Sound Effects Builder
Foley, impacts, UI sounds and ambiences on demand · 32 fields · 5 outputs
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Try every field. Unlock Sound Effects with Pro to copy and save the prompts.
✨ Enhance with AI
Rewrite the main prompt into 3 polished variations. Pro feature.
01Main Sound Prompt
PASTE THIS AS YOUR SOUND PROMPT
A Medium Wood object Whooshing with Moderate force, sounding Dry and Crisp
Recorded in a Small Room at Close distance with Short Room Tail.
Background: Isolated No Background. Perspective: Neutral Observer.
Attack: Instant Sharp Attack. Tail: Short Decay.
CATEGORY: Whoosh Transition for a Video Transition
FEEL: Satisfying and Crisp
LENGTH: 1 to 2 Seconds
STEREO: Centred Mono
EXCLUDE: No Music
TOOL: Any Text to Audio Tool in Text to Sound Effect
02Material and Action Brief
03Space and Perspective Brief
04Layering and Edit Brief
05Library and Rights Plan
📘 Pro Guide
The One Rule That Fixes SFX Prompts
- Describe, do not nameA door sound is vague. A heavy wooden door closing firmly is a sound.Core rule
- Size sets the pitchSmall is high and tight. Massive is low and slow. Say which.Biggest lever
- Material sets the toneWood, metal and glass behave completely differently on impactCharacter
- Force sets the energyA light tap and a violent slam are not the same sound louderDynamics
- Space sets the realityThe room is part of the sound, not an effect added afterRealism
- Five words, every timeSize, material, action, force, space. Miss one and it goes vague.The formula
Building Big Sounds
- Layers, not luckA cinematic impact is a sub, a body and a transient stackedHow it is done
- Generate each aloneMake the layers separately and combine them in your editorMethod
- The transient sells itThe first few milliseconds decide how the whole sound readsDetail
- Low gives weightA sub layer under any impact makes it feel physically heavyTrick
- High gives clarityA crisp top layer makes it cut through a busy mixTrick
- Dry firstGenerate dry, add reverb later. You cannot remove reverb.Order of work
Making It Sound Real
- Vary repeated soundsIdentical repeated footsteps are the fastest tell of cheap audioCritical
- Three to five variantsRotate them so no two consecutive steps matchHow many
- Match the pictureThe space in the sound must match the space on screenContinuity
- Distance is not volumeA far sound has less high end, not just lower levelPhysics
- Land on the framePlace the attack on the cut, not near itEditing
- Less is moreOne well placed sound beats five competing onesRestraint
Key facts
- Name it findablyMaterial, action, force. You will search this in two years.Naming
- Never number onlySFX_01 is useless the moment you have two hundred filesCommon regret
- 48 kHz for video44.1 kHz is the music standard. Video is 48 kHz.Format
- WAV for editingKeep uncompressed masters, export MP3 only for deliveryQuality
- Trim the silenceLeading silence makes sounds hard to place on a frameHousekeeping
- Normalise consistentlyA library at wildly different levels is painful to useWorkflow
Rights
- Plan tier decidesCommercial use depends on your subscription - verify itBefore publishing
- Reselling is differentUsing sounds in your work and selling a sound pack are separate questionsCheck terms
- Client workAgree the licence in writing before deliveringProtection
- Keep recordsSave prompts, tool, date and versionEvidence
- Still evolvingAI audio licensing continues to change - verify for large projectsStay current