Pass

A rising level-complete chime, a quick checkpoint blip, a whoosh of something flying past and a ball struck between players. Describe what passes and Morphic generates the cue.

  • Describe the exact pass or whoosh your scene needs
  • Yours alone, not a stock chime already in a hundred other games
  • Download clean audio and drop it straight into your build
A glowing ring of white light on a dark course with a streak of motion blur crossing through its centre

Pass sounds for games, animation, and video edits

Level pass chime

Three rising bell notes ending on a long clear ring, the cue for clearing a stage.

Checkpoint blip

Two soft electronic blips rising in pitch with a light shimmer, for a checkpoint crossed or a gate passed.

Fast pass-by whoosh

A sharp rising whoosh that peaks and falls away, for something fast flying past the camera.

Slow glide whoosh

A broad smooth swell that rises and fades, for a large shape gliding overhead.

Ball pass thwack

A firm kick and a quick rolling hiss, for a ball sent across to a teammate.

Access pass accepted

A beep, a latch click and a low confirming tone, for a badge or a ticket that is let through.

Generate a pass sound from a prompt

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

Generar

Ways to use a pass sound effect

Celebrate the moment a player clears a stage

A rising chime on the finish frame makes progress feel earned, in a puzzle game, a racing clip or a mobile trailer.

Editar prompt
Celebrate the moment a player clears a stage

Move a quiet shot along without music

A slow glide whoosh carries a still frame toward the next one, in a slideshow, an explainer or a game menu.

Editar prompt
Move a quiet shot along without music

Mark a point of no return on a route

A checkpoint blip tells the viewer a line was crossed, in a game level, a race recap or an animated map.

Editar prompt
Mark a point of no return on a route

Suggest a fast vehicle the camera never shows

A whoosh from left to right implies something zipping by out of frame, in a street scene, a comedy or a horror cutaway.

Editar prompt
Suggest a fast vehicle the camera never shows

Precios simples

Comienza gratis hoy, con la opción de mejorar tu plan o cancelar cuando quieras.

Basic

$19/ mes
facturado como $0 por año

2400 mensual créditos

1 usuario

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Standard

$24/ mes
facturado como $0 por año

3625 mensual créditos

1 usuario

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Pro

$45/ mes
facturado como $0 por año

6350 compartidos mensual créditos

1 usuario

+ hasta 4 más con costo adicional

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Max

$170/ mes
facturado como $0 por año

24650 compartidos mensual créditos

1 usuario

+ hasta 9 más con costo adicional

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Enterprise

Para límites más altos

Personalizado

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Créditos de alto volumen
Límites de asientos personalizados
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Para experimentar

$0

gratis para siempre

Hasta 20 créditos
Solo 1 usuario
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Preguntas frecuentes

What is a pass sound effect?
The phrase covers two jobs: a success cue for passing a level or a check, and the whoosh of something moving past. This page has both, so you can pick the one that fits the shot.
Where can I get pass sounds for a game or video?
Describe the cue you need, such as a three-note chime or a left-to-right whoosh, and generate it. The result fits the length of your animation rather than a stock clip trimmed to size.
How do I make a custom pass sound?
Name the thing passing or the milestone passed, then the tone: bright and rising for success, smooth and fading for a glide. A direction such as left to right also helps a whoosh.
What is the difference between a pass chime and a pass-by whoosh?
A chime is a tuned reward with notes, built to read as success. A whoosh is moving air with no pitch, built to read as speed or distance.
Can I use these pass sounds commercially?
Yes, audio generated on paid plans can be used commercially. See our terms for full licensing details. A pass cue made for your game also avoids the chime players have already heard elsewhere.
Why does my whoosh sound flat?
A whoosh needs a clear peak. Ask for it to rise, peak and fall away, say how close the object is and keep the clip a few seconds long so the movement has room.