Hit the frame where the ground moves
A single jolt lands the first shock exactly where the camera shakes. Games and animation use it as the trigger for a screen shake just as film uses it for a cut.
プロンプトを編集Ground moving, and everything above it answering. Describe the rumble, the strain in the timber, and the glass chattering, and get a quake sized to your shot.


Rock grinding against itself far below, swelling and falling over fifteen seconds. The card most scenes want, and the one that has to run long enough for a viewer to feel it building.

Structural wood twisting under load, creaking and splitting as it goes. This is where the danger actually lives, because the audience hears a building deciding whether to hold.

Glass and crockery knocking against each other in an uneven chatter. It sits high in the frequency range, so it survives on a phone speaker where the rumble does not.

One hard shock with a split behind it and grit settling after. Reach for it when the quake arrives without warning and the scene needs a frame to cut on.

A fracture running through rock and soil, ripping as it travels. The sound moves across six seconds rather than staying put, which is what makes it read as a split opening up.

A smaller rumble that rises, holds briefly, and dies. It is what the scene needs after the main event, when the characters are talking and nobody is sure it has finished.
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。
A single jolt lands the first shock exactly where the camera shakes. Games and animation use it as the trigger for a screen shake just as film uses it for a cut.
プロンプトを編集Fifteen seconds of rumble carries a whole shot by itself. Because it lives low, dialogue and narration stay perfectly readable across the top of it in any medium.
プロンプトを編集Timber groaning says old building, glass chattering says kitchen, tearing rock says open country. One choice tells the audience where they are standing.
プロンプトを編集A cabinet rattling makes a whole room move without a single moving prop. Animation, radio drama and game audio all get an entire set out of that one texture.
プロンプトを編集Stream sound effects
Stream sound effects: bright trickles, water over stones, drips and distant runs for nature footage, calm game worlds, meditation audio and ambient tracks.
Swamp sound effects
Swamp sound effects for wetland nights and bayou days, frog choruses, bullfrogs, insect drone, bog bubbles and wading steps for any marsh scene.
Thunder sound effects
Morphic creates thunder sound effects from a text prompt. Dial in the weight and texture your shot calls for without stock library hunting.
Thunderstorm sound effects
Rolling thunder, close cracks, and rain layered underneath. Morphic builds the storm your scene needs at the distance you set.
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Basic
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