Source files
Drop audio files here
or click to browse — WAV, MP3, OGG, M4A
Configuration
Preparing…
Sprite ready
Your audio sprite and metadata files are ready to download.
Audio · .wav
Combined WAV
16-bit PCM WAV with every clip in sequence.
Audio · .mp3
Combined MP3
Encoded in your browser at your chosen bitrate.
Metadata · .json
JSON for MP3
Spritemap keyed to the MP3 file.
Metadata · .json
JSON for WAV
Spritemap keyed to the WAV file.
What is an
audio sprite?
A single audio file containing multiple sound effects combined with a timing map. One network request replaces dozens — a standard technique in web games and interactive applications where latency and bundle size matter.
01 / BENEFITS
Why sprites beat separate files
- One HTTP request instead of many
- Predictable performance on mobile networks
- Simpler asset management
- No loading delay on first play
- Easier cache control
02 / USE CASES
Built for game developers
- UI sounds — clicks, notifications, toggles
- Gameplay effects — jumps, hits, pickups
- Ambient loops and background music
- Compatible with Howler.js and CreateJS
- Drop-in Web Audio API support
03 / WORKFLOW
Five steps, one sprite
- Drop your audio files above
- Mark clips that should loop
- Set silence gap (0.1s recommended)
- Generate — all local, no uploads
- Download WAV + JSON, ship it
04 / SPECS
Technical details
- Input: WAV, MP3, OGG, M4A
- Output: 16-bit PCM WAV and/or CBR MP3
- Selectable sample rate and MP3 bitrate
- Howler.js-compatible spritemap JSON
- Encodes entirely in the browser, no uploads
Frequently asked
What audio formats are supported?
The tool accepts WAV, MP3, OGG and M4A as input. You can export the sprite as WAV, MP3, or both. MP3 is encoded right in your browser, so there is no separate conversion step.
What MP3 settings can I control?
You choose the bitrate (64 to 320 kbps, constant bitrate) and the channel mode (match source, force stereo, or force mono). You can also set a fixed output sample rate that applies to both the WAV and the MP3, or leave it on Auto to use the browser default.
Are my audio files uploaded to a server?
No. All processing happens entirely in your browser using the Web Audio API. Your files never leave your device.
How do I use the generated files in my game?
Load the WAV (or an MP3 conversion of it) together with the matching JSON file. The JSON contains timing information for each sound. Libraries like Howler.js consume this format directly.
Why are there two JSON files?
One for WAV, one for MP3. If you convert the WAV to MP3 for bandwidth savings, use the MP3 JSON — otherwise the WAV one.
Can I adjust the silence between sounds?
Yes — anywhere between 0 and 2 seconds. A small gap of 0.1 to 0.2 seconds prevents audio artifacts and keeps clip boundaries clean.
How do I set sounds to loop?
After uploading, toggle the LOOP control next to each file. The JSON metadata will include the correct loop flag for each sound.
What browsers are supported?
All modern browsers with Web Audio API support — Chrome, Firefox, Safari, Edge. Mobile browsers included.