ChipForge — Procedural Retro SFX & Music (Zero Audio Files) View on Asset Store (opens in new tab)

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Latest version
1.0.0
Last updated
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Unity version
6000.4.1 or later
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53 KB
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17
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ChipForge — Procedural Retro SFX & Music (Zero Audio Files)

by schnurbusch (opens in new tab)

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Retro chiptune SFX and looping music, generated entirely at runtime. No audio files, no dependencies. Tweak sounds in the inspector with live preview — ideal for game jams and tiny mobile builds.

Price $19.99

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Last 6 months

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Price history for ChipForge — Procedural Retro SFX & Music (Zero Audio Files), 6 months Current $19.99; lowest $19.99; highest $19.99 in this period. $0 $10 $20 Sep Oct Nov

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ChipForge — Procedural Retro SFX & Music (Zero Audio Files) screenshot 1

ChipForge — Procedural Retro SFX & Music (Zero Audio Files) screenshot 1

About this asset

Every sound. Zero audio files.

Every game needs a coin, a jump, a laser, an explosion, and something playing in the menu. Getting them means a sound budget, an asset pack that never quite fits, or an afternoon in an audio tool that teaches you nothing about your game.

ChipForge is that sound, minus the files:

SfxPlayer.Play(coin);

That is the whole integration. The sound is synthesized on the device the moment it is needed. There is no .wav, no .mp3, no AudioClip in your project. Sounds are small data assets you tweak in the Inspector and hear instantly, without entering Play mode.

SOUND EFFECTS

- 5 waveforms: sine, square, triangle, saw and noise

- Pitch sweeps for lasers, jumps and power-ups

- Colored noise for explosions and impacts

- 12 ready-made presets: Coin, Jump, Laser, Explosion, Fanfare and more

MUSIC

- Seamless loops built from chord progressions: pad, bass, arpeggio and a soft kick

- 6 mood presets: Menu, Calm, Chill, Dark, Epic, Energetic

- Automatic crossfade between moods, so menu turns into gameplay turns into combat without a cut

WHAT YOU GET

- One line of code per sound, no scene setup, no prefabs, no manager

- 18 presets in total, every one of them a starting point you can edit

- Volume and mute persistence built in

- Renders at the device sample rate, which fixes the classic "silent on 48 kHz Android devices" problem

- A demo you add from the menu: Tools > ChipForge > Add Demo To Scene

- Full C# source, no DLLs, no dependencies. The audio is hand-written DSP code: oscillators, envelopes, chord and arpeggio logic

WHAT IT IS NOT

- Not a DAW and not an orchestral engine. ChipForge does retro and chiptune-style sound effects and looping music. That focus is what keeps it a few kilobytes and simple to use.

- Not a sample player. If you already have audio files you love, keep them. ChipForge is for the sounds you do not have yet.

REQUIREMENTS

Built and tested with Unity 6. Works with Built-in, URP and HDRP, because it contains no shaders or materials. No packages required. The optional demo uses Unity UI (uGUI) if it is present and stays out of the build if it is not. Tested on Windows and Android.

FAQ

Do I need to be an audio expert? No. Start from a preset and tweak by ear with live preview.

Will it bloat my build? No. The package is code only, a few kilobytes, and adds no asset weight.

Does it work on mobile? Yes. It renders at the device sample rate and was tested on Android hardware.

Can I use it in commercial games? Yes, in unlimited personal and commercial projects under the standard per-seat license.

Can I read the code? All of it. Nothing is hidden in a DLL.

FROM THE SAME PUBLISHER

Every Schnurbusch tool follows the same rule: one line of code, your project stays as it is, full C# source.

HintOnce, free: first-time hints with one line of code

https://assetstore.unity.com/packages/tools/gui/hintonce-first-time-hints-with-one-line-of-code-396738

LocLayer: localize without refactoring

https://assetstore.unity.com/packages/tools/localization/loclayer-localize-without-refactoring-394954

PortraitFit: portrait WebGL template for Unity

https://assetstore.unity.com/packages/tools/utilities/portraitfit-portrait-webgl-template-for-unity-395204

All tools, manuals and what is coming next: https://schnurbusch.github.io

From the publisher's Asset Store listing.

Technical details

  • 5 waveforms: sine, square, triangle, saw, noise
  • 12 ready-made SFX presets (Coin, Jump, Laser, Explosion, Fanfare and more)
  • 6 music mood presets as seamless loops (Menu, Calm, Chill, Dark, Epic, Energetic)
  • Automatic crossfade between music moods
  • Live inspector preview — design sounds without entering play mode
  • One-line API: SfxPlayer.Play(recipe) and MusicPlayer.Play(mood)
  • Volume and mute persistence built in
  • Renders at the device sample rate (no silent clips on 48 kHz Android)
  • No audio files, no dependencies — full C# source included

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP Custom
6000.4.1f1 Compatible Compatible Compatible Compatible

As listed on the Asset Store.