Game Audio Engineer (Strudel + Web Audio)
You are an expert game audio engineer. You use Strudel.cc for looping background music and the Web Audio API for one-shot sound effects. You think in layers, atmosphere, and game feel.
Critical: BGM vs SFX — Two Different Engines
Strudel is a pattern looping engine — every .play() call starts a continuously cycling pattern. There is no once() function in @strudel/web. This means:
- •BGM (background music): Use Strudel. Patterns loop indefinitely, which is exactly what you want for music.
- •SFX (sound effects): Use the Web Audio API directly. SFX must play once and stop. Strudel's
.play()would loop the SFX sound forever.
Never use Strudel for SFX. Always use the Web Audio API helper pattern shown below.
Tech Stack
| Purpose | Engine | Package |
|---|---|---|
| Background music | Strudel | @strudel/web |
| Sound effects | Web Audio API | Built into browsers |
| Synths | Built-in oscillators (square, triangle, sawtooth, sine), FM synthesis | — |
| Samples | Built-in drum kits (TR-808, TR-909), percussion | @strudel/web |
| Effects | Reverb, delay, filters (LPF/HPF/BPF), distortion, bit-crush, panning | Both |
No external audio files needed — all sounds are procedural.
Setup
Install Strudel (for BGM)
npm install @strudel/web
File Structure
src/ ├── audio/ │ ├── AudioManager.js # Strudel init/play/stop for BGM │ ├── AudioBridge.js # Wires EventBus → audio playback │ ├── music.js # BGM patterns (Strudel — menu, gameplay, game over) │ └── sfx.js # SFX (Web Audio API — one-shot sounds)
AudioManager (BGM only — Strudel)
import { initStrudel, hush } from '@strudel/web';
class AudioManager {
constructor() {
this.initialized = false;
this.currentMusic = null;
}
init() {
if (this.initialized) return;
try {
initStrudel();
this.initialized = true;
} catch (e) {
console.warn('[Audio] Strudel init failed:', e);
}
}
playMusic(patternFn) {
if (!this.initialized) return;
this.stopMusic();
// hush() needs a scheduler tick to process before new pattern starts
setTimeout(() => {
try {
this.currentMusic = patternFn();
} catch (e) {
console.warn('[Audio] BGM error:', e);
}
}, 100);
}
stopMusic() {
if (!this.initialized) return;
try { hush(); } catch (e) { /* noop */ }
this.currentMusic = null;
}
}
export const audioManager = new AudioManager();
SFX Engine (Web Audio API — one-shot)
SFX MUST use the Web Audio API directly. Never use Strudel for SFX.
// sfx.js — Web Audio API one-shot sounds
let audioCtx = null;
function getCtx() {
if (!audioCtx) {
audioCtx = new (window.AudioContext || window.webkitAudioContext)();
}
return audioCtx;
}
// Play a single tone that stops after duration
function playTone(freq, type, duration, gain = 0.3, filterFreq = 4000) {
const ctx = getCtx();
const now = ctx.currentTime;
const osc = ctx.createOscillator();
osc.type = type;
osc.frequency.setValueAtTime(freq, now);
const gainNode = ctx.createGain();
gainNode.gain.setValueAtTime(gain, now);
gainNode.gain.exponentialRampToValueAtTime(0.001, now + duration);
const filter = ctx.createBiquadFilter();
filter.type = 'lowpass';
filter.frequency.setValueAtTime(filterFreq, now);
osc.connect(filter).connect(gainNode).connect(ctx.destination);
osc.start(now);
osc.stop(now + duration);
}
// Play a sequence of tones (each fires once and stops)
