Procedural game audio

Fifteen tracks. No samples, no library music, no recordings.

Every note in both SparkOne games is synthesized on our own hardware from a seed. A track is not a file somebody made and checked in — it is a declaration in a manifest (a mode, a tempo, a role) rendered by a Csound-based instrument bank into an .ogg. Change the seed and you get a different take of the same brief; keep it and the track is reproducible forever.

That matters more than it sounds. A game with 15 licensed tracks has 15 immovable objects in it. A game whose music is declared can have its tempo raised, its mode swapped from bright to tense, or a whole new cue added, in the time it takes to edit one line — and the same pipeline renders the sound effects and the character voices too.

PetWars — a pet-shop card gameNine cues

Wasteland Wrecker 3D — a desert arenaSix cues

Why the modes are listed. The PetWars cues name a musical mode because the generator picks one deliberately: ionian for the bright, unbothered screens, lydian for anticipation (the ladder, the pack tearing open), mixolydian where something is at stake. It is the cheapest possible way to make a soundtrack agree with what is on screen, and it costs one word in a manifest.

▶ Play PetWars ▶ Play Wasteland Wrecker 3D