Learn ChiptuneSynth step by step — click "Run" to hear each example live
Create a synth, initialize it, and play your first sound effect — all in 3 lines.
const synth = new ChiptuneSynth(); await synth.init(); synth.playPreset('coin'); // ding!
Play middle C for half a second on the Lead track (track 0).
synth.playNoteByName('C', 4, 0, 0.5); // note, octave, track, duration (seconds)
Schedule multiple notes with timing to create a simple tune.
const melody = [ { note:'C', oct:4, time:0 }, { note:'E', oct:4, time:0.25 }, { note:'G', oct:4, time:0.5 }, { note:'C', oct:5, time:0.75 } ]; melody.forEach(n => setTimeout(() => synth.playNoteByName(n.note, n.oct, 0, 0.3), n.time * 1000 ) );
Switch from the default square wave to a violin, then play a note.
synth.loadInstrument('violin', 0); synth.playNoteByName('A', 4, 0, 1.5); // Available: piano, violin, cello, flute, organ, // brass, harmonica, synthLead, synthPad, synthBass, // marimba, electricGuitar
Play different instruments on different tracks at the same time.
synth.loadInstrument('synthPad', 0); // Lead synth.loadInstrument('synthBass', 1); // Bass // Play a chord on the pad synth.playNoteByName('C', 4, 0, 2); synth.playNoteByName('E', 4, 0, 2); synth.playNoteByName('G', 4, 0, 2); // Bass note underneath synth.playNoteByName('C', 2, 1, 2);
Customize envelope, vibrato, and waveform to shape your sound.
// Slow attack pad synth.updateEnvelope(0, { attack: 0.5, decay: 0.3, sustain: 0.6, release: 1.0 }); // Add vibrato synth.updateVibrato(0, { rate: 5, depth: 8 }); // Change waveform to sawtooth synth.updateTrack(0, { type: 'sawtooth' }); synth.playNoteByName('D', 4, 0, 2.5);
Chain multiple sound effects for a game sequence — collect coin, power up, shoot!
synth.playPreset('coin'); setTimeout(() => synth.playPreset('powerup'), 400); setTimeout(() => synth.playPreset('laser'), 1200); setTimeout(() => synth.playPreset('explosion'), 1500); setTimeout(() => synth.playPreset('1up'), 2200);
Draw the live audio waveform on a canvas — great for game UIs!
function draw() { const data = synth.getWaveformData(); ctx.clearRect(0, 0, canvas.width, canvas.height); ctx.strokeStyle = '#00f0ff'; ctx.beginPath(); data.forEach((v, i) => { const x = (i / data.length) * canvas.width; const y = (v / 255) * canvas.height; i === 0 ? ctx.moveTo(x, y) : ctx.lineTo(x, y); }); ctx.stroke(); requestAnimationFrame(draw); } draw();