transient shape, air EQ, saturation, compression, width, ceiling
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+
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+ **Catalog (16 named entries):**
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+ - `renderSfx(name, opts)` — render by name (whoosh, impact, braam, pop, tick, glitch, shimmer, riser, downlifter, sweep, boom, ding-correct, buzzer-wrong, notification, power-up, coin)
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+ - `listSfx()` — all catalog entries
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+ - `sfxCategories()` — distinct categories
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+
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+ **Export:**
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+ - `encodeWav(audio)` → `Uint8Array` (16-bit PCM WAV, ready to serve/save)
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+
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+ ## License
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+
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+ Apache-2.0 · part of [ClipKit](https://clipkit.dev) · [source](https://github.com/clipkit-video/clipkit)
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+ import { type Sfx } from './sfx.js';
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+ import { type FinishOptions } from './finish.js';
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+ export interface SfxEntry {
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+ /** Unique id, e.g. "whoosh", "buzzer-wrong". */
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+ name: string;
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+ /** Display label. */
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+ label: string;
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+ /** transition · impact · riser · ui · feedback · game · magic · tech */
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+ category: string;
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+ tags: string[];
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+ /** Synth recipe — every catalog entry is generated. */
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+ make: (opts?: {
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+ tune?: number;
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+ seed?: number;
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+ }) => Sfx;
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+ }
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+ export declare const SFX_CATALOG: SfxEntry[];
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+ /** The full catalog (for an editor audio tab to browse). */
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+ export declare function listSfx(): SfxEntry[];
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+ /** Distinct categories in the catalog. */
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+ export declare function sfxCategories(): string[];
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+ export interface RenderSfxOptions {
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+ tune?: number;
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+ seed?: number;
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+ finish?: boolean | FinishOptions;
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+ }
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+ /** Render a named SFX → stereo PCM, finished by default. Null for unknown names. */
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+ export declare function renderSfx(name: string, opts?: RenderSfxOptions): Sfx | null;
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+ //# sourceMappingURL=catalog.d.ts.map
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+ {"version":3,"file":"catalog.d.ts","sourceRoot":"","sources":["../src/catalog.ts"],"names":[],"mappings":"AASA,OAAO,EACiF,KAAK,GAAG,EAC/F,MAAM,UAAU,CAAC;AAClB,OAAO,EAAU,KAAK,aAAa,EAAE,MAAM,aAAa,CAAC;AAIzD,MAAM,WAAW,QAAQ;IACvB,gDAAgD;IAChD,IAAI,EAAE,MAAM,CAAC;IACb,qBAAqB;IACrB,KAAK,EAAE,MAAM,CAAC;IACd,wEAAwE;IACxE,QAAQ,EAAE,MAAM,CAAC;IACjB,IAAI,EAAE,MAAM,EAAE,CAAC;IACf,uDAAuD;IACvD,IAAI,EAAE,CAAC,IAAI,CAAC,EAAE;QAAE,IAAI,CAAC,EAAE,MAAM,CAAC;QAAC,IAAI,CAAC,EAAE,MAAM,CAAA;KAAE,KAAK,GAAG,CAAC;CACxD;AA6BD,eAAO,MAAM,WAAW,EAAE,QAAQ,EAiBjC,CAAC;AAEF,4DAA4D;AAC5D,wBAAgB,OAAO,IAAI,QAAQ,EAAE,CAAwB;AAE7D,0CAA0C;AAC1C,wBAAgB,aAAa,IAAI,MAAM,EAAE,CAA6D;AAEtG,MAAM,WAAW,gBAAgB;IAAG,IAAI,CAAC,EAAE,MAAM,CAAC;IAAC,IAAI,CAAC,EAAE,MAAM,CAAC;IAAC,MAAM,CAAC,EAAE,OAAO,GAAG,aAAa,CAAC;CAAE;AAErG,oFAAoF;AACpF,wBAAgB,SAAS,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,GAAE,gBAAqB,GAAG,GAAG,GAAG,IAAI,CAM/E"}
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+ // The named SFX catalog — a browsable registry of popular sounds, all SYNTH:
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+ // generated by the engine, license-clean, deterministic, tunable. The editor's
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+ // audio tab lists these; renderSfx() previews.
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+ //
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+ // Scope is deliberately what synthesis nails — designed/abstract/tonal sounds
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+ // (whoosh, impact, riser, UI, game, glitch, feedback). Organic human/crowd
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+ // sounds (gasp, applause, cheering) want recordings, not synthesis, so they're
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+ // intentionally out of this catalog rather than faked.
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+ import { whoosh, impact, riser, downlifter, subDrop, pop, tick, sweep, glitch, shimmer, braam, } from './sfx.js';
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+ import { finish } from './finish.js';
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+ const SR = 44100;
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+ function notesToSfx(notes, totalDur) {
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+ const N = Math.floor(totalDur * SR), buf = new Float32Array(N);
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+ for (const nt of notes) {
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+ const start = Math.floor(nt.t * SR), len = Math.floor(nt.d * SR), w = nt.wave ?? 'sine';
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+ let ph = 0;
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+ for (let i = 0; i < len; i++) {
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+ const tt = i / SR;
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+ ph += (2 * Math.PI * nt.f) / SR;
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+ let v;
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+ if (w === 'square')
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+ v = Math.sin(ph) >= 0 ? 0.7 : -0.7;
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+ else if (w === 'saw') {
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+ let s = 0;
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+ const K = Math.min(12, Math.floor(SR / 2 / nt.f));
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+ for (let k = 1; k <= K; k++)
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+ s += Math.sin(k * ph) / k;
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+ v = s * 0.5;
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+ }