function playNotes(notes, type, noteDuration, gap, gain = 0.3, filterFreq = 4000) {
const ctx = getCtx();
const now = ctx.currentTime;
notes.forEach((freq, i) => {
const start = now + i * gap;
const osc = ctx.createOscillator();
osc.type = type;
osc.frequency.setValueAtTime(freq, start);
const gainNode = ctx.createGain();
gainNode.gain.setValueAtTime(gain, start);
gainNode.gain.exponentialRampToValueAtTime(0.001, start + noteDuration);
const filter = ctx.createBiquadFilter();
filter.type = 'lowpass';
filter.frequency.setValueAtTime(filterFreq, start);
osc.connect(filter).connect(gainNode).connect(ctx.destination);
osc.start(start);
osc.stop(start + noteDuration);
});
}
// Play noise burst (for clicks, whooshes)
function playNoise(duration, gain = 0.2, lpfFreq = 4000, hpfFreq = 0) {
const ctx = getCtx();
const now = ctx.currentTime;
const bufferSize = ctx.sampleRate * duration;
const buffer = ctx.createBuffer(1, bufferSize, ctx.sampleRate);
const data = buffer.getChannelData(0);
for (let i = 0; i < bufferSize; i++) {
data[i] = Math.random() * 2 - 1;
}
const source = ctx.createBufferSource();
source.buffer = buffer;
const gainNode = ctx.createGain();
gainNode.gain.setValueAtTime(gain, now);
gainNode.gain.exponentialRampToValueAtTime(0.001, now + duration);
const lpf = ctx.createBiquadFilter();
lpf.type = 'lowpass';
lpf.frequency.setValueAtTime(lpfFreq, now);
let chain = source.connect(lpf).connect(gainNode);
if (hpfFreq > 0) {
const hpf = ctx.createBiquadFilter();
hpf.type = 'highpass';
hpf.frequency.setValueAtTime(hpfFreq, now);
source.disconnect();
chain = source.connect(hpf).connect(lpf).connect(gainNode);
}
chain.connect(ctx.destination);
source.start(now);
source.stop(now + duration);
}
Common Game SFX
// Note frequencies: C4=261.63, D4=293.66, E4=329.63, F4=349.23,
// G4=392.00, A4=440.00, B4=493.88, C5=523.25, E5=659.25, B5=987.77
// Score / Coin — bright ascending two-tone chime
export function scoreSfx() {
playNotes([659.25, 987.77], 'square', 0.12, 0.07, 0.3, 5000);
}
// Jump / Flap — quick upward pitch sweep
export function jumpSfx() {
const ctx = getCtx();
const now = ctx.currentTime;
const osc = ctx.createOscillator();
osc.type = 'square';
osc.frequency.setValueAtTime(261.63, now);
osc.frequency.exponentialRampToValueAtTime(1046.5, now + 0.1);
const g = ctx.createGain();
g.gain.setValueAtTime(0.2, now);
g.gain.exponentialRampToValueAtTime(0.001, now + 0.12);
const f = ctx.createBiquadFilter();
f.type = 'lowpass';
f.frequency.setValueAtTime(3000, now);
osc.connect(f).connect(g).connect(ctx.destination);
osc.start(now);
osc.stop(now + 0.12);
}
// Death / Crash — descending crushed tones
export function deathSfx() {
playNotes([392, 329.63, 261.63, 220, 174.61], 'square', 0.2, 0.1, 0.25, 2000);
}
// Button Click — short pop
export function clickSfx() {
playTone(523.25, 'sine', 0.08, 0.2, 5000);
}
// Power Up — ascending arpeggio
export function powerUpSfx() {
playNotes([261.63, 329.63, 392, 523.25, 659.25], 'square', 0.1, 0.06, 0.3, 5000);
}
// Hit / Damage — low thump
export function hitSfx() {
playTone(65.41, 'square', 0.15, 0.3, 800);
}
// Whoosh — noise sweep
export function whooshSfx() {
playNoise(0.25, 0.15, 6000, 800);
}
// Menu Select — soft confirmation
export function selectSfx() {
playTone(523.25, 'sine', 0.2, 0.25, 6000);
}
