Evil laugh sound effects

The slow build, the full theatrical cackle, the quiet one that is worse, the witch, and a whole room of them. Describe the register and Morphic builds the villain.

  • Set the register and the build, from three low chuckles to a full theatrical cackle
  • A villain who sounds like yours, not the stock cackle in every Halloween edit
  • Download clean audio and drop it straight into your edit
Evil laugh sound effects

Villain laughs for film, games, and animation

Slow build

Three separate low chuckles climbing in volume and pitch, ending open. The most useful version, because the open ending lets you cut anywhere.

Full cackle

Fast, unrestrained, head back. Too much for a real scene and exactly right for animation, a game boss, or a joke.

Quiet and certain

Three small controlled breaths with no volume behind them. The frightening one, because it sounds like somebody who does not need to perform.

Witch cackle

High, thin, and cracked, with a scraping edge on it. The unevenness is what separates a cackle from an ordinary high laugh.

Monstrous laugh

The same shape pitched far down with gravel through it. Still recognisably a laugh, which is what makes it worse than a roar.

A room of them

Many voices laughing at once, each starting a beat apart. Describe the stagger or it comes back as one voice layered on itself.

Generate a villain laugh 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 an evil laugh sound effect

Punctuate a plan coming together

The laugh on the cut is the oldest way to tell an audience who is winning, and it lands the same in a game cutscene as in animation.

プロンプトを編集
Punctuate a plan coming together

Fill a silence without music

A quiet certain laugh holds three seconds of a still shot and does more for the tension than a string cue arriving would.

プロンプトを編集
Fill a silence without music

Set whether this is scary or funny

A full cackle is comic because it is performed. A quiet three-breath laugh is not, because it is not for anyone. Same character, opposite scene.

プロンプトを編集
Set whether this is scary or funny

Put the villains beyond the frame

A room of overlapping laughs under a close-up surrounds one character with people the camera never has to show.

プロンプトを編集
Put the villains beyond the frame

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 do I make a laugh sound evil rather than just loud?
Control it. Separate, deliberate pulses read as a villain, where a continuous run of laughter reads as someone genuinely amused. Counting the chuckles in the prompt is the fastest way to get there.
What is the scariest version?
The quiet one. Three small controlled breaths with no volume behind them read as a person who does not need an audience, which is more unsettling than a full cackle performed at the room.
How do I get a witch cackle specifically?
Ask for high, thin, and cracked with a scraping edge, and say it should be uneven. Smoothness is what stops a high laugh becoming a cackle, so the roughness has to be in the prompt.
How do I get a monster rather than a person?
Pitch it far down and add gravel, but keep the word laugh in the prompt with long separate pulses. Asking for a creature sound directly usually returns a growl instead of something recognisably amused.
Why does my crowd of laughs sound like one voice?
It was prompted as a group rather than as individuals. Say many separate voices, each starting at a slightly different moment with different pitches, and the stagger turns it into a room.
Can I use this in a game or a monetised video?
Yes. Audio generated on a paid Morphic plan is cleared for commercial use, including games, film, and monetised video.