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+ else
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+ v = Math.sin(ph);
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+ const env = Math.exp(-tt / (nt.d * 0.4)) * Math.min(1, tt / 0.005);
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+ const idx = start + i;
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+ if (idx < N)
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+ buf[idx] += v * env * (nt.gain ?? 0.3);
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+ }
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+ }
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+ return { left: buf, right: Float32Array.from(buf), sampleRate: SR };
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+ }
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+ const sc = (o) => (o?.tune ?? 220) / 220; // scale to key
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+ const dingCorrect = (o) => { const t = sc(o); return notesToSfx([{ f: 880 * t, t: 0, d: 0.5 }, { f: 1320 * t, t: 0.08, d: 0.6 }], 0.7); };
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+ const buzzerWrong = (o) => { const t = sc(o); return notesToSfx([{ f: 150 * t, t: 0, d: 0.18, wave: 'square', gain: 0.32 }, { f: 145 * t, t: 0.22, d: 0.24, wave: 'square', gain: 0.32 }], 0.5); };
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+ const notification = (o) => { const t = sc(o); return notesToSfx([{ f: 1318 * t, t: 0, d: 0.22, gain: 0.28 }, { f: 1760 * t, t: 0.11, d: 0.4, gain: 0.28 }], 0.5); };
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+ const powerUp = (o) => { const t = sc(o); return notesToSfx([523, 659, 784, 1046].map((f, i) => ({ f: f * t, t: i * 0.06, d: 0.2, wave: 'saw', gain: 0.22 })), 0.5); };
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+ const coin = (o) => { const t = sc(o); return notesToSfx([{ f: 988 * t, t: 0, d: 0.08, gain: 0.3 }, { f: 1318 * t, t: 0.06, d: 0.3, gain: 0.3 }], 0.4); };
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+ export const SFX_CATALOG = [
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+ { name: 'whoosh', label: 'Whoosh', category: 'transition', tags: ['swoosh', 'slide', 'transition'], make: (o) => whoosh({ tune: o?.tune, seed: o?.seed }) },
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+ { name: 'sweep', label: 'Sweep', category: 'transition', tags: ['filter', 'transition'], make: (o) => sweep({ seed: o?.seed }) },
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+ { name: 'impact', label: 'Impact / Hit', category: 'impact', tags: ['hit', 'boom', 'cut'], make: (o) => impact({ tune: o?.tune, seed: o?.seed }) },
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+ { name: 'boom', label: 'Boom / Sub Drop', category: 'impact', tags: ['sub', 'drop'], make: () => subDrop() },
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+ { name: 'braam', label: 'Braam (cinematic)', category: 'impact', tags: ['trailer', 'dread'], make: (o) => braam({ tune: o?.tune ?? 110, seed: o?.seed }) },
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+ { name: 'riser', label: 'Riser / Uplifter', category: 'riser', tags: ['build', 'tension'], make: (o) => riser({ tune: o?.tune, seed: o?.seed }) },
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+ { name: 'downlifter', label: 'Downlifter', category: 'riser', tags: ['downer', 'exit'], make: (o) => downlifter({ tune: o?.tune, seed: o?.seed }) },
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+ { name: 'pop', label: 'Pop', category: 'ui', tags: ['blip', 'appear'], make: (o) => pop({ tune: o?.tune, seed: o?.seed }) },
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+ { name: 'tick', label: 'Tick / Tap', category: 'ui', tags: ['click', 'counter'], make: (o) => tick({ tune: o?.tune, seed: o?.seed }) },
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+ { name: 'notification', label: 'Notification', category: 'ui', tags: ['alert', 'message'], make: (o) => notification(o) },
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+ { name: 'ding-correct', label: 'Correct / Ding', category: 'feedback', tags: ['right', 'success', 'chime'], make: (o) => dingCorrect(o) },
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+ { name: 'buzzer-wrong', label: 'Wrong Answer Buzzer', category: 'feedback', tags: ['wrong', 'error', 'buzz'], make: (o) => buzzerWrong(o) },
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+ { name: 'power-up', label: 'Power Up', category: 'game', tags: ['game', 'level up'], make: (o) => powerUp(o) },
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+ { name: 'coin', label: 'Coin / Pickup', category: 'game', tags: ['game', 'collect'], make: (o) => coin(o) },
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+ { name: 'shimmer', label: 'Shimmer / Sparkle', category: 'magic', tags: ['reveal', 'sparkle'], make: (o) => shimmer({ tune: o?.tune }) },
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+ { name: 'glitch', label: 'Glitch', category: 'tech', tags: ['digital', 'stutter'], make: (o) => glitch({ tune: o?.tune, seed: o?.seed }) },
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+ ];
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+ /** The full catalog (for an editor audio tab to browse). */
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+ export function listSfx() { return SFX_CATALOG; }
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+ /** Distinct categories in the catalog. */
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+ export function sfxCategories() { return [...new Set(SFX_CATALOG.map((e) => e.category))]; }
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+ /** Render a named SFX → stereo PCM, finished by default. Null for unknown names. */
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+ export function renderSfx(name, opts = {}) {
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+ const e = SFX_CATALOG.find((x) => x.name === name);
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+ if (!e)
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+ return null;
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+ let s = e.make({ tune: opts.tune, seed: opts.seed });
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+ if (opts.finish !== false)
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+ s = finish(s, typeof opts.finish === 'object' ? opts.finish : undefined);
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+ return s;
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+ }
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+ //# sourceMappingURL=catalog.js.map
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1
+ 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@@ -0,0 +1,4 @@
1
+ import type { Sfx } from './sfx.js';
2
+ /** Encode rendered stereo audio as a 16-bit PCM WAV (interleaved L/R). */
3
+ export declare function encodeWav(audio: Sfx): Uint8Array;
4
+ //# sourceMappingURL=encode-wav.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"encode-wav.d.ts","sourceRoot":"","sources":["../src/encode-wav.ts"],"names":[],"mappings":"AAKA,OAAO,KAAK,EAAE,GAAG,EAAE,MAAM,UAAU,CAAC;AAEpC,0EAA0E;AAC1E,wBAAgB,SAAS,CAAC,KAAK,EAAE,GAAG,GAAG,UAAU,CAoBhD"}
@@ -0,0 +1,36 @@
1
+ // Stereo 16-bit PCM WAV encoder. Turns a rendered Sfx into bytes you can serve,
2
+ // write to disk, or wrap in a Blob/object-URL for an `audio` element's `source`.
3
+ // Self-contained so the editor can render → encode → drop-on-timeline without a
4
+ // dependency on @clipkit/score.
