
Retro game audio uses a small vocabulary: a coin blip, an ascending jump, a descending death jingle. Finding one clip is easy. Finding twenty that sound like the same machine is harder. Soundbox runs open-weight audio models on your own GPU, so you can generate a whole set from one prompt family in one sitting, and regenerate any clip with a different seed when it comes out wrong.
Every clip shows the exact prompt that produced it. The render script reads its prompts from the same file as this page. Copy one, change a word and generate your own.
16-bit chiptune dungeon crawl loop, driving square wave lead synth melody, triangle wave bass synth, punchy 8-bit drum machine percussion, dark minor key, 120 BPM, seamless loop
8-bit boss battle intro stinger, square wave brass stab synth hits, fast triangle wave bass synth run, escalating rhythmic intensity, three phrases building tension, chiptune
chiptune level-complete fanfare, square wave lead synth melody, triangle wave harmony synth, 8-bit noise-channel drum hits, four ascending musical phrases resolving to a bright major chord
8-bit boss battle theme, driving square wave bass synth, fast arpeggiated pulse wave lead synth, noise-channel drum machine on the offbeat, tense minor key, 140 BPM, seamless loop
single short 8-bit menu cursor blip, square wave, 80 ms, completely dry, no reverb
repeating 8-bit dialogue text beep, short square wave tick per character, eight ticks in a row, dry
8-bit explosion, white noise burst with a fast downward pitch sweep, noise channel, no reverb
8-bit error buzz, low square wave two-tone rejection, harsh, 250 ms, dry
8-bit teleport warp, fast rising arpeggio of square wave notes then a bright ping, dry
8-bit item acquired jingle, four rising square wave notes ending on a held high note, bright major key, dry
8-bit footstep tick, very short filtered noise burst, low pitched, 60 ms, dry
8-bit boss roar, low square wave growl with noise-channel rasp layered on top, slow downward pitch bend, dry
8-bit low health warning, repeating two-note low square wave pulse like a heartbeat, urgent, dry, loopable
8-bit save confirmed chime, three ascending pure square wave tones, clean and bright, dry
These models respond to physical description. Name the material, the action and the space.
short two-note chiptune coin pickup, bright square wave, B5 up to E6, no reverb
Name the two pitches and the interval, or the model returns a generic ping. A coin sound rises.
8-bit jump blip, square wave rising from low to high over 300 ms, tight and dry
Give the duration in milliseconds. Past half a second, a jump starts to sound like a siren.
retro arcade laser shot, thin pulse wave sweeping downward fast, narrow duty cycle
"Narrow duty cycle" is the timbre term for the reedy NES lead. It is more precise than "sci-fi".
chiptune game over jingle, six-note descending minor line, square wave, slow and final
State the direction and the mode. Ascending major reads as a win and descending minor as a loss.
single 8-bit menu select blip, one short square wave note, 60 ms, completely dry
UI sounds usually come out too long. State the length and trim the tail in your editor afterwards.
These models respond to physical and technical description better than to mood words. "Retro sound" gives you mush. "Square wave, narrow duty cycle, no reverb, 200 ms" gives you something you can drop into a game. Name three things every time: the waveform (square, pulse, triangle, filtered noise), the pitch movement (rising, falling, a named interval) and the space (dry or no reverb; chiptune SFX are almost always fully dry).
A three-second clip is easier to place precisely than a twenty-second one. Most 8-bit effects should be under half a second. Generate them short, then layer and pitch them in your DAW or game engine. A coin and a power-up built from the same square-wave prompt family sit together better than clips from six different sample packs.
Soundbox records the prompt, seed, steps and CFG for every sound it makes and lets you regenerate from any of them. To build a coherent set, find a seed whose character you like, then vary only the pitch and length words in the prompt across the family. If one clip comes out wrong, re-roll that clip and keep the rest.
The models run on your machine, which changes the cost, the privacy and what you can automate.
Weights are fetched once. After that, generation, the library and the API all work with the network off. Everything lives in one SQLite file and one folder of WAVs under ~/.soundbox, and nothing is uploaded.
Soundbox runs an MCP server in the same process, with tools for generating and listing sounds. Generated files come back as absolute paths, so an agent can copy them into a project.
Every model's terms are shown before you download it, and non-commercial weights need an explicit confirmation. Soundbox is MIT. The licence of the model that made a sound governs what you may do with it.
claude mcp add --transport http soundbox http://127.0.0.1:17494/mcpcurl -X POST http://127.0.0.1:17494/api/generate \
-H 'Content-Type: application/json' \
-d '{"model":"audiocpp-stable-audio-3-sfx","prompt":"8-bit coin pickup blip","duration_s":1}'