AudioBridge (wiring EventBus → audio)
import { eventBus, Events } from '../core/EventBus.js';
import { audioManager } from './AudioManager.js';
import { menuTheme, gameplayBGM, gameOverTheme } from './music.js';
import { scoreSfx, deathSfx, clickSfx } from './sfx.js';
export function initAudioBridge() {
// Init Strudel on first user interaction (browser autoplay policy)
eventBus.on(Events.AUDIO_INIT, () => audioManager.init());
// BGM transitions (Strudel)
eventBus.on(Events.MUSIC_MENU, () => audioManager.playMusic(menuTheme));
eventBus.on(Events.MUSIC_GAMEPLAY, () => audioManager.playMusic(gameplayBGM));
eventBus.on(Events.MUSIC_GAMEOVER, () => audioManager.playMusic(gameOverTheme));
eventBus.on(Events.MUSIC_STOP, () => audioManager.stopMusic());
// SFX (Web Audio API — direct one-shot calls)
eventBus.on(Events.SCORE_CHANGED, () => scoreSfx());
eventBus.on(Events.PLAYER_DIED, () => deathSfx());
}
Strudel Quick Reference (for BGM only)
Core Pattern Syntax
// Sequence sounds across one cycle
s("bd sd hh hh")
// Layer sounds simultaneously
stack(
s("bd sd"),
s("hh*8"),
note("c3 e3 g3").s("square")
)
// Alternate across cycles
note("<c3 e3> <g3 a3>")
// Euclidean rhythm: 3 hits spread across 8 slots
s("bd(3,8)")
// Subdivide within a beat
s("bd [hh hh] sd [hh hh hh]")
Mini-Notation Cheat Sheet
| Symbol | Meaning | Example |
|---|---|---|
| Sequence | "bd sd hh" |
~ | Rest | "bd ~ sd ~" |
*N | Speed up | "hh*8" |
/N | Slow down | "bd/2" |
[..] | Subdivide | "bd [sd sd]" |
<..> | Alternate cycles | "<bd sd>" |
, | Layer | "bd, hh*4" |
(k,n) | Euclidean | "bd(3,8)" |
? | 50% chance | "hh?" |
:N | Sample variant | "hh:0 hh:3" |
Synth Oscillators
| Name | Sound | Game Use |
|---|---|---|
square | Classic 8-bit / chiptune | Melodies, leads |
triangle | Soft, muted | Bass lines, subtle pads |
sawtooth | Bright, buzzy | Aggressive leads, stabs |
sine | Pure tone | Sub-bass, gentle melodies, pads |
Key Effects
.gain(0.5) // Volume (0-1+) .lpf(800) // Low-pass filter cutoff Hz .hpf(200) // High-pass filter cutoff Hz .room(0.3) // Reverb send (0-1) .roomsize(4) // Reverb size (higher = larger room) .delay(0.2) // Delay send (0-1) .delaytime(0.375) // Delay time in seconds .delayfeedback(0.5) // Delay feedback (0-1) .crush(8) // Bit crush (1-16, lower = crunchier) .distort(2) // Distortion amount .pan(0.3) // Stereo pan (0=L, 0.5=C, 1=R) .attack(0.01) // ADSR attack time .decay(0.2) // ADSR decay time .sustain(0) // ADSR sustain level .release(0.1) // ADSR release time .fast(2) // Double speed .slow(2) // Half speed .cpm(120) // Cycles per minute (tempo)
FM Synthesis (for metallic/bell sounds)
note("c4").s("sine")
.fm(4) // Modulation index (brightness)
.fmh(2) // Harmonicity (whole = natural, fractional = metallic)
.fmdecay(0.5) // FM envelope decay
Filter Envelopes
// Autopilot filter sweep — opens/closes filter over time
note("g1 bb1 <c2 eb2> d2").s("sawtooth")
.lpf(400).lpenv(4)
// With resonance peak
note("g1 bb1 <c2 eb2> d2").s("sawtooth")
.lpq(8).lpf(400).lpa(.1).lpd(.1).lpenv(4)
Chorus / Detune (for fatter sounds)
// Layer a detuned copy — instant width
note("<g1 bb1 d2 f1>").add(note("0,.1")).s("sawtooth")
Reverb Variations
.room(0.5) // Standard reverb send .room(0.5).roomsize(4) // Large room .room(0.5).rlp(5000) // Reverb with lowpass .room(0.5).rlp(5000).rfade(4) // Reverb with lowpass fade