5
+ /** Encode rendered stereo audio as a 16-bit PCM WAV (interleaved L/R). */
6
+ export function encodeWav(audio) {
7
+ const { left, right, sampleRate } = audio;
8
+ const n = Math.min(left.length, right.length);
9
+ const bytes = new Uint8Array(44 + n * 4);
10
+ const dv = new DataView(bytes.buffer);
11
+ const put = (o, s) => { for (let i = 0; i < s.length; i++)
12
+ dv.setUint8(o + i, s.charCodeAt(i)); };
13
+ put(0, 'RIFF');
14
+ dv.setUint32(4, 36 + n * 4, true);
15
+ put(8, 'WAVE');
16
+ put(12, 'fmt ');
17
+ dv.setUint32(16, 16, true);
18
+ dv.setUint16(20, 1, true);
19
+ dv.setUint16(22, 2, true);
20
+ dv.setUint32(24, sampleRate, true);
21
+ dv.setUint32(28, sampleRate * 4, true);
22
+ dv.setUint16(32, 4, true);
23
+ dv.setUint16(34, 16, true);
24
+ put(36, 'data');
25
+ dv.setUint32(40, n * 4, true);
26
+ const clamp = (x) => Math.max(-1, Math.min(1, x));
27
+ let o = 44;
28
+ for (let i = 0; i < n; i++) {
29
+ dv.setInt16(o, Math.round(clamp(left[i]) * 32767), true);
30
+ o += 2;
31
+ dv.setInt16(o, Math.round(clamp(right[i]) * 32767), true);
32
+ o += 2;
33
+ }
34
+ return bytes;
35
+ }
36
+ //# sourceMappingURL=encode-wav.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"encode-wav.js","sourceRoot":"","sources":["../src/encode-wav.ts"],"names":[],"mappings":"AAAA,gFAAgF;AAChF,iFAAiF;AACjF,gFAAgF;AAChF,gCAAgC;AAIhC,0EAA0E;AAC1E,MAAM,UAAU,SAAS,CAAC,KAAU;IAClC,MAAM,EAAE,IAAI,EAAE,KAAK,EAAE,UAAU,EAAE,GAAG,KAAK,CAAC;IAC1C,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,MAAM,EAAE,KAAK,CAAC,MAAM,CAAC,CAAC;IAC9C,MAAM,KAAK,GAAG,IAAI,UAAU,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;IACzC,MAAM,EAAE,GAAG,IAAI,QAAQ,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC;IACtC,MAAM,GAAG,GAAG,CAAC,CAAS,EAAE,CAAS,EAAQ,EAAE,GAAG,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC,MAAM,EAAE,CAAC,EAAE;QAAE,EAAE,CAAC,QAAQ,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;IAExH,GAAG,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC;IAAC,EAAE,CAAC,SAAS,CAAC,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,IAAI,CAAC,CAAC;IAAC,GAAG,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC;IAClE,GAAG,CAAC,EAAE,EAAE,MAAM,CAAC,CAAC;IAAC,EAAE,CAAC,SAAS,CAAC,EAAE,EAAE,EAAE,EAAE,IAAI,CAAC,CAAC;IAAC,EAAE,CAAC,SAAS,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC;IAAC,EAAE,CAAC,SAAS,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC;IAClG,EAAE,CAAC,SAAS,CAAC,EAAE,EAAE,UAAU,EAAE,IAAI,CAAC,CAAC;IAAC,EAAE,CAAC,SAAS,CAAC,EAAE,EAAE,UAAU,GAAG,CAAC,EAAE,IAAI,CAAC,CAAC;IAC3E,EAAE,CAAC,SAAS,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC;IAAC,EAAE,CAAC,SAAS,CAAC,EAAE,EAAE,EAAE,EAAE,IAAI,CAAC,CAAC;IACtD,GAAG,CAAC,EAAE,EAAE,MAAM,CAAC,CAAC;IAAC,EAAE,CAAC,SAAS,CAAC,EAAE,EAAE,CAAC,GAAG,CAAC,EAAE,IAAI,CAAC,CAAC;IAE/C,MAAM,KAAK,GAAG,CAAC,CAAS,EAAU,EAAE,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IAClE,IAAI,CAAC,GAAG,EAAE,CAAC;IACX,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;QAC3B,EAAE,CAAC,QAAQ,CAAC,CAAC,EAAE,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC,CAAE,CAAC,GAAG,KAAK,CAAC,EAAE,IAAI,CAAC,CAAC;QAAC,CAAC,IAAI,CAAC,CAAC;QAClE,EAAE,CAAC,QAAQ,CAAC,CAAC,EAAE,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC,CAAE,CAAC,GAAG,KAAK,CAAC,EAAE,IAAI,CAAC,CAAC;QAAC,CAAC,IAAI,CAAC,CAAC;IACrE,CAAC;IACD,OAAO,KAAK,CAAC;AACf,CAAC"}
@@ -0,0 +1,16 @@
1
+ import type { Sfx } from './sfx.js';
2
+ export interface FinishOptions {
3
+ /** Attack emphasis (snap/punch), 0..1. Default 0.3. */
4
+ transient?: number;
5
+ /** High-shelf "air" boost (crispness), 0..1. Default 0.5. */
6
+ air?: number;
7
+ /** Oversampled (anti-aliased) saturation amount, 0..1. Default 0.5. */
8
+ drive?: number;
9
+ /** Parallel-compression mix (density/punch), 0..1. Default 0.2. */
10
+ parallel?: number;
11
+ /** Stereo widening of the highs (lows stay mono), 0..1. Default 0.25. */
12
+ width?: number;
13
+ }
14
+ /** Run a sound through the finishing chain → a crisp, "mastered" version. */
15
+ export declare function finish(audio: Sfx, opts?: FinishOptions): Sfx;
16
+ //# sourceMappingURL=finish.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"finish.d.ts","sourceRoot":"","sources":["../src/finish.ts"],"names":[],"mappings":"AAUA,OAAO,KAAK,EAAE,GAAG,EAAE,MAAM,UAAU,CAAC;AAEpC,MAAM,WAAW,aAAa;IAC5B,uDAAuD;IACvD,SAAS,CAAC,EAAE,MAAM,CAAC;IACnB,6DAA6D;IAC7D,GAAG,CAAC,EAAE,MAAM,CAAC;IACb,uEAAuE;IACvE,KAAK,CAAC,EAAE,MAAM,CAAC;IACf,mEAAmE;IACnE,QAAQ,CAAC,EAAE,MAAM,CAAC;IAClB,yEAAyE;IACzE,KAAK,CAAC,EAAE,MAAM,CAAC;CAChB;AAwED,6EAA6E;AAC7E,wBAAgB,MAAM,CAAC,KAAK,EAAE,GAAG,EAAE,IAAI,GAAE,aAAkB,GAAG,GAAG,CAUhE"}
package/dist/finish.js ADDED
@@ -0,0 +1,99 @@
1
+ // The FINISHING CHAIN — the polish pros put on every sound to make it crisp.
2
+ // A synth produces a raw sound; this is the "mastering" stage every sound runs
3
+ // through. Order matters (same as a real chain):
4
+ //
5
+ // transient shape → air EQ → oversampled saturation → parallel comp → M/S width → ceiling
6
+ //
7
+ // All in code, license-clean. (Convolution reverb is the one technique we DON'T
8
+ // do here — it needs an impulse response, which is a recording; deferred like
9
+ // organic foley.)
