Punctuate the frame a flash lands on
A tearing crack marks the single frame the picture goes white. It syncs the same way in a game cinematic or an animated sequence as it does on shot footage.
プロンプトを編集The tearing crack of a strike and everything that rolls after it. Say how close the discharge is and how long the tail is allowed to run.


The discharge landing on top of you, all front edge and no roll. This is the card most scenes want, because the split second of tearing air is the part an audience reads as lightning rather than thunder.

Thousands of tiny snaps running through air just before the main event. Lay it under the two seconds before a flash and the strike stops being a surprise and starts being inevitable.

The crack and the fifteen seconds of rolling that answers it. Most stock versions cut the tail short, and the tail is what tells an audience how much sky the storm covers.

The same discharge with its high edge gone and a faint echo behind it. Distance is a change of colour rather than a change of level, which is why simply turning a close strike down never convinces.

Two discharges a fraction of a second apart, the second drier than the first. The repeat reads as a storm actively working, where a single strike can read as a one-off.

Twenty seconds of low rumbling with cracks breaking through at uneven intervals. A whole scene can sit on it, and the unevenness is what stops the ear noticing where it starts.
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 tearing crack marks the single frame the picture goes white. It syncs the same way in a game cinematic or an animated sequence as it does on shot footage.
プロンプトを編集Twenty seconds of low rolling carries a static frame with no music at all. It leaves the whole mid range clear, so dialogue or narration sits over it untouched.
プロンプトを編集A crack with no gap before the roll puts the discharge directly overhead. Move the roll later and the same storm retreats to the horizon without a single new asset.
プロンプトを編集A dulled distant crack with a short echo behind it builds weather nobody has to shoot. An interior scene gets a sky it never shows, in a game level as much as on film.
プロンプトを編集Fire sound effect
Generate fire sound effects with Morphic. Set the scale, from a match head to a roaring blaze, so intensity and pacing match what is on screen.
Forest sound effects
Generate forest sound effects with Morphic. Set the intensity, distance, and duration you need, then get a clean bed for your scene.
Grass sound effects
Grass sound effects covering wind moving across a field, footsteps, dry crunch underfoot, tearing blades, and the drone of a mower on a summer lