https://github.com/xzripper/gmsfx3
🎮 Wrapper(s) for the gmsfx3-sounds sound base, containing 165+ sound effects. 🔊
https://github.com/xzripper/gmsfx3
ai free game game-development prefabs sfx sounds
Last synced: about 1 year ago
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🎮 Wrapper(s) for the gmsfx3-sounds sound base, containing 165+ sound effects. 🔊
- Host: GitHub
- URL: https://github.com/xzripper/gmsfx3
- Owner: xzripper
- License: mit
- Created: 2024-05-06T12:31:08.000Z (about 2 years ago)
- Default Branch: main
- Last Pushed: 2024-05-10T12:05:30.000Z (about 2 years ago)
- Last Synced: 2024-05-10T16:00:36.995Z (about 2 years ago)
- Topics: ai, free, game, game-development, prefabs, sfx, sounds
- Language: Java
- Homepage: https://github.com/xzripper/gmsfx3
- Size: 797 KB
- Stars: 1
- Watchers: 1
- Forks: 0
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
- License: LICENSE
Awesome Lists containing this project
README

AI Game Sound Effects library with 165+ sounds!
GMSFX3 - Wrapper for the gmsfx3-sounds sound base, containing 165+ sound effects.
Currently supported languages:
* Python (#2 level of support).
* Java (#1 level of support).
* Lua (#3 level of support).
More coming...
SFX tree for sound base version 10.05.2024.
SFX Tree (long).
- `Ambiance`
- `Dark`
- `AMBIENCE_DARK_1`
- `AMBIENCE_DARK_2`
- `AMBIENCE_DARK_3`
- `AMBIENCE_DARK_4`
- `AMBIENCE_DARK_5`
- `FarHowlingWind`
- `AMBIENCE_FAR_HOWLING_WIND_1`
- `AMBIENCE_FAR_HOWLING_WIND_2`
- `AMBIENCE_FAR_HOWLING_WIND_3`
- `AMBIENCE_FAR_HOWLING_WIND_4`
- `AMBIENCE_FAR_HOWLING_WIND_5`
- `Forest`
- `AMBIENCE_FOREST_1`
- `AMBIENCE_FOREST_2`
- `AMBIENCE_FOREST_3`
- `AMBIENCE_FOREST_4`
- `AMBIENCE_FOREST_5`
- `HowlingWind`
- `AMBIENCE_HOWLING_WIND_1`
- `AMBIENCE_HOWLING_WIND_2`
- `Night`
- `AMBIENCE_NIGHT_1`
- `AMBIENCE_NIGHT_2`
- `Beep`
- `BEEP_1`
- `BEEP_2`
- `BEEP_3`
- `Breathe`
- `BREATHE_1`
- `Closing`
- `Closet`
- `CLOSING_CLOSET_1`
- `Door`
- `CLOSING_DOOR_1`
- `Lattice`
- `CLOSING_LATTICE_1`
- `Shelf`
- `CLOSING_SHELF_1`
- `Crow`
- `CROW_1`
- `CROW_2`
- `CROW_3`
- `CROW_4`
- `Crowd`
- `CROWD_1`
- `CROWD_2`
- `Ding`
- `DING_1`
- `Explosion`
- `Big`
- `EXPLOSION_BIG_1`
- `EXPLOSION_BIG_2`
- `EXPLOSION_BIG_3`
- `EXPLOSION_BIG_4`
- `EXPLOSION_BIG_5`
- `Small`
- `EXPLOSION_SMALL_1`
- `EXPLOSION_SMALL_2`
- `EXPLOSION_SMALL_3`
- `EXPLOSION_SMALL_4`
- `FallenObject`
- `GlassVase`
- `FALLEN_OBJECT_GLASS_VASE_1`
- `HumanBody`
- `FALLEN_OBJECT_HUMAN_BODY_1`
- `FALLEN_OBJECT_HUMAN_BODY_2`
- `FALLEN_OBJECT_HUMAN_BODY_3`
- `MetalThing`
- `FALLEN_OBJECT_METAL_THING_1`
- `FALLEN_OBJECT_METAL_THING_2`
- `Plank`
- `FALLEN_OBJECT_PLANK_1`
- `Wood`
- `FALLEN_OBJECT_WOOD_1`
- `FALLEN_OBJECT_WOOD_2`
- `FarHeliFlyBy`
- `FAR_HELI_FLY_BY_1`
- `FarJetFlyBy`
- `FAR_JET_FLY_BY_1`
- `FAR_JET_FLY_BY_2`
- `FAR_JET_FLY_BY_3`
- `FAR_JET_FLY_BY_4`
- `FemaleHit`
- `FEMALE_HIT_1`
- `FEMALE_HIT_2`
- `FemaleOuch`
- `FEMALE_OUCH_1`
- `FEMALE_OUCH_2`
- `FireBoom`
- `FIRE_BOOM_1`
- `FIRE_BOOM_2`
- `FIRE_BOOM_3`
- `FIRE_BOOM_4`
- `Footstep`
- `Branch`
- `FOOTSTEP_BRANCH_1`
- `FOOTSTEP_BRANCH_2`
- `FOOTSTEP_BRANCH_3`
- `FOOTSTEP_BRANCH_4`
- `Concrete`
- `FOOTSTEP_CONCRETE_1`
- `FOOTSTEP_CONCRETE_2`
- `FOOTSTEP_CONCRETE_3`
- `Forest`
- `FOOTSTEP_FOREST_1`
- `FOOTSTEP_FOREST_2`
- `FOOTSTEP_FOREST_3`
- `FOOTSTEP_FOREST_4`
- `FOOTSTEP_FOREST_5`
- `Grass`
- `FOOTSTEP_GRASS_1`
- `FOOTSTEP_GRASS_2`
- `Gravel`
- `FOOTSTEP_GRAVEL_1`
- `FOOTSTEP_GRAVEL_2`
- `FOOTSTEP_GRAVEL_3`
- `FOOTSTEP_GRAVEL_4`
- `Sand`
- `FOOTSTEP_SAND_1`
- `FOOTSTEP_SAND_2`
- `Snow`
- `FOOTSTEP_SNOW_1`
- `FOOTSTEP_SNOW_2`
- `FOOTSTEP_SNOW_3`
- `FOOTSTEP_SNOW_4`
- `FOOTSTEP_SNOW_5`
- `Water`
- `FOOTSTEP_WATER_1`
- `Wood`
- `FOOTSTEP_WOOD_1`
- `FOOTSTEP_WOOD_2`
- `GlassBreaks`
- `GLASS_BREAKS_1`
- `GLASS_BREAKS_2`
- `GLASS_BREAKS_3`
- `GLASS_BREAKS_4`
- `GMSFX3Intro`
- `GMSFX3_INTRO_1`
- `GMSFX3_INTRO_2`
- `GMSFX3_INTRO_3`
- `GMSFX3_INTRO_4`
- `GMSFX3_INTRO_5`
- `GMSFX3_INTRO_6`
- `GMSFX3_INTRO_7`
- `Gun`
- `Blaster`
- `GUN_BLASTER_SHOT_1`
- `GUN_BLASTER_SHOT_2`
- `GUN_BLASTER_SHOT_3`
- `GUN_BLASTER_SHOT_4`
- `Pistol`
- `GUN_PISTOL_SHOT_1`
- `GUN_PISTOL_SHOT_2`
- `GUN_PISTOL_SHOT_3`
- `GUN_PISTOL_SHOT_4`
- `Rifle`
- `GUN_RIFLE_SHOT_1`
- `GUN_RIFLE_SHOT_2`
- `GUN_RIFLE_SHOT_3`
- `GenericRumble`
- `GENERIC_RUMBLE_1`
- `Human`
- `HUMAN_BREATHING_1`
- `Knife`
- `KNIFE_BLADE_1`
- `Knocking`
- `KNOCKING_1`
- `KNOCKING_2`
- `KNOCKING_3`
- `KNOCKING_4`
- `KNOCKING_5`
- `MaleHit`
- `MALE_HIT_1`
- `MALE_HIT_2`
- `MaleOuch`
- `MALE_OUCH_1`
- `MALE_OUCH_2`
- `Mechanical`
- `Beep`
- `MECHANICAL_BEEP_1`
- `MECHANICAL_BEEP_2`
- `Success`
- `MECHANICAL_SUCCESS_1`
- `Meow`
- `MEOW_1`