10
+ // ── 1. transient shaping: emphasise the attack (fast env above slow env) ──────
11
+ function transientShape(L, R, sr, amount) {
12
+ if (amount <= 0)
13
+ return;
14
+ const fu = 1 - Math.exp(-1 / (0.0008 * sr)), fd = 1 - Math.exp(-1 / (0.02 * sr));
15
+ const su = 1 - Math.exp(-1 / (0.005 * sr)), sd = 1 - Math.exp(-1 / (0.08 * sr));
16
+ let ef = 0, es = 0;
17
+ for (let i = 0; i < L.length; i++) {
18
+ const m = Math.max(Math.abs(L[i]), Math.abs(R[i]));
19
+ ef += (m > ef ? fu : fd) * (m - ef);
20
+ es += (m > es ? su : sd) * (m - es);
21
+ const g = 1 + amount * Math.min(2, Math.max(0, ef - es) * 6);
22
+ L[i] *= g;
23
+ R[i] *= g;
24
+ }
25
+ }
26
+ // ── 2. air EQ: high-shelf boost (crisp) + sub-rumble cleanup ──────────────────
27
+ function airEQ(L, R, sr, air) {
28
+ const a9 = 1 - Math.exp((-2 * Math.PI * 9000) / sr);
29
+ const a30 = 1 - Math.exp((-2 * Math.PI * 30) / sr);
30
+ let lp9L = 0, lp9R = 0, lp30L = 0, lp30R = 0;
31
+ for (let i = 0; i < L.length; i++) {
32
+ lp9L += a9 * (L[i] - lp9L);
33
+ lp30L += a30 * (L[i] - lp30L);
34
+ L[i] = (L[i] - lp30L) + air * (L[i] - lp9L);
35
+ lp9R += a9 * (R[i] - lp9R);
36
+ lp30R += a30 * (R[i] - lp30R);
37
+ R[i] = (R[i] - lp30R) + air * (R[i] - lp9R);
38
+ }
39
+ }
40
+ // ── 3. oversampled saturation: 2× to keep distortion harmonics from aliasing ──
41
+ function oversampledSat(buf, drive) {
42
+ if (drive <= 0)
43
+ return;
44
+ const d = 1 + drive * 2, norm = Math.tanh(d) || 1;
45
+ let prev = 0;
46
+ for (let i = 0; i < buf.length; i++) {
47
+ const x = buf[i];
48
+ const a = Math.tanh(((prev + x) * 0.5) * d); // interpolated midpoint (the 2× sample)
49
+ const b = Math.tanh(x * d);
50
+ buf[i] = ((a + b) * 0.5) / norm; // average pair = lowpass before decimating
51
+ prev = x;
52
+ }
53
+ }
54
+ // ── 4. parallel ("New York") compression: add a squashed copy for density ─────
55
+ function parallelComp(L, R, sr, amount) {
56
+ if (amount <= 0)
57
+ return;
58
+ const au = 1 - Math.exp(-1 / (0.002 * sr)), ad = 1 - Math.exp(-1 / (0.1 * sr));
59
+ const thr = 0.15, ratio = 4, makeup = 1.8;
60
+ let env = 0;
61
+ for (let i = 0; i < L.length; i++) {
62
+ const m = Math.max(Math.abs(L[i]), Math.abs(R[i]));
63
+ env += (m > env ? au : ad) * (m - env);
64
+ const gr = env > thr ? (thr + (env - thr) / ratio) / env : 1;
65
+ L[i] += amount * L[i] * gr * makeup;
66
+ R[i] += amount * R[i] * gr * makeup;
67
+ }
68
+ }
69
+ // ── 5. mid/side width: widen the highs, keep the lows mono (no phase mush) ─────
70
+ function msWidth(L, R, sr, width) {
71
+ if (width <= 0)
72
+ return;
73
+ const a200 = 1 - Math.exp((-2 * Math.PI * 200) / sr);
74
+ let sLP = 0;
75
+ for (let i = 0; i < L.length; i++) {
76
+ const mid = (L[i] + R[i]) * 0.5, side = (L[i] - R[i]) * 0.5;
77
+ sLP += a200 * (side - sLP);
78
+ const s = sLP + (side - sLP) * (1 + width); // lows (sLP) mono, highs widened
79
+ L[i] = mid + s;
80
+ R[i] = mid - s;
81
+ }
82
+ }
83
+ /** Run a sound through the finishing chain → a crisp, "mastered" version. */
84
+ export function finish(audio, opts = {}) {
85
+ const L = Float32Array.from(audio.left), R = Float32Array.from(audio.right);
86
+ const sr = audio.sampleRate;
87
+ transientShape(L, R, sr, opts.transient ?? 0.3);
88
+ airEQ(L, R, sr, opts.air ?? 0.5);
89
+ oversampledSat(L, opts.drive ?? 0.5);
90
+ oversampledSat(R, opts.drive ?? 0.5);
91
+ parallelComp(L, R, sr, opts.parallel ?? 0.2);
92
+ msWidth(L, R, sr, opts.width ?? 0.25);
93
+ for (let i = 0; i < L.length; i++) {
94
+ L[i] = Math.max(-1, Math.min(1, L[i]));
95
+ R[i] = Math.max(-1, Math.min(1, R[i]));
96
+ }
97
+ return { left: L, right: R, sampleRate: sr };
98
+ }
99
+ //# sourceMappingURL=finish.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,5 @@
1
+ export { whoosh, impact, riser, subDrop, pop, tick, braam, downlifter, sweep, glitch, shimmer, glueBus, type Sfx, type Pan, type WhooshOptions, type ImpactOptions, type RiserOptions, type SubDropOptions, type PopOptions, type TickOptions, type BraamOptions, type DownlifterOptions, type SweepOptions, type GlitchOptions, type ShimmerOptions, } from './sfx.js';
2
+ export { finish, type FinishOptions } from './finish.js';
3
+ export { encodeWav } from './encode-wav.js';
4
+ export { SFX_CATALOG, listSfx, sfxCategories, renderSfx, type SfxEntry, type RenderSfxOptions, } from './catalog.js';
5
+ //# sourceMappingURL=index.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAQA,OAAO,EACL,MAAM,EAAE,MAAM,EAAE,KAAK,EAAE,OAAO,EAAE,GAAG,EAAE,IAAI,EAAE,KAAK,EAAE,UAAU,EAAE,KAAK,EAAE,MAAM,EAAE,OAAO,EAAE,OAAO,EAC7F,KAAK,GAAG,EAAE,KAAK,GAAG,EAClB,KAAK,aAAa,EAAE,KAAK,aAAa,EAAE,KAAK,YAAY,EAAE,KAAK,cAAc,EAAE,KAAK,UAAU,EAC/F,KAAK,WAAW,EAAE,KAAK,YAAY,EAAE,KAAK,iBAAiB,EAAE,KAAK,YAAY,EAAE,KAAK,aAAa,EAAE,KAAK,cAAc,GACxH,MAAM,UAAU,CAAC;AAClB,OAAO,EAAE,MAAM,EAAE,KAAK,aAAa,EAAE,MAAM,aAAa,CAAC;AACzD,OAAO,EAAE,SAAS,EAAE,MAAM,iBAAiB,CAAC;AAC5C,OAAO,EACL,WAAW,EAAE,OAAO,EAAE,aAAa,EAAE,SAAS,EAC9C,KAAK,QAAQ,EAAE,KAAK,gBAAgB,GACrC,MAAM,cAAc,CAAC"}
package/dist/index.js ADDED
@@ -0,0 +1,12 @@
1
+ // @clipkit/sfx — standalone procedural sound-effects engine.
2
+ //
3
+ // • synthesis primitives (whoosh, impact, riser, pop, glitch, …)
4
+ // • a pro finishing chain (finish) — transient/air/anti-alias/comp/width
5
+ // • a browsable named catalog (listSfx / renderSfx) — for an editor audio tab
6
+ //
7
+ // Pure DSP, no dependencies. Used by @clipkit/score (sound design) and the editor.
