Death sound effects

Game cues for a life ending: the descending motif, the flat fail tone, the retro eight-bit version, the slow fade to nothing, and the respawn that follows.

  • Ask for the fall, because a descending line is what every player already reads as a loss
  • A cue that belongs to your game rather than the default in every asset pack
  • Download clean audio and drop it straight into your project
Death sound effects

Fail cues for games, animation, and video

Descending motif

Four notes falling and slowing at the end. The slowing is what makes it final rather than merely downward.

Flat fail tone

A low tone with no movement at all. Cold and mechanical, for a game that does not editorialise about losing.

Eight-bit

Simple square-wave notes falling quickly. Reads as retro instantly, and it fits a small pixel sprite better than an orchestral cue would.

Fade to nothing

A tone thinning away with no ending at all. The absence of a stop is what makes it feel like a fade out rather than a cut.

Heavy impact ending

One low hit and a long decay. For a big enemy or a boss, where a melodic cue would feel small.

Respawn

A rising chime with a bright finish. The other half of the loop, and it needs to be short so it does not delay play.

Generate a fail cue from a prompt

出発点を選び、好きなように編集して、Morphicで生成しましょう。

生成

Ways to use a death sound effect

Punctuate the moment of failure

The cue lands as control is taken away, which is the frame a player is already watching for.

プロンプトを編集
Punctuate the moment of failure

Fill the pause before a retry

A tone thinning to nothing covers the load, so the wait reads as part of the design rather than as a stall.

プロンプトを編集
Fill the pause before a retry

Tell the player how the game feels about it

A melodic fall is sympathetic. A flat tone with no movement is not. The same failure reads as tragedy or as data.

プロンプトを編集
Tell the player how the game feels about it

Close the loop and start again

A short rising chime after the fall keeps a player moving, because a long respawn cue is what turns a retry into a chore.

プロンプトを編集
Close the loop and start again

シンプルな料金体系

今すぐ無料で始めて、いつでもアップグレードまたはキャンセルできます。

Basic

$9/
請求額は $0

1100 月 クレジット

1 ユーザーのみ

すべてのモデル

ワークフロー

Standard

$24/
請求額は $0

3625 月 クレジット

1 ユーザーのみ

すべてのモデル

ワークフロー

Pro

$45/
請求額は $0

6350 共有 月 クレジット

1 ユーザー

+ 最大 4 名まで追加費用

すべてのモデル

ワークフロー

Max

$170/
請求額は $0

24650 共有 月 クレジット

1 ユーザー

+ 最大 9 名まで追加費用

すべてのモデル

ワークフロー

Enterprise

より高い制限のために

カスタム

料金と請求条件

大容量クレジット
カスタムシート制限
すべてのモデル
ワークフロー
Pricing Gradient

Free

気軽に試したい方に

$0

ずっと無料

最大20クレジット
1ユーザーのみ
一部のモデル
ワークフロー

よくある質問

How long should a death cue be?
Two to three seconds for the cue, and under two for the respawn. Anything longer gets heard hundreds of times in a session and starts to punish the player twice.
How is this different from the stab page?
This is a game cue for a life ending. A stab is a single physical event with a blade. A game usually wants both, in different layers, and they share no clips.
How do I make it feel final rather than just wrong?
Slow the fall. A descending line at a constant speed reads as an error, where one that slows as it falls reads as something coming to a stop.
Should the cue be melodic or flat?
It sets the tone of your whole game. A melodic fall is sympathetic and suits a story game; a flat unmoving tone is cold and suits a game that treats failure as information.
Do I need a separate cue for a boss?
It helps. A heavy low impact with a long decay reads as significant where a short melodic motif reads as routine, and reusing the routine cue makes a big moment feel small.
Can I use these in a commercial game?
Yes. Audio generated on a paid Morphic plan is cleared for commercial use, including shipped games, with no attribution required.