Pixel SFX


Explosions (20): booms, crumbles, fireworks ... WAV (44.1 kHz, 16-bit), sorted into folders by category. ... Every sound passes an automated check for clipping, clicks, silence and loudness.


by heyheythere


Price History +

222 retro sound effects for platformers, arcade games and RPGs. Every sound is 8-bit: square, triangle, saw and noise channels, the way old consoles made them.
  • every sound as an AudioClip, a folder per kind, and a demo scene with a button per sound.
  • Unity 6.3 or later; the WAVs import in any version.
  • A Documentation.txt in the package's folder says what is where and how to use it.
  • Try the demo scene in your browser: https://pikoulas.com/demos/pixel-sfx/

222 retro sound effects for platformers, arcade games and RPGs. Every sound is 8-bit: square, triangle, saw and noise channels, the way old consoles made them.

Every one plays in the preview video.

What's inside

  • Coins & pickups (24): coins, gems, hearts, keys, ammo
  • Movement (29): jumps, landings, steps, dash, spring, fall
  • Shooting (25): lasers, blasters, machine gun, charge shot
  • Explosions (20): booms, crumbles, fireworks
  • Hits (24): hits, hurt, stomp, slash, block, death
  • Power-ups (20): power up and down, heal, shield, extra life
  • UI (33): move, select, confirm, cancel, error, pause, toggles, text blips
  • Magic (14): teleport, warp, spells, freeze, lightning, portal
  • Jingles (18): level complete, victory, game over, stage start, secret, countdown
  • Misc (15): doors, chests, switches, alarm, splash, engine, rain
  • Every sound as WAV (44.1 kHz, 16-bit), sorted into folders by category.
  • Levelled to the same loudness, trimmed, with no clicks at the start or end.
  • Named for what they are (jump_high, coin_double, level_complete) and listed in README.txt.
  • Works in any engine: Godot, Unity, GameMaker, Unreal, Construct, Pico-8 ports, web.

The Python code that synthesises every sound and the demo's C# scripts were written with the help of AI (Anthropic's Claude); no generative audio model, no samples, no recordings. Every sound passes an automated check for clipping, clicks, silence and loudness.