Night forest · Quiet, layered, alive
A quiet forest at night, close crickets and soft wind through pine trees, an occasional distant owl, spacious natural ambience, no music or voices.
AI sound effects generator
Describe the sound you need and turn your words into audio. Create ambient backgrounds and sound effects for videos, games, and podcasts — from a quiet forest to a car rushing past.
Try 2 minutes free each month. Unlimited with a paid plan.
The inspiration collection
Listen to generated audio examples, read the exact prompts, and use one as a starting point for your scene.
Night forest · Quiet, layered, alive
A quiet forest at night, close crickets and soft wind through pine trees, an occasional distant owl, spacious natural ambience, no music or voices.
Rain on a rooftop · Soft thunder
Heavy rain on a tin roof with distant thunder. A steady textured patter, occasional larger drops, no voices or music.
Ocean shore · Open air
Slow ocean waves washing over a pebble beach, small stones shifting as the water recedes, a light coastal breeze, no music or speech.
Deep space · Mechanical pulse
A deep spaceship engine hum, delicate electronic pulses and a slow mechanical vibration, an enclosed futuristic interior, no speech or music.
Campfire · Close and warm
A small campfire crackling close by, dry twigs snapping and gentle flames moving in a light breeze, quiet outdoor background, no voices.
Late-night street · Distant traffic
A quiet city street late at night, a car passing on wet asphalt, distant traffic and gentle wind between buildings, no dialogue or music.
Passing car · Approach, rush, fade
A single car driving past a stationary listener beside an empty rural asphalt road, captured as a clean twelve-second cinematic field recording. Begin with a quiet outdoor background and a faint engine approaching from far to the left. The engine grows steadily closer, with a natural rising tire hiss, then one clear, fast left-to-right pass in the middle of the recording. Hear the brief rush of displaced air and a convincing Doppler drop as the car goes by. Let the engine and road noise recede smoothly into the distance on the right, returning to the same quiet atmosphere at the end. Dry pavement, an ordinary combustion engine, open countryside with very little reverberation. No horns, tire squeals, crashes, other vehicles, human voices, radio, or music.
Western gunshot echoes · Open canyon
A cinematic Western sound effect in an empty, spacious desert canyon, twelve seconds long. Start with a little soft, dry wind and a nearly silent background. At about three seconds, one isolated sharp gunshot rings out from a moderate distance, followed by distinct reflections bouncing between high sandstone walls. Let the initial crack decay into several softer, widely spaced echoes and a low distant tail. After the echoes have mostly faded, a second single report sounds at about eight seconds, with a slightly different echo pattern that gently dissolves into the canyon air. Keep the impacts crisp but not clipped, with a wide outdoor sense of distance and plenty of space between them. No rapid bursts, no people, no shouting, no bullet impacts, no music, and no dramatic soundtrack.
Stone doorway · Weight and texture
A massive ancient stone door slowly opening inside an abandoned underground temple, presented as one continuous twelve-second sound effect. Begin with a quiet cavernous room tone and a small scattering of fine grit. A deep, heavy scraping starts as the door moves across the stone floor: rough mineral friction, uneven low rumbles, and a few small pebbles dropping nearby. The movement should feel slow, physical, and enormous, with the strongest grinding in the middle of the clip and a restrained natural stone-chamber echo. Near the end, the door settles into place with a single dull, weighty stop, followed by loose dust and a short reverberant decay. No metal hinges, motors, machinery, footsteps, voices, monsters, magical chimes, or music. Keep the layers distinct rather than turning the whole sound into a constant roar.
Made for your next game
Create sound effects for games without digging through endless sound libraries. Describe a plasma shot, a reward cue or the atmosphere of a new level, then generate audio that fits your idea.
Listen to these original examples and open their prompts. Download a WAV, trim the cue and bring it into your prototype or next playable build.
2 minutes free each monthPlasma blaster · Charge, discharge, decay
A clean isolated science-fiction plasma blaster sound for an indie game, twelve seconds long with quiet space around each event. Two distinct single shots separated by several seconds of silence. Each begins with a very brief rising electrical charge, followed by a tight bright synthetic discharge, a rounded low-frequency punch and a short sparkling energy decay. The first shot is close and dry, the second has a slightly longer tail but the same recognizable weapon character. Compact, responsive and easy to trim into individual gameplay cues. No automatic gunfire, bullet casings, explosions, dialogue, footsteps, background ambience, music or long cinematic build-up. Preserve the sharp onset and avoid clipping or a continuous electronic drone.
Quest reward · Warm, bright, satisfying
A short original fantasy-game quest-completion notification, presented in a twelve-second clip with clean silence before and after the cue. One gently rising sequence of three clear bell-like notes, warm soft mallet attacks, a delicate glass shimmer and a rounded final resolving tone. A tiny airy sparkle follows the last note and fades naturally, suggesting a newly unlocked reward. Friendly, satisfying and light enough to sit above gameplay without overwhelming it. Keep the entire active cue about three seconds long, with a clean isolated beginning and a smooth tail for easy editing. No recognizable melody, copyrighted game motif, full musical arrangement, drums, orchestral swell, voices, applause, interface clicks or ambient background.
Name the source, its surroundings, and how the sound changes. A little detail gives your idea direction.
Choose a duration from 1 to 20 seconds. Create a quick accent or leave room for an atmosphere to unfold.
Listen, download your WAV, and bring the sound into your video, game, podcast, or next experiment.
A little more detail
Yes. Free accounts include 2 minutes of Sound Effects per month. Paid plans include unlimited generation. No payment is required to try it.
Yes. Describe a gameplay event, interface cue or environment and generate a sound for your scene. Instead of searching through a large sound library for a close match, try a specific prompt and refine it. Download the WAV and trim it to fit your game.
It turns a written description into audio. AltVoice can generate sound effects and ambience from prompts about a sound source, environment, and movement.
Describe what makes the sound, where it happens, and what you want to hear. For example: heavy rain on a tin roof, with occasional distant thunder and no voices.
Try natural ambience such as rain, waves, or forest sounds; everyday effects such as passing cars; or cinematic sounds such as echoes and moving stone. Describe one clear scene, then adjust the prompt to get closer to what you need.
You can choose between 1 and 20 seconds for each generation in the Sound Effects workspace.
Yes. Completed sound effects can be played and downloaded as WAV audio from your project.
Yes. Each card includes a generated 12-second sound effect and the exact prompt used to create it. Open a card to listen, download the WAV, or try its prompt.
Your turn