8
+ export { whoosh, impact, riser, subDrop, pop, tick, braam, downlifter, sweep, glitch, shimmer, glueBus, } from './sfx.js';
9
+ export { finish } from './finish.js';
10
+ export { encodeWav } from './encode-wav.js';
11
+ export { SFX_CATALOG, listSfx, sfxCategories, renderSfx, } from './catalog.js';
12
+ //# sourceMappingURL=index.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA,6DAA6D;AAC7D,EAAE;AACF,mEAAmE;AACnE,2EAA2E;AAC3E,gFAAgF;AAChF,EAAE;AACF,mFAAmF;AAEnF,OAAO,EACL,MAAM,EAAE,MAAM,EAAE,KAAK,EAAE,OAAO,EAAE,GAAG,EAAE,IAAI,EAAE,KAAK,EAAE,UAAU,EAAE,KAAK,EAAE,MAAM,EAAE,OAAO,EAAE,OAAO,GAI9F,MAAM,UAAU,CAAC;AAClB,OAAO,EAAE,MAAM,EAAsB,MAAM,aAAa,CAAC;AACzD,OAAO,EAAE,SAAS,EAAE,MAAM,iBAAiB,CAAC;AAC5C,OAAO,EACL,WAAW,EAAE,OAAO,EAAE,aAAa,EAAE,SAAS,GAE/C,MAAM,cAAc,CAAC"}
package/dist/sfx.d.ts ADDED
@@ -0,0 +1,124 @@
1
+ export interface Sfx {
2
+ left: Float32Array;
3
+ right: Float32Array;
4
+ sampleRate: number;
5
+ }
6
+ /** Static pan -1..1, or [from, to] to sweep across the stereo field (a slide). */
7
+ export type Pan = number | [number, number];
8
+ export interface WhooshOptions {
9
+ duration?: number;
10
+ gain?: number;
11
+ seed?: number;
12
+ pan?: Pan;
13
+ reverb?: number;
14
+ tune?: number;
15
+ }
16
+ /** A swish into a cut: a noise BAND sweeping upward (movement) layered with a
17
+ * pitched "vwoom" tuned to `tune` Hz, bell-shaped, with air. Place to END on the
18
+ * cut. `reverb: 0` for a dry voice (glue with one shared reverb on the bus). */
19
+ export declare function whoosh(o?: WhooshOptions): Sfx;
20
+ export interface ImpactOptions {
21
+ duration?: number;
22
+ gain?: number;
23
+ seed?: number;
24
+ pan?: Pan;
25
+ reverb?: number;
26
+ tune?: number;
27
+ }
28
+ /** A thud on the cut: sub sine drop (tuned low, around `tune`) + a filtered noise
29
+ * body + a click transient, with a tail. Subtle by default. */
30
+ export declare function impact(o?: ImpactOptions): Sfx;
31
+ export interface RiserOptions {
32
+ duration?: number;
33
+ gain?: number;
34
+ seed?: number;
35
+ pan?: Pan;
36
+ reverb?: number;
37
+ tune?: number;
38
+ }
39
+ /** An uplifter into a big moment: a noise band + rising tone (tuned), swelling. */
40
+ export declare function riser(o?: RiserOptions): Sfx;
41
+ export interface PopOptions {
42
+ duration?: number;
43
+ gain?: number;
44
+ seed?: number;
45
+ pan?: Pan;
46
+ reverb?: number;
47
+ tune?: number;
48
+ }
49
+ /** A bright snap for a scale-in/bounce: a quick pitched blip (tuned high, around
50
+ * 2× `tune`) + a click + air. */
51
+ export declare function pop(o?: PopOptions): Sfx;
52
+ /**
53
+ * "Glue" a stereo SFX bus into one cohesive layer: a single SHARED reverb (so
54
+ * every SFX sits in the same space) + light saturation. Run this once on the
55
+ * summed bus AFTER placing dry SFX — the cohesion fix. In place.
56
+ */
57
+ export declare function glueBus(L: Float32Array, R: Float32Array, opts?: {
58
+ space?: number;
59
+ drive?: number;
60
+ }): void;
61
+ export interface SubDropOptions {
62
+ duration?: number;
63
+ gain?: number;
64
+ }
65
+ /** A low whump after an impact — sine dropping in pitch. */
66
+ export declare function subDrop(o?: SubDropOptions): Sfx;
67
+ export interface TickOptions {
68
+ gain?: number;
69
+ seed?: number;
70
+ pan?: Pan;
71
+ reverb?: number;
72
+ tune?: number;
73
+ }
74
+ /** A tiny UI tick/tap — a short high blip + click. For small reveals/counters. */
75
+ export declare function tick(o?: TickOptions): Sfx;
76
+ export interface BraamOptions {
77
+ duration?: number;
78
+ gain?: number;
79
+ seed?: number;
80
+ reverb?: number;
81
+ tune?: number;
82
+ }
83
+ /** Cinematic dread hit — a detuned low brass/saw cluster (root+fifth+octave) +
84
+ * sub + noise rasp, slow swell, heavy saturation, long tail. Power & weight. */
85
+ export declare function braam(o?: BraamOptions): Sfx;
86
+ export interface DownlifterOptions {
87
+ duration?: number;
88
+ gain?: number;
89
+ seed?: number;
90
+ pan?: Pan;
91
+ reverb?: number;
92
+ tune?: number;
93
+ }
94
+ /** A downer — noise band + tone pitching DOWN, falling away. Scene exit / release. */
95
+ export declare function downlifter(o?: DownlifterOptions): Sfx;
96
+ export interface SweepOptions {
97
+ duration?: number;
98
+ gain?: number;
99
+ seed?: number;
100
+ reverb?: number;
101
+ }
102
+ /** A wide resonant filter sweep — noise through a state-variable bandpass whose
103
+ * cutoff sweeps up, panned across the field. A clean transition wash. */
104
+ export declare function sweep(o?: SweepOptions): Sfx;
105
+ export interface GlitchOptions {
106
+ duration?: number;
107
+ gain?: number;
108
+ seed?: number;
109
+ pan?: Pan;
110
+ tune?: number;
111
+ }
112
+ /** A digital glitch/stutter — bitcrushed + sample-held tone+noise, gated into
113
+ * retriggered slices. Dry-ish, modern/tech. */
114
+ export declare function glitch(o?: GlitchOptions): Sfx;
115
+ export interface ShimmerOptions {
116
+ duration?: number;
117
+ gain?: number;
118
+ reverb?: number;
119
+ tune?: number;
120
+ }
121
+ /** A bright sparkle for reveals — stacked high partials (octaves + fifths) with
122
+ * tremolo and a long bright tail. The "premium" sheen. */
123
+ export declare function shimmer(o?: ShimmerOptions): Sfx;
124
+ //# sourceMappingURL=sfx.d.ts.map
@@ -0,0 +1 @@
1
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package/dist/sfx.js ADDED
@@ -0,0 +1,320 @@
1
+ // Sound-design kit — the layer that reads as "synced" in a pro promo. Built with
2
+ // the real sound-design recipe (not just filtered noise): each SFX LAYERS a
3
+ // swept noise band + a pitched sweep, shapes it with a bell envelope, and adds a
4
+ // short reverb TAIL for air + stereo movement. Procedural, license-clean,
5
+ // deterministic, infinitely tunable. (The same functions can be swapped for CC0
6
+ // WAVs later — designSfxBus just needs audio.)