- `Opening`
- `ClosenDoor`
- `OPENING_CLOSEN_DOOR_1`
- `Closet`
- `OPENING_CLOSET_1`
- `OPENING_CLOSET_2`
- `Door`
- `OPENING_DOOR_1`
- `OPENING_DOOR_2`
- `Shelf`
- `OPENING_SHELF_1`
- `PoliceSiren`
- `Far`
- `POLICE_SIREN_FAR_1`
- `NearFar`
- `POLICE_SIREN_NEAR_FAR_1`
- `Stop`
- `POLICE_SIREN_STOP_1`
- `PoweredGMSFX3`
- `POWERED_GMSFX3`
- `SeaAmbience`
- `SEA_AMBIENCE_1`
- `SEA_AMBIENCE_2`
- `SEA_AMBIENCE_3`
- `SEA_AMBIENCE_4`
- `SEA_AMBIENCE_5`
- `Sirens`
- `SIRENS_1`
- `Ambient`
- `SIRENS_AMBIENT_1`
- `SIRENS_AMBIENT_2`
- `Chaos`
- `SIRENS_CHAOS_1`
- `GettingFar`
- `SIRENS_GETTING_FAR_1`
- `Teleport`
- `TELEPORT_1`
- `TELEPORT_2`
- `Train`
- `Horn`
- `TRAIN_HORN_1`
- `TRAIN_HORN_2`
- `TRAIN_HORN_3`
- `TreesAffectedByWind`
- `TREES_AFFECTED_BY_WIND_1`
- `Vehicle`
- `Door`
- `Close`
- `VEHICLE_DOOR_CLOSE_1`
- `VEHICLE_DOOR_CLOSE_2`
- `Open`
- `VEHICLE_DOOR_OPEN_1`
- `VEHICLE_DOOR_OPEN_2`
- `Driving`
- `VEHICLE_DRIVING_INSIDE_1`
- `Engine`
- `Running`
- `Inside`
- `VEHICLE_ENGINE_RUNNING_INSIDE_1`
- `Outside`
- `VEHICLE_ENGINE_RUNNING_OUTSIDE_1`
- `Start`
- `VEHICLE_ENGINE_START_1`
- `PassingBy`
- `VEHICLE_PASSING_BY_1`
Wrapper Documentation (Python version, but applicable for every language).
Wrapper documentation.
`__init__`:
- `gmsfx3_sfx_url(sfxname: SFXName) -> str`: Generate SFX URL. Used by `gmsfx3_get` and probably you don't need this.
- `gmsfx3_get(sfxname: SFXName) -> GMSFX3DownloadResult`: Download SFX. In the event of a successful outcome, the path to SFX will be returned. In the absence of a successful outcome, a tuple will be returned along with an error message and an incorrect URL.
- `gmsfx3_clear_cached_sfx() -> None`: This function clears the cached SFX, but you lose access to them next time. Download SFX via `gmsfx3_get` again next time.
- `gmsfx3_version() -> str`: Get `GMSFX3` version.
- `gmsfx3_sounds_base_version() -> str`: Get `gmsfx3-sounds` base version.
`sfxlist`:
- `class GMSFX3`:
- SFX Tree... Look up for SFX tree.
Contribution.
You can push issue for new sound request, or for any other issue. Pull requests for implementing new wrappers are welcomed.
License.
`gmsfx3-sounds` base has no copyrighted material and free to use.
The `GMSFX3` software is licensed under the MIT License, but I would like to request that you include an attribution.
GMSFX3 v1.2.0 