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Tono

Game audio as a pure function — procedural, deterministic, zero-asset.

Rust · Python · DSP · Audio

A deterministic synthesis engine in Rust. A sound is a symbolic graph, and rendering it is a pure function of graph, seed, and sample rate — byte-identical audio from Rust, Python, a CLI, or a live keyboard. Instruments, songs, zero-asset SFX, live DSP buses, beat-quantized adaptive music. No samples shipped.

Engineering notes

Audio as a pure function

The same document sounds identical offline, streamed in real time, or played as an instrument — so audio becomes something you can test, diff, cache, and ship without asset files.

A game runtime, zero assets

An embeddable engine with live DSP buses, voice management with priority stealing, and beat-quantized interactive music — while a Patch renders infinite per-instance SFX variations from named parameters like hardness and size.

An ear for critique

Every render returns LUFS, peak, and spectral stats plus spectrogram and waveform images, so “does it sound right?” becomes numbers and pictures a human or an agent can act on.