sfx-maker: sfxc - sfxr-style .sfx text presets -> 16-bit WAV synthesis

- waves: square (duty), saw, sine, triangle, pitched noise (seeded, deterministic)
- envelope attack/sustain/decay, freq slide, vibrato, arpeggio jump,
  one-pole low/high-pass filters, clamped output
- presets blip/coin/explosion/hurt/jump/laser/powerup with seeded variants;
  preset writes editable .sfx or renders .wav directly
- go tests: parse/validate, determinism, per-preset RMS, WAV header roundtrip

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmdG9GqfSWCzts7AkDwRDh
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# sfx-maker (`sfxc`)
Synthesizes **retro game sound effects** (sfxr-style) from `.sfx` text
files and writes 16-bit mono **WAV**. Sound design becomes text an agent
can read, tweak and reason about — no DAW needed. Go, zero
dependencies, single static binary.
## Build
```bash
# Arch/Garuda: sudo pacman -S go
cd sfx-maker
go build -o build/sfxc . # or the VS Code task "build sfx-maker"
go test ./...
```
## Quick start
```bash
sfxc preset jump -o jump.sfx # editable text preset
sfxc build jump.sfx # -> jump.wav
mpv jump.wav # listen (or aplay/ffplay)
sfxc preset coin -o coin.wav # straight to WAV
sfxc preset coin --seed 3 -o coin3.wav # deterministic variant
sfxc info laser.sfx # validate + summary
```
Presets: `blip, coin, explosion, hurt, jump, laser, powerup`.
`--seed 0` is the canonical sound; any other seed nudges pitch/length
deterministically — ask for three seeds, keep the one that sounds best.
## The `.sfx` format
```
# comment
sfx: jump name
wave: square square | saw | sine | triangle | noise
volume: 0.7 0..1
attack: 0.01 seconds: fade in
sustain: 0.08 hold at full volume
decay: 0.18 fade out (total length = a+s+d, max 10 s)
freq: 330 start pitch, Hz
freq-slide: 900 Hz/second (positive = rising, negative = falling)
duty: 0.5 square pulse width 0.05..0.95 (thinner = buzzier)
vibrato-depth: 25 pitch wobble, Hz
vibrato-rate: 9 wobbles per second
arpeggio: 1.335 multiply pitch by this...
arpeggio-time: 0.06 ...after this many seconds (classic coin blip)
lowpass: 2200 cutoff Hz (muffle: explosions, thuds)
highpass: 300 cutoff Hz (thin out: lasers, clicks)
sample-rate: 44100 8000-96000
seed: 1 noise randomness — same seed = same sound
```
Unknown keys are **errors**, so typos surface immediately. Everything is
deterministic: same file → byte-identical WAV.
## Recipe intuition for agents
- **Jump**: square wave + rising `freq-slide`.
- **Coin/pickup**: square + `arpeggio` > 1 shortly after the start.
- **Laser**: saw + steep negative `freq-slide` + `highpass`.
- **Explosion**: noise + `lowpass` ~2 kHz + long `decay`.
- **Hurt**: saw, low pitch, quick fall.
- **Power-up**: rising slide + `vibrato`.
[`examples/`](examples/) contains all presets as `.sfx` + rendered `.wav`.