Video game sound effects

The cues a player hears every few seconds: a pickup, a menu press, a hit taken, a meter filling. Describe the one your build is missing and it comes back sized for the moment it fires on.

  • Describe the pickup, the hit, or the meter and get exactly that cue
  • A palette made for your game, not the asset pack a hundred builds share
  • Clean audio ready to import straight into your engine
A glowing translucent shard suspended mid-spin against deep blue, rings of light snapping outward from it and filling the frame

Game sounds for pickups, menus, damage, and progression

Item pickup

A short glassy tone that jumps upward as it fires. It is the cue a player hears more than any other, so it has to be pleasant on the two hundredth hearing rather than the first.

Menu select

A dry click with a small tone under it, tight enough to fire on every press without stacking up. Menus feel responsive or broken almost entirely on the strength of this one sound.

Damage taken

A dull body impact with a crunch on the front of it. Keeping it low and short means it registers as a loss without covering whatever the player needs to hear next.

Charge up

A tone that thickens and climbs before releasing into a hit. It gives an ability a windup the player can time against, which is what makes a heavy attack feel worth waiting for.

Level up swell

Four rising tones with a wide shimmer behind them. The tail is the point: it gives a progression screen the four seconds it needs to animate in without silence underneath.

Low health pulse

One thin tone repeating at an insistent pace. Repetition is what makes it read as a warning, so it works on health, on a timer, or on anything running out.

Generate a game sound from a prompt

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

Générer

Ways to use video game sound effects

Reward the player the moment they get something right

A bright pickup tone on the frame of collection is what makes an action feel worth repeating. The same cue rewards a correct tap in a mobile puzzle or a quiz stream.

Modifier le prompt
Reward the player the moment they get something right

Give a menu screen something to do while it waits

Click feedback keeps a title screen or a pause menu from sitting in silence. Interactive fiction, a kiosk, and an animated interface demo all need it just as much.

Modifier le prompt
Give a menu screen something to do while it waits

Set the scale of a world before a level loads

A wide rising swell tells a player the world just got bigger. Trailers and animated openers borrow the same cue to promise scale before showing any of it.

Modifier le prompt
Set the scale of a world before a level loads

Signal a threat the player cannot see yet

A repeating pulse puts danger somewhere off screen without spending a single frame on it. Horror games, animation, and audio drama all use the trick the same way.

Modifier le prompt
Signal a threat the player cannot see yet

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Questions fréquentes

Which sound effects does a game need first?
A menu press, a pickup, a hit taken, and a progression cue. Those four cover every action a player repeats, and a build with only those in place already feels finished in a way one with forty unrelated sounds and no menu click does not.
How do I make video game sound effects from a text prompt?
Describe the event physically rather than by its role. A pickup is a short glassy tone jumping up in pitch, and damage is a dull thud into a padded body with a crunch on the front. Words like pickup or damage mean nothing to a sound model, but struck glass and padded impact do.
Why do my game sounds get tiring during play?
Because a cue that fires hundreds of times per session was written to impress once. Shorten the decay, take the brightness off the front, and save the long shimmering versions for events that happen every few minutes rather than every few seconds.
How do I keep two cues from colliding?
Put them in different registers and different lengths. If the pickup is short and high, keep the damage hit low and dull, and the player can tell them apart even when both fire on the same frame. Sounds collide by frequency, not by volume.
How long should a game sound effect be?
Between one and a half and two seconds for anything that fires during play, and up to four for a progression or transition cue. Generate at the longer end and trim in your engine, since a short generation request can come back empty where a trimmed one never does.
Can I use generated game sound effects commercially?
Yes, audio generated on paid plans can be used commercially. See our terms for full licensing details. It is worth checking before a build ships, since a game distributes its audio inside the product rather than streaming it once.