7
+ //
8
+ // whoosh → into a cut (anticipation), impact → on it (payoff), riser → builds in,
9
+ // pop → a scale/snap. Each returns stereo PCM (encodeWav-able).
10
+ const SR = 44100;
11
+ function rng(seed) {
12
+ let a = seed >>> 0;
13
+ return () => {
14
+ a |= 0;
15
+ a = (a + 0x6d2b79f5) | 0;
16
+ let t = Math.imul(a ^ (a >>> 15), 1 | a);
17
+ t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t;
18
+ return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
19
+ };
20
+ }
21
+ // ── a small Schroeder reverb for "air" (4 combs + 2 allpass) ──────────────────
22
+ function comb(x, D, g) {
23
+ const y = new Float32Array(x.length), z = new Float32Array(D);
24
+ let p = 0;
25
+ for (let i = 0; i < x.length; i++) {
26
+ const yn = x[i] + g * z[p];
27
+ z[p] = yn;
28
+ y[i] = yn;
29
+ p = (p + 1) % D;
30
+ }
31
+ return y;
32
+ }
33
+ function allpass(x, D, g) {
34
+ const y = new Float32Array(x.length), z = new Float32Array(D);
35
+ let p = 0;
36
+ for (let i = 0; i < x.length; i++) {
37
+ const bo = z[p];
38
+ y[i] = -g * x[i] + bo;
39
+ z[p] = x[i] + g * bo;
40
+ p = (p + 1) % D;
41
+ }
42
+ return y;
43
+ }
44
+ function reverbMono(x) {
45
+ const wet = new Float32Array(x.length);
46
+ for (const d of [1116, 1188, 1277, 1356]) {
47
+ const c = comb(x, d, 0.78);
48
+ for (let i = 0; i < x.length; i++)
49
+ wet[i] += c[i] * 0.25;
50
+ }
51
+ return allpass(allpass(wet, 556, 0.5), 441, 0.5);
52
+ }
53
+ /** Place a mono dry signal in stereo with a pan (or pan-sweep) and a reverb tail. */
54
+ function spatialize(dry, pan, reverbMix, tailSec) {
55
+ const tail = Math.floor(tailSec * SR), n = dry.length, N = n + tail;
56
+ const src = new Float32Array(N);
57
+ src.set(dry);
58
+ const wet = reverbMix > 0 ? reverbMono(src) : null;
59
+ const L = new Float32Array(N), R = new Float32Array(N);
60
+ for (let i = 0; i < N; i++) {
61
+ const k = Math.min(1, i / n);
62
+ const p = Array.isArray(pan) ? pan[0] + (pan[1] - pan[0]) * k : pan;
63
+ const lg = Math.cos((p + 1) * Math.PI / 4), rg = Math.sin((p + 1) * Math.PI / 4);
64
+ const wv = wet ? wet[i] * reverbMix : 0;
65
+ L[i] = src[i] * lg + wv;
66
+ R[i] = src[i] * rg + wv;
67
+ }
68
+ return { left: L, right: R, sampleRate: SR };
69
+ }
70
+ /** A swish into a cut: a noise BAND sweeping upward (movement) layered with a
71
+ * pitched "vwoom" tuned to `tune` Hz, bell-shaped, with air. Place to END on the
72
+ * cut. `reverb: 0` for a dry voice (glue with one shared reverb on the bus). */
73
+ export function whoosh(o = {}) {
74
+ const dur = o.duration ?? 0.5, gain = o.gain ?? 0.3, rand = rng(o.seed ?? 1), tune = o.tune ?? 220;
75
+ const n = Math.floor(dur * SR), dry = new Float32Array(n);
76
+ let hpState = 0, lpState = 0, lpState2 = 0, ph = 0;
77
+ for (let i = 0; i < n; i++) {
78
+ const k = i / n;
79
+ const fc = 300 + 2600 * k * k; // band centre sweeps up (capped lower = less fizz)
80
+ const aH = 1 - Math.exp((-2 * Math.PI * fc) / SR);
81
+ const aL = 1 - Math.exp((-2 * Math.PI * (fc * 2.2)) / SR);
82
+ const x = rand() * 2 - 1;
83
+ hpState += aH * (x - hpState); // highpass = x − lp
84
+ const hp = x - hpState;
85
+ lpState += aL * (hp - lpState); // two-pole lowpass (12 dB/oct) →
86
+ lpState2 += aL * (lpState - lpState2); // steeper roll-off = smooth, not grainy
87
+ const f = tune * (0.5 + 1.5 * k * k);
88
+ ph += (2 * Math.PI * f) / SR; // "vwoom", tuned
89
+ const tone = Math.sin(ph) * 0.22;
90
+ const env = Math.pow(Math.sin(Math.PI * Math.min(1, k / 0.96)), 1.4); // bell
91
+ dry[i] = (lpState2 * 1.1 + tone) * env * gain;
92
+ }
93
+ return spatialize(dry, o.pan ?? 0, o.reverb ?? 0.28, 0.32);
94
+ }
95
+ /** A thud on the cut: sub sine drop (tuned low, around `tune`) + a filtered noise
96
+ * body + a click transient, with a tail. Subtle by default. */
97
+ export function impact(o = {}) {
98
+ const dur = o.duration ?? 0.3, gain = o.gain ?? 0.4, rand = rng(o.seed ?? 2), tune = o.tune ?? 220;
99
+ const n = Math.floor(dur * SR), dry = new Float32Array(n);
100
+ let ph = 0, prev = 0, lp = 0, lp2 = 0;
101
+ const aBody = 1 - Math.exp((-2 * Math.PI * 900) / SR); // LOWPASS the body (round thump, not bright hiss)
102
+ for (let i = 0; i < n; i++) {
103
+ const t = i / SR;
104
+ const f = tune * 0.26 + tune * 0.32 * Math.exp(-t / 0.025);
105
+ ph += (2 * Math.PI * f) / SR;
106
+ const sub = Math.sin(ph) * Math.exp(-t / 0.12);
107
+ const x = rand() * 2 - 1;
108
+ lp += aBody * (x - lp);
109
+ lp2 += aBody * (lp - lp2); // 2-pole lowpassed noise
110
+ const body = lp2 * Math.exp(-t / 0.05) * 0.7;
111
+ const clk = i < 0.004 * SR ? (x - prev) * 0.4 : 0;
112
+ prev = x; // brief click only
113
+ dry[i] = (sub + body + clk) * gain;
114
+ }
115
+ return spatialize(dry, o.pan ?? 0, o.reverb ?? 0.22, 0.36);
116
+ }
117
+ /** An uplifter into a big moment: a noise band + rising tone (tuned), swelling. */
118
+ export function riser(o = {}) {
119
+ const dur = o.duration ?? 1.2, gain = o.gain ?? 0.3, rand = rng(o.seed ?? 3), tune = o.tune ?? 220;
120
+ const n = Math.floor(dur * SR), dry = new Float32Array(n);
121
+ let hpState = 0, lpState = 0, lpState2 = 0, ph = 0;
122
+ for (let i = 0; i < n; i++) {
123
+ const k = i / n;
124
+ const fc = 350 + 2800 * k;
