Sound effects for VR

Morphic turns a short description into original sound effects for your VR and AR scenes, so a passing object, a nearby interaction, or an ambient space feels present around the user. You describe the source, its texture and the space it lives in, and generate a clean asset to place in your engine. One workspace covers effects, ambience, and any voiceover.

Example for Sound effects for VR

How it works

  1. 1
    describe it

    Describe the source on Morphic

    Write the sound at its source, like a heavy zip up close or a small object whirring past, describing texture and how near it sits, and Morphic generates a clean mono asset.

  2. 2

    Place it in the engine

    Import the file into Unity, Unreal or your VR toolkit and attach it to a spatial audio source on the object, so the engine handles distance, direction and head movement.

  3. 3

    Test in headset

    Put the headset on and move around the source to confirm it reads from the right direction and distance, then adjust the falloff and export the build.

Effects your experience can run on

Four source sounds for objects, interactions and ambience you can position in a 3D scene.

What it handles, and what to check

Morphic makes the source sound; your engine and ear handle the spatialization.

What Morphic handles well

  • Generating clean source sounds from a description of subject, texture and space
  • Producing mono assets that spatialize cleanly in a game engine
  • Giving you close, detailed takes for objects that pass near the listener
  • Keeping source effects, ambience and any voiceover in one workspace

Where you still want your own ear

  • Spatialization itself, which your engine handles from a good mono source
  • Syncing the sound to the tracked motion and distance of the object
  • Over-use, since too many active sources muddy an immersive scene
  • Balancing the mix so nearby and ambient sounds sit at believable levels

أسعار بسيطة

ابدأ مجاناً اليوم، مع إمكانية الترقية أو الإلغاء في أي وقت.

Basic

$9/ شهر
تُفوتر باعتبارها $0 سنوياً

1100 شهرياً أرصدة

1 مستخدم فقط

جميع النماذج

Workflows

Standard

$24/ شهر
تُفوتر باعتبارها $0 سنوياً

3625 شهرياً أرصدة

1 مستخدم فقط

جميع النماذج

Workflows

Pro

$45/ شهر
تُفوتر باعتبارها $0 سنوياً

6350 مشترك شهرياً أرصدة

1 مستخدم

+ حتى 4 المزيد بتكلفة إضافية

جميع النماذج

Workflows

Pro Max

$170/ شهر
تُفوتر باعتبارها $0 سنوياً

24650 مشترك شهرياً أرصدة

1 مستخدم

+ حتى 9 المزيد بتكلفة إضافية

جميع النماذج

Workflows

Enterprise

لحدود أعلى

مخصص

شروط الأسعار والفوترة

أرصدة كبيرة الحجم
حدود مقاعد مخصصة
جميع النماذج
Workflows
Pricing Gradient

Free

للتجربة والاستكشاف

$0

مجاني إلى الأبد

حتى 20 رصيد
مستخدم واحد فقط
نماذج محدودة
Workflows

الأسئلة الشائعة

How do I add sound effects to a VR experience?
Generate a clean source sound on Morphic, import it into Unity, Unreal or your VR toolkit, and attach it to a spatial audio source on the object so the engine handles direction and distance.
Does Morphic create spatial or 3D audio?
Morphic generates the source sound; the spatialization happens in your engine. Describe the effect as a clean, close mono take and let Unity or Unreal position it in the scene.
What makes a good VR sound effect?
A detailed source with a clear sense of texture and closeness. When the engine places it in 3D, those details are what let the user locate and believe the object.
Can I use these sound effects commercially?
Effects you generate on Morphic are yours to use commercially on paid plans, which covers shipped VR and AR titles. Check the current terms for your plan.
Should VR sounds be mono or stereo?
Use a clean mono source for anything the engine will spatialize, since it positions the sound around the user's head. Reserve stereo or ambient beds for non-positional room tone.
Can Morphic make ambience and voiceover for VR too?
Yes. One Morphic workspace covers sound effects, ambience and voiceover, so you can build the source sounds, room tone and character lines for a scene in one place.