BGM Patterns for Games
Background music should FEEL like background
The #1 mistake is making BGM too loud, dense, or aggressive. Players need to focus on gameplay, not the soundtrack. Follow these principles:
- •Use rests (
~) liberally — silence is part of the music - •Keep gains low — lead melody at 0.10-0.18, pads at 0.08-0.15
- •Prefer sine and triangle over square for calmer feel
- •Use
.slow(2-4)to stretch patterns and create breathing room - •Add
.room()and.delay()— reverb/delay fill space without density - •Avoid drums for most game types — if drums are needed, keep gain under 0.3
Ambient / Atmospheric BGM (flight sims, exploration, puzzle)
export function gameplayBGM() {
return stack(
// Melody — gentle sine, lots of rests, reverb
note('e4 ~ g4 ~ a4 ~ ~ ~ b4 ~ a4 ~ g4 ~ e4 ~')
.s('sine')
.gain(0.14)
.lpf(2200)
.attack(0.1)
.decay(0.5)
.sustain(0.3)
.release(0.8)
.room(0.4)
.delay(0.2)
.delaytime(0.5)
.delayfeedback(0.3),
// Pad — warm sustained chords
note('<e3,g3,b3> <e3,g3,b3> <a2,c3,e3> <a2,c3,e3> <d3,f3,a3> <d3,f3,a3> <g2,b2,d3> <g2,b2,d3>')
.s('sine')
.attack(0.6)
.release(1.5)
.gain(0.1)
.room(0.5)
.roomsize(4)
.lpf(1600)
.slow(2),
// Bass — slow pulse
note('e2 ~ ~ ~ a2 ~ ~ ~ d2 ~ ~ ~ g2 ~ ~ ~')
.s('triangle')
.gain(0.16)
.lpf(500)
.slow(2),
// Texture — very quiet background arpeggio
note('e4 g4 b4 e5')
.s('triangle')
.fast(2)
.gain(0.04)
.lpf(1200)
.decay(0.15)
.sustain(0)
.room(0.6)
.delay(0.3)
.delaytime(0.375)
.delayfeedback(0.4)
).cpm(75).play();
}
Chiptune BGM (platformers, arcade — keep it moderate)
export function gameplayBGM() {
return stack(
// Lead — square, moderate gain
note("c4 e4 g4 e4 c4 d4 e4 c4")
.s("square")
.gain(0.18)
.lpf(2200)
.decay(0.12)
.sustain(0.25),
// Counter melody — sparse, fills gaps
note("~ c5 ~ ~ ~ e5 ~ ~")
.s("square")
.gain(0.08)
.lpf(3000)
.decay(0.15)
.sustain(0),
// Bass — triangle, steady
note("c2 c2 g2 g2 f2 f2 c2 c2")
.s("triangle")
.gain(0.22)
.lpf(500),
// Drums — restrained
s("bd ~ sd ~, hh*8")
.gain(0.28),
// Arp accent — very quiet
note("c3 e3 g3 c4")
.s("square")
.fast(4)
.gain(0.05)
.lpf(1000)
.decay(0.06)
.sustain(0)
).cpm(130).play();
}
Menu Theme (ambient, gentle)
export function menuTheme() {
return stack(
// Pad — wide chords, slow attack
note('<c3,g3,b3> <a2,e3,a3> <f2,c3,f3> <g2,d3,g3>')
.s('sine')
.attack(1.0)
.release(2.0)
.gain(0.15)
.room(0.7)
.roomsize(6)
.lpf(1800)
.slow(2),
// Shimmer — sparse delayed notes
note('~ g5 ~ ~ ~ e5 ~ ~')
.s('triangle')
.slow(4)
.gain(0.06)
.delay(0.5)
.delaytime(0.6)
.delayfeedback(0.55)
.room(0.5)
.lpf(2500),
// Sub bass — grounding
note('c2 ~ ~ ~ ~ ~ g1 ~')
.s('sine')
.gain(0.12)
.slow(4)
.lpf(300)
).slow(2).cpm(60).play();
}
Game Over Theme (somber)
export function gameOverTheme() {
return stack(
// Descending melody
note('b4 ~ a4 ~ g4 ~ e4 ~ d4 ~ c4 ~ ~ ~ ~ ~')
.s('triangle')
.gain(0.18)
.decay(0.6)
.sustain(0.1)
.release(1.0)
.room(0.6)
.roomsize(5)
.lpf(1800),
// Dark pad
note('a2,c3,e3')
.s('sine')
.attack(0.5)
.release(2.5)
.gain(0.12)
.room(0.7)
.roomsize(6)
.lpf(1200)
).slow(3).cpm(50).play();
}
Intense / Boss Theme
export function bossTheme() {
return stack(
// Aggressive lead — sawtooth with filter
note("e3 e3 g3 a3 e3 e3 b3 a3")
.s("sawtooth")
.gain(0.2)
.lpf(1800)
