Squish sound effects

Slow pressure rather than impact: a hand closing on something soft, a boot in mud, fruit giving way, a sponge, and the suck as something is pulled back out.

  • Ask for pressure over time, which is what separates a squish from something being thrown
  • Foley cut for your shot rather than a stock squelch used across other productions
  • Download clean audio and drop it straight into your edit
Squish sound effects

Pressure Foley for film, games, and animation

Hand closing

A soft mass squeezed steadily, thick and unhurried. The pressure builds through the clip rather than landing at the front.

Boot in mud

A deep sucking compression with a long settle. The settle after the weight lands is what makes it read as deep.

Fruit giving way

A wet press ending in a brief tearing release as the skin splits. The tear is what makes it a fruit rather than a sponge.

Sponge

Air and water forced out of an open texture. Lighter and airier than the rest, with no weight behind it.

Pulled back out

A long wet suck as something is drawn out slowly. Often the more useful half, because it implies what went in.

Repeated squelch

Several compressions at uneven spacing. Reads as footsteps through something without needing a footstep at all.

Generate pressure Foley from a prompt

Choisissez un point de départ, modifiez ce que vous voulez, puis générez dans Morphic.

Générer

Ways to use a squish sound effect

Punctuate a grip tightening

A slow compression under a close-up of a hand does what a cutaway would, and it builds through the shot rather than landing on one frame.

Modifier le prompt
Punctuate a grip tightening

Fill a walk without music

Repeated squelches at uneven spacing carry somebody crossing wet ground, so a travelling shot has a floor without a track.

Modifier le prompt
Fill a walk without music

Tell the audience what the ground is like

A light airy compression reads as a sponge. A deep suck with a long settle reads as mud somebody may not get out of.

Modifier le prompt
Tell the audience what the ground is like

Imply what you never show

A long wet suck as something is drawn out lets a scene go somewhere the picture will not, and the audience fills in the rest.

Modifier le prompt
Imply what you never show

Tarifs simples

Commencez gratuitement dès aujourd'hui, avec la possibilité de mettre à niveau ou d'annuler à tout moment.

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$9/ mois
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Questions fréquentes

What is the difference between a squish and a splat?
Time. A splat is an impact that is over instantly, where a squish is pressure applied across the whole clip with nothing thrown. Asking for slow and steady is what keeps them apart.
Why does my squish come back almost silent?
Wet compressions are a low-energy class that one model collapses toward silence whatever the wording. Every card here is generated on Seed Audio for that reason.
How do I make it sound deep rather than light?
Add a settle. A deep suck followed by a long settle reads as thick mud, while an airy compression with no settle reads as a sponge. The tail carries the depth.
Which half should I use for a squeamish moment?
The release. Something being drawn slowly back out is usually more effective than the press, because it implies what happened without the scene ever depicting it.
How do I get footsteps through wet ground?
Use the repeated squelch rather than a footstep clip. Several compressions at uneven spacing reads as somebody walking, and the unevenness is what makes it a person rather than a machine.
Can I use these in a commercial project?
Yes. Audio generated on a paid Morphic plan is cleared for commercial use, including film, games, and advertising.