Using genetic algorithms or other evolutionary computation methods for this purpose is pretty old. There are two versions. First, there is
evolutionary resynthesis, where the system is trying to optimize a synth program to match an existing sound. This can be done automatically: try a bunch of sounds, have some automatic comparator compare them to the target sound, assess them, mix-and-match, try again. Then there is
interactive evolution, where the system is trying to come up with sounds interesting to the musician. Here the system proposes and auditions synth patches, and the musician responds with what he thinks are the better ones, and using that information the system mixes and matches and tries again.
Evolutionary resynthesis has been around since at least 1996 (Horner). Aphex Twin was enamored with it for a while. I don't think it's particularly interesting: if you already have a target sound, why are you trying to come up with a program to match it? Why not use the sound itself? But interactive evolution is both useful, more difficult, and interesting, as it makes it possible for the musician to explore the space of synth programs without having to program them (and that's particularly good for FM, since FM is EXTREMELY counterintuitive to program).
I wrote what I think is the best general-purpose interactive evolution style synth programming system right now: Edisyn. It works with a wide range of synthesizers and synthesis types. If you restrict yourself to exactly one synthesizer of your own design, you can get better results still, and there are a number of softsynths out there which do this.
But most interestingly: interactive evolution has a specific inventor: BRIAN ENO! He invented it around 1995 in a letter he wrote to Stewart Brand.