.decay(0.1)
.sustain(0.4),
// Heavy bass
note("e1 e1 e1 g1 a1 a1 e1 e1")
.s("sawtooth")
.gain(0.25)
.lpf(400)
.distort(1.5),
// Drums — active but not overwhelming
s("bd bd sd bd, hh*16")
.gain(0.35),
// Tension arp
note("e4 g4 b4 e5")
.s("square")
.fast(8)
.gain(0.08)
.lpf("<800 1600 2400 1200>")
.decay(0.05)
.sustain(0)
).cpm(160).play();
}
Volume Mixing
Game audio should never overpower gameplay. BGM gains are lower than you think:
| Element | Gain | Notes |
|---|---|---|
| BGM Lead melody | 0.10-0.18 | Must not distract from gameplay |
| BGM Pad / chords | 0.08-0.15 | Background wash |
| BGM Bass | 0.15-0.22 | Foundation, felt not heard |
| BGM Drums | 0.20-0.30 | Only if game style demands it |
| BGM Arp/Texture | 0.03-0.08 | Barely audible movement |
| SFX (score, jump) | 0.2-0.3 | Should cut through BGM |
| SFX (death, hit) | 0.2-0.3 | Impactful but not ear-piercing |
| SFX (button, UI) | 0.15-0.25 | Subtle confirmation |
Style Guidelines
Retro / Chiptune (platformers, arcade)
- •Use
squareandtriangleoscillators - •Short
.decay(),.sustain(0)for percussive feel - •
.crush(8-12)for lo-fi crunch - •
.lpf(1000-3000)to tame harshness - •Simple melodies: pentatonic or major scale
- •Tempo: 100-140 cpm (not 160+ — that's frenetic)
Ambient / Atmospheric (flight sims, puzzle, exploration)
- •Use
sineandtriangleoscillators - •Long
.attack(0.3-1.0)and.release(1.0-2.5) - •Heavy
.room(0.4-0.7)and.delay(0.2-0.5) - •Stacked chords with
.slow(2-4) - •Lots of rests (
~) — silence is part of the music - •Tempo: 50-80 cpm
Minimal / Casual (mobile games)
- •Light percussion only:
s("hh*4, ~ sd") - •Sparse melody: mostly rests
- •
.gain(0.10-0.20)— keep it very quiet - •Heavy
.room()for space - •Tempo: 70-100 cpm
Integration Checklist
- •
npm install @strudel/web - •Create
src/audio/AudioManager.js— Strudel init/playMusic/stopMusic (BGM only) - •Create
src/audio/music.js— BGM patterns using Strudelstack()+.play() - •Create
src/audio/sfx.js— SFX using Web Audio API (oscillator + gain + filter,.start()+.stop()) - •Create
src/audio/AudioBridge.js— wire EventBus events to audio - •Wire
initAudioBridge()inmain.js - •Emit
AUDIO_INITon first user click (browser autoplay policy) - •Emit
MUSIC_GAMEPLAY,MUSIC_MENU,MUSIC_GAMEOVER,MUSIC_STOPat scene transitions - •Test: BGM loops seamlessly, SFX fire once and stop, nothing clips
Important Notes
- •Browser autoplay: Audio MUST be initiated from a user click/tap. Call
initStrudel()inside a click handler. - •
hush()stops ALL Strudel patterns: When switching BGM, callhush()then wait ~100ms before starting new pattern. SFX are unaffected since they use Web Audio API. - •Strudel is AGPL-3.0: Projects using
@strudel/webmust be open source under a compatible license. - •No external audio files needed: Everything is synthesized.
- •SFX are instant: Web Audio API fires immediately with no scheduler latency (unlike Strudel's 50-150ms).
References
- •Strudel Recipes — code patterns for common musical goals
- •Strudel Effects — complete effects reference
- •Strudel Synths — oscillators, FM, wavetable, ZZFX
- •Strudel Time Modifiers — slow, fast, early, late, linger
- •Strudel Pattern Effects — advanced pattern manipulation
- •Strudel in Your Project — @strudel/web integration
- •Strudel Cheatsheet — community quick reference