125
+ const aH = 1 - Math.exp((-2 * Math.PI * fc) / SR);
126
+ const aL = 1 - Math.exp((-2 * Math.PI * (fc * 2.2)) / SR);
127
+ const x = rand() * 2 - 1;
128
+ hpState += aH * (x - hpState);
129
+ const hp = x - hpState;
130
+ lpState += aL * (hp - lpState);
131
+ lpState2 += aL * (lpState - lpState2); // 2-pole, smoother
132
+ const f = tune * (0.7 + 1.3 * k * k);
133
+ ph += (2 * Math.PI * f) / SR;
134
+ const tone = Math.sin(ph) * 0.28;
135
+ const env = k * k * gain;
136
+ dry[i] = (lpState2 * 1.05 + tone) * env;
137
+ }
138
+ return spatialize(dry, o.pan ?? 0, o.reverb ?? 0.3, 0.4);
139
+ }
140
+ /** A bright snap for a scale-in/bounce: a quick pitched blip (tuned high, around
141
+ * 2× `tune`) + a click + air. */
142
+ export function pop(o = {}) {
143
+ const dur = o.duration ?? 0.1, gain = o.gain ?? 0.3, rand = rng(o.seed ?? 4), tune = o.tune ?? 220;
144
+ const n = Math.floor(dur * SR), dry = new Float32Array(n);
145
+ let ph = 0, prev = 0;
146
+ for (let i = 0; i < n; i++) {
147
+ const t = i / SR;
148
+ const f = tune * 2 + tune * 4 * Math.exp(-t / 0.015);
149
+ ph += (2 * Math.PI * f) / SR;
150
+ const tone = Math.sin(ph) * Math.exp(-t / 0.03);
151
+ const x = rand() * 2 - 1;
152
+ const clk = i < 0.006 * SR ? (x - prev) * 0.6 : 0;
153
+ prev = x;
154
+ dry[i] = (tone * 0.7 + clk) * gain;
155
+ }
156
+ return spatialize(dry, o.pan ?? 0, o.reverb ?? 0.18, 0.2);
157
+ }
158
+ /**
159
+ * "Glue" a stereo SFX bus into one cohesive layer: a single SHARED reverb (so
160
+ * every SFX sits in the same space) + light saturation. Run this once on the
161
+ * summed bus AFTER placing dry SFX — the cohesion fix. In place.
162
+ */
163
+ export function glueBus(L, R, opts = {}) {
164
+ const space = opts.space ?? 0.25, drive = opts.drive ?? 0.15;
165
+ if (space > 0) {
166
+ const wl = reverbMono(L), wr = reverbMono(R);
167
+ for (let i = 0; i < L.length; i++) {
168
+ L[i] += wl[i] * space;
169
+ R[i] += wr[i] * space;
170
+ }
171
+ }
172
+ const d = 1 + drive * 2;
173
+ for (let i = 0; i < L.length; i++) {
174
+ L[i] = Math.tanh(L[i] * d);
175
+ R[i] = Math.tanh(R[i] * d);
176
+ }
177
+ }
178
+ /** A low whump after an impact — sine dropping in pitch. */
179
+ export function subDrop(o = {}) {
180
+ const dur = o.duration ?? 0.6, gain = o.gain ?? 0.4;
181
+ const n = Math.floor(dur * SR), dry = new Float32Array(n);
182
+ let ph = 0;
183
+ for (let i = 0; i < n; i++) {
184
+ const t = i / SR;
185
+ const f = 70 * Math.exp(-t / 0.25) + 28;
186
+ ph += (2 * Math.PI * f) / SR;
187
+ dry[i] = Math.sin(ph) * Math.exp(-t / 0.3) * gain;
188
+ }
189
+ return spatialize(dry, 0, 0.15, 0.3);
190
+ }
191
+ /** A tiny UI tick/tap — a short high blip + click. For small reveals/counters. */
192
+ export function tick(o = {}) {
193
+ const gain = o.gain ?? 0.25, rand = rng(o.seed ?? 5), tune = o.tune ?? 220;
194
+ const n = Math.floor(0.05 * SR), dry = new Float32Array(n);
195
+ let ph = 0, prev = 0;
196
+ for (let i = 0; i < n; i++) {
197
+ const t = i / SR;
198
+ ph += (2 * Math.PI * tune * 4) / SR;
199
+ const tone = Math.sin(ph) * Math.exp(-t / 0.01);
200
+ const x = rand() * 2 - 1;
201
+ const clk = i < 0.003 * SR ? (x - prev) * 0.6 : 0;
202
+ prev = x;
203
+ dry[i] = (tone * 0.5 + clk) * gain;
204
+ }
205
+ return spatialize(dry, o.pan ?? 0, o.reverb ?? 0.1, 0.12);
206
+ }
207
+ /** Cinematic dread hit — a detuned low brass/saw cluster (root+fifth+octave) +
208
+ * sub + noise rasp, slow swell, heavy saturation, long tail. Power & weight. */
209
+ export function braam(o = {}) {
210
+ const dur = o.duration ?? 1.6, gain = o.gain ?? 0.5, rand = rng(o.seed ?? 6), tune = o.tune ?? 110;
211
+ const n = Math.floor(dur * SR), dry = new Float32Array(n);
212
+ const freqs = [tune * 0.5, tune, tune * 1.498, tune * 2];
213
+ const det = [0, 0.4, -0.3, 0.6];
214
+ const phs = freqs.map(() => 0);
215
+ let lp = 0, lp2 = 0;
216
+ for (let i = 0; i < n; i++) {
217
+ const k = i / n;
218
+ let v = 0;
219
+ for (let j = 0; j < freqs.length; j++) {
220
+ phs[j] += (2 * Math.PI * (freqs[j] + det[j])) / SR;
221
+ v += Math.sin(phs[j]) + 0.4 * Math.sin(2 * phs[j]) + 0.2 * Math.sin(3 * phs[j]); // brassy harmonics
222
+ }
223
+ v /= freqs.length;
224
+ // rasp: LOWPASSED noise (a soft growl), not bright hiss
225
+ const x = rand() * 2 - 1;
226
+ lp += 0.06 * (x - lp);
227
+ lp2 += 0.06 * (lp - lp2);
228
+ const rasp = lp2 * 0.5;
229
+ const env = Math.min(1, k / 0.25) * Math.min(1, (1 - k) / 0.3);
230
+ dry[i] = Math.tanh((v * 0.5 + rasp) * env * 1.7) * gain; // moderate drive (less harsh)
231
+ }
232
+ return spatialize(dry, 0, o.reverb ?? 0.4, 0.6);
233
+ }
234
+ /** A downer — noise band + tone pitching DOWN, falling away. Scene exit / release. */
235
+ export function downlifter(o = {}) {
236
+ const dur = o.duration ?? 1.0, gain = o.gain ?? 0.3, rand = rng(o.seed ?? 7), tune = o.tune ?? 220;
237
+ const n = Math.floor(dur * SR), dry = new Float32Array(n);
238
+ let hpState = 0, lpState = 0, lpState2 = 0, ph = 0;
239
+ for (let i = 0; i < n; i++) {
240
+ const k = i / n;
241
+ const fc = 3000 - 2500 * k;
242
+ const aH = 1 - Math.exp((-2 * Math.PI * fc) / SR);
243
+ const aL = 1 - Math.exp((-2 * Math.PI * (fc * 2.2)) / SR);
244
+ const x = rand() * 2 - 1;
245
+ hpState += aH * (x - hpState);
246
+ const hp = x - hpState;
247
+ lpState += aL * (hp - lpState);
248
+ lpState2 += aL * (lpState - lpState2);
249
+ const f = tune * (2 - 1.3 * k);
250
+ ph += (2 * Math.PI * Math.max(40, f)) / SR;
251
+ const tone = Math.sin(ph) * 0.28;
252
+ const env = Math.min(1, k / 0.03) * Math.pow(1 - k, 0.9) * gain;
253
+ dry[i] = (lpState2 * 1.05 + tone) * env;
254
+ }
255
+ return spatialize(dry, o.pan ?? 0, o.reverb ?? 0.3, 0.4);
256
+ }
257
+ /** A wide resonant filter sweep — noise through a state-variable bandpass whose
258
+ * cutoff sweeps up, panned across the field. A clean transition wash. */
259
+ export function sweep(o = {}) {
260
+ const dur = o.duration ?? 0.6, gain = o.gain ?? 0.3, rand = rng(o.seed ?? 8);
261
+ const n = Math.floor(dur * SR), dry = new Float32Array(n);
262
+ let low = 0, band = 0;
263
+ const q = 0.6; // lower = more resonant
264
+ for (let i = 0; i < n; i++) {
265
+ const k = i / n;
266
+ const fc = 200 + 7000 * k * k;
267
+ const f = 2 * Math.sin((Math.PI * fc) / SR);
268
+ const x = rand() * 2 - 1;
269
+ const high = x - low - q * band;
270
+ band += f * high;
271
+ low += f * band;
272
+ const env = Math.pow(Math.sin(Math.PI * Math.min(1, k / 0.95)), 1.3) * gain;
273
+ dry[i] = band * env;
274
+ }
275
+ return spatialize(dry, [-0.7, 0.7], o.reverb ?? 0.25, 0.3);
276
+ }
277
+ /** A digital glitch/stutter — bitcrushed + sample-held tone+noise, gated into
278
+ * retriggered slices. Dry-ish, modern/tech. */
279
+ export function glitch(o = {}) {
280
+ const dur = o.duration ?? 0.25, gain = o.gain ?? 0.3, rand = rng(o.seed ?? 9), tune = o.tune ?? 220;
281
+ const n = Math.floor(dur * SR), dry = new Float32Array(n);
282
+ const hold = 90; // sample-hold (downsample) → digital aliasing
283
+ const levels = 6; // bitcrush quantization
284
+ const slice = Math.floor(0.03 * SR); // stutter slice length
285
+ let held = 0, ph = 0;
286
+ for (let i = 0; i < n; i++) {
287
+ const posInSlice = i % slice;
288
+ if (i % hold === 0) {
289
+ ph += (2 * Math.PI * tune * 2 * hold) / SR;
290
+ const tone = Math.sin(ph) * 0.5;
291
+ const noise = (rand() * 2 - 1) * 0.5;
292
+ held = Math.round((tone + noise) * levels) / levels;
293
+ }
294
+ // gate: each slice fades fast → stutter feel
295
+ const gate = posInSlice < slice * 0.6 ? 1 : 0;
296
+ dry[i] = held * gate * gain;
297
+ }
298
+ return spatialize(dry, o.pan ?? 0, 0.08, 0.12);
299
+ }
300
+ /** A bright sparkle for reveals — stacked high partials (octaves + fifths) with
301
+ * tremolo and a long bright tail. The "premium" sheen. */
302
+ export function shimmer(o = {}) {
303
+ const dur = o.duration ?? 1.0, gain = o.gain ?? 0.22, tune = o.tune ?? 220;
304
+ const n = Math.floor(dur * SR), dry = new Float32Array(n);
305
+ const parts = [tune * 2, tune * 3, tune * 4, tune * 6, tune * 8];
306
+ const phs = parts.map(() => 0);
307
+ for (let i = 0; i < n; i++) {
308
+ const t = i / SR, k = i / n;
309
+ let v = 0;
310
+ for (let j = 0; j < parts.length; j++) {
311
+ phs[j] += (2 * Math.PI * parts[j]) / SR;
312
+ v += Math.sin(phs[j]) / (j + 1);
313
+ }
314
+ const trem = 0.7 + 0.3 * Math.sin(2 * Math.PI * 7 * t);
315
+ const env = Math.min(1, k / 0.1) * Math.pow(1 - k, 0.6) * gain * trem;
316
+ dry[i] = v * env;
317
+ }
318
+ return spatialize(dry, 0, o.reverb ?? 0.45, 0.7);
319
+ }
320
+ //# sourceMappingURL=sfx.js.map
@@ -0,0 +1 @@
1
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package/package.json ADDED
@@ -0,0 +1,17 @@
1
+ {
2
+ "name": "@clipkit/sfx",
3
+ "version": "1.0.0",
4
+ "description": "Standalone sound-effects engine for Clipkit — procedural SFX synthesis (whoosh/impact/riser/UI/glitch/…), a pro finishing chain, and a browsable named catalog. Pure DSP, no dependencies; used by @clipkit/score (sound design) and by the editor (an audio tab to browse/preview SFX).",
5
+ "license": "Apache-2.0",
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+ "repository": { "type": "git", "url": "git+https://github.com/clipkit-video/clipkit.git", "directory": "packages/sfx" },
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+ "homepage": "https://clipkit.dev",
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+ "bugs": "https://github.com/clipkit-video/clipkit/issues",
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+ "type": "module",
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+ "main": "./dist/index.js",
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+ "types": "./dist/index.d.ts",
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+ "exports": { ".": { "import": "./dist/index.js", "types": "./dist/index.d.ts" } },
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+ "files": ["dist", "README.md", "LICENSE"],
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+ "scripts": { "build": "tsc", "dev": "tsc --watch", "typecheck": "tsc --noEmit", "clean": "rm -rf dist" },
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+ "dependencies": {},
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+ "devDependencies": { "@types/node": "^22.0.0", "typescript": "^5.7.3" }
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+ }