Creative tools
Writing better sound effect prompts
Sound effect prompts work best when they describe what the audience should hear, where it happens, and how it changes over time. Use simple language for simple sounds, and add timing or texture when the cue needs more shape.
Single effects
For one-shot effects, describe the object, action, material, and space. Keep it concise unless the sound has multiple parts.
- "Glass shattering on concrete, sharp and close"
- "Old camera shutter click in a small room"
- "Distant thunder rumble over open countryside"
Ambient effects
For ambient cues, describe the environment and whether it should loop smoothly. Ambient sounds usually work best as steady textures without a dramatic beginning or ending.
- "Busy restaurant ambience, low chatter, plates, no music"
- "Forest at night, insects, light wind, distant owl"
- "Hospital corridor room tone, fluorescent hum, far footsteps"
Describe sequences clearly
If the cue has multiple actions, write them in order. Words like "then," "followed by," and "ending with" help the model understand the timeline.
Add perspective and realism
Perspective changes the result. Say whether the sound is close, distant, muffled, outside the room, underwater, on a phone, or heard through a wall.
Useful sound design words
- Impact: a hit, crash, slam, thud, or collision.
- Whoosh: fast movement through air, useful for transitions and passing objects.
- Ambience: background sound that establishes a place.
- One-shot: a single effect that does not repeat.
- Loop: a repeatable texture with no obvious start or end.
- Drone: a continuous tone or texture for tension.
- Glitch: digital malfunction, jitter, stutter, or broken electronics.
- Braam: a large cinematic brass-like hit for trailers or dramatic reveals.
Prompt patterns
Leather jacket being picked up from a wooden chair, fabric creak, small buckle jingle, close microphone, realistic Foley.
Tiny awkward squeak from a cheap office chair, short and dry, no room echo.
Seamless basement ambience, low electrical hum, distant pipe knocks, subtle air movement, tense but quiet.
Offstage door slam from stage right, medium distance, wooden theatre set, followed by a brief silence.