Foley sound effects

The layer that makes a scene feel physical: footsteps, cloth, doors, keys, and props. Describe the surface and the movement, not the stage.

  • Describe the surface, the material, and the speed of the movement
  • A pass matched to your picture rather than a general-purpose library
  • Clean, dry takes you can place in your own room with your own reverb
A leather shoe pressing into a worn wooden board, dust in one low shaft of light

Foley layers for film, games, and animation

Footsteps on wood

Hard leather on bare boards, slow and deliberate, with a creak after each step. The creak is what makes the floor a real floor rather than a click track.

Footsteps on gravel

Loose stone shifting under each step, so no two land the same. Gravel is the surface that most clearly tells an audience the scene is outdoors.

Cloth movement

A heavy coat shifting as somebody turns. This is the layer an audience never notices and always misses, because bodies are never silent.

Door latch

The handle, the latch, then the hinge. Three events in one take, which is exactly how a door reads when it is done properly.

Keys and pockets

Metal pulled out of fabric, jangling unevenly. The unevenness matters: keys that rattle in a pattern sound like an instrument rather than a pocket.

Sitting down

Weight settling into a chair: fabric compressing, a frame creaking, clothing resettling afterwards. The most useful body movement there is.

Generate a foley layer from a prompt

Elige un punto de partida, edita lo que quieras y genéralo en Morphic.

Generar

Ways to use foley sound effects

Punctuate an entrance on the exact frame

A latch releasing gives a door a moment to land on. Without it, an entrance is a picture edit with nothing underneath to make it real.

Editar prompt
Punctuate an entrance on the exact frame

Fill a quiet scene without reaching for music

Footsteps and cloth carry a wordless stretch on their own, in a game corridor or an animated interior as readily as a live-action one.

Editar prompt
Fill a quiet scene without reaching for music

Tell the audience where somebody is walking

Surface is location. Gravel says outside, bare boards say an empty room, and the change between them can carry a whole cut on its own.

Editar prompt
Tell the audience where somebody is walking

Put a person in a shot they are not in

Keys and clothing from beyond the frame create somebody moving around the room. Nothing has to be cast, blocked, or lit to do it.

Editar prompt
Put a person in a shot they are not in

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Preguntas frecuentes

What is foley?
The layer of everyday physical sound performed to match picture: footsteps, clothing, props, doors, and body movement. It is not sound design or effects work, and its whole purpose is to make a scene feel like a real place with real bodies in it.
How do I make foley sound effects?
Describe the two materials and the movement between them. Say what is touching what, how heavy the contact is, and how fast it repeats. A generator has no idea what "walking" sounds like until you tell it the shoe and the floor.
Why does my scene feel empty even with dialogue in it?
Almost always because the body layer is missing. People rustle, shift, and creak constantly, and a scene with only voices in it reads as a recording rather than a room. Cloth movement is usually the fastest fix.
What surfaces should I ask for?
The one actually under the actor. Wood, gravel, tile, carpet and grass all sound completely different, and picking the wrong one is the most common reason footsteps feel pasted on however well they are timed.
Should foley be recorded dry?
Yes, and generated dry too. You want to place the sound in your own space with your own reverb, and a take that already carries somebody else's room can never be moved into yours convincingly.
Can I use generated foley commercially?
Yes, audio generated on paid plans can be used commercially. See our terms for full licensing details. Generating the pass also means the footsteps under your scene are not the same ones in every other production using that library.