usfx 0.1.1

Realtime procedurally generated sound effects
Documentation
<h1 align="center">μsfx</h1>
<p align="center">
	Generate sound effects for your game in realtime.
</p>
	
<p align="center">
	<a href="https://github.com/tversteeg/usfx/actions"><img src="https://github.com/tversteeg/usfx/workflows/CI/badge.svg" alt="CI"/></a>
	<a href="https://crates.io/crates/usfx"><img src="https://img.shields.io/crates/v/usfx.svg" alt="Version"/></a>
	<a href="https://docs.rs/usfx"><img src="https://img.shields.io/badge/api-rustdoc-blue.svg" alt="Rust Documentation"/></a>
	<img src="https://img.shields.io/crates/l/usfx.svg" alt="License"/>
	<br/>
</p>

## Example

```rust
// Create a simple blip sound
let mut sample = usfx::Sample::default();

// Use a sine wave oscillator
sample.osc_type(usfx::OscillatorType::Sine);

// Set the envelope
sample.env_attack(0.02);
sample.env_decay(0.05);
sample.env_sustain(0.2);
sample.env_release(0.5);

// Add some distortion
sample.dis_crunch(0.5);

// Create a mixer so we can play the sound
let mixer = usfx::Mixer::default();

// Play our sample
mixer.play(sample);

// Plug our mixer into the audio device loop
// ...
mixer.generate(&mut audio_device_buffer);
```

The [`cpal`](examples/cpal.rs) & [`sdl`](examples/sdl2.rs) examples illustrate how to use it with different audio libraries. The [`music`](examples/music.rs) example shows how to create procedurally generated music with it (don't expect a masterpiece though, it's obvious I'm not a musician).

## Special Thanks

- [sfxr-rs]https://github.com/bzar/sfxr-rs - inspiration
- [amsynth]https://github.com/amsynth/amsynth - distortion algorithm