Generating Your First Sound Effect
Create game SFX from text — how to describe a sound so the generator nails it, with examples for UI, combat and pickups.
Sound effects bring a game to life, and generating them from text is fast once you know how to describe a sound. Here's how to make your first SFX.
Open the audio generator
From the menu, choose the Sound Effects / Audio generator. You'll describe the sound in words and get an audio clip back.
Describe sounds concretely
Sound prompts work best when you name the source, material and character of the sound:
- "a short metallic sword clang"
- "a soft UI button click"
- "a bright coin pickup chime"
- "a deep explosion with a rumbling tail"
Include length and energy ("short", "punchy", "long tail") — duration and impact shape a game SFX as much as the source.
Categories to cover
Most games need a core SFX set:
- UI — click, hover, confirm, error, open/close.
- Movement — footsteps, jump, land.
- Combat — swing, hit, block, explosion.
- Feedback — pickup, coin, power-up, level-up.
Generate and audition
Generate a few takes and listen in context — a sound that's fine in isolation can be too loud or too long in-game. Keep the ones with the right punch and length.
Edit to fit
After generating, small edits make SFX sit right: trim silence, shorten the tail, and match loudness across your set so nothing spikes. Consistent volume across SFX is what makes a game feel polished.
Build a reusable set
Generate variations of key sounds (2–3 footstep takes, a couple of hit sounds) so repeated actions don't sound identical. Small variation kills listener fatigue.