If you have 60 minutes for audio

Do this. In order. You'll have working SFX and a placeholder music track in your game by the end.

  1. Open sfxr.me. Generate four sounds: jump, pickup, hurt, win. Total: ~15 minutes.
  2. Pick one CC-BY track from incompetech.com that fits your game's vibe. ~10 minutes.
  3. Drop them into your engine. Wire SFX to the relevant gameplay events, loop the music. ~30 minutes.
  4. Credit the music in your game and itch description. ~5 minutes.

That's it. Don't overthink audio for the prototype. Once the game feels good with these, upgrade specific pieces.

Sound effects

Generate small SFX (jump, pickup, hit, win) in seconds. All free, all CC0 or near-CC0, all browser-based unless noted.

sfxr.me

FREE · CC0

Best for: classic 8-bit / chiptune SFX. Click the preset button (Jump, Pickup, Explosion, Hit), randomize until you like it, export as WAV. Zero learning curve.

Bfxr

FREE · CC0

Best for: sfxr's bigger sibling — more parameters, more presets, better for tuning a specific sound. Browser version + downloadable Flash app.

ChipTone

FREE · CC0

Best for: a step up from sfxr/bfxr — more synthesis options, including FM and LFO. Worth it if your game has more than four SFX and you need them to sound coherent.

Freesound.org

FREE · MIXED LICENSES

Best for: recorded SFX (footsteps, doors, ambience) you can't easily synthesize. Massive library. Filter by license: stick to CC0 if you don't want to track attribution.

Zapsplat

FREE TIER · ATTRIBUTION REQUIRED

Best for: high-quality recorded SFX, especially ambience and Foley. Free tier requires attribution; paid tier removes it. Quality is well above Freesound's average.

Music

Either find an existing CC-licensed track that fits, or compose your own. Both work; the time-to-quality ratio favors finding existing tracks unless you have music skills.

Best for: the canonical free music library. Hundreds of tracks across genres, all CC-BY (just credit Kevin MacLeod in your game and link incompetech.com). Used in roughly half of all indie YouTube videos in existence — but for good reason.

Free Music Archive

FREE · MIXED CC LICENSES

Best for: a more curated alternative to Jamendo. Browse by genre, filter by license. Mostly CC-BY and CC-BY-SA. Lots of indie / experimental tracks that don't sound like every other "epic adventure" stock score.

Jamendo

FREE NON-COMMERCIAL · PAID FOR COMMERCIAL

Best for: bigger catalog than incompetech. Free for non-commercial use; commercial requires Jamendo's licensing tier. Read carefully before using in a paid game.

everysong.app

$5 ONE-TIME · LIFETIME

Best for: "I have a track in mind from a copyrighted source and I need a license-clear alternative for my game." Upload the reference track, get back 20 similar tracks from a 3,300+ commercial-safe CC catalog (Jamendo + FMA, all CC0 / CC-BY / CC-BY-SA, no BY-NC), plus 13 audio traits (BPM, key, LUFS, mood) so you can shortlist by feel.

What it isn't: a music generator. It searches existing licensed tracks, doesn't synthesize new ones.

Disclosure: made by Pixeldex's maintainer. Listed here because it solves the "find similar but free" problem better than the other entries on this page; if it didn't, it wouldn't be on the list.

Bosca Ceoil

FREE · OPEN SOURCE

Best for: composing your own simple tracks if you don't read music. Built by Terry Cavanagh (VVVVVV, Super Hexagon) for non-musicians. Click notes on a piano roll, pick instruments, export. Genuinely the lowest-friction way to make a "good enough" original track.

DAWs and audio editors

For trimming, mixing, applying effects, or actually composing. The free options handle 95% of solo dev needs.

Audacity

FREE · GPL

Best for: trimming, normalizing, removing background noise, basic effects. The standard audio editor. Not a real DAW — multitrack composition is technically possible but slow.

Reaper

$60 ONE-TIME (PERSONAL)

Best for: a real DAW for the cost of a video game. Lifetime license, no subscription. The default upgrade path once Audacity stops fitting. Personal license is honor-system; commercial license is $225 once.

LMMS

FREE · OPEN SOURCE

Best for: a free DAW for tracker-style composition. Built-in synths, beat patterns, sample-based composition. The interface is dated but the output can be excellent for chiptune / electronic styles.

FamiStudio

FREE · OPEN SOURCE

Best for: NES / chiptune music with the actual NES sound chip emulated. If you're making a Pico-8 or NES-style game, this gets the right "feel" instantly.

Voice and TTS

For dialogue, narration, or character barks. Voice acting is expensive; TTS has gotten good enough for indie scope.

ElevenLabs

FREE TIER (10K CHARS/MO) · PAID FROM $5/MO

Best for: high-quality TTS for short character barks ("Got it!", "Watch out!", "Level complete"). The free tier is enough for a small game with limited dialogue. Read the commercial use terms before shipping.

Coqui TTS (open source)

FREE · MOZILLA LICENSE

Best for: running TTS locally with no usage limits, if you have a GPU and patience for setup. Quality is below ElevenLabs but acceptable for retro / robotic voices.

In-engine implementation

Most engines have decent audio APIs out of the box. Patterns for using them well.

Pitch jitter on repeated SFX

PATTERN

Why: playing the exact same coin-pickup SFX 20 times in 5 seconds sounds robotic. Add ±5% pitch jitter on each play and it sounds organic. Implementation example in the platformer walkthrough's AudioBus prompt.

Crossfade between music tracks

PATTERN

Why: hard cuts between tracks (level transition, boss start) are jarring. A 1.5-2s linear crossfade — fade old track volume out while fading new track in — is the basic dynamic music technique that elevates a prototype.

Audio buses (master / sfx / music)

PATTERN

Why: separate volume sliders for SFX vs music are the absolute floor of audio settings. Players notice the absence. Most engines (Unity AudioMixer, Godot AudioBus, Phaser SoundManager) make this a 10-minute setup.

The shipping rule

Audio is the cheapest perceived-quality upgrade in solo dev. Going from no audio to placeholder audio is a 10x quality jump. Going from placeholder to polished is another 1.5x. Spend the 60 minutes on placeholder before you ever skip audio entirely.

Updates and corrections

Tool prices and licensing terms change. This page is hand-verified — if you find a tool listed with stale info, that's a bug. Open an issue on Pixeldex's eventual GitHub or wait for the next refresh; "Last verified" date sits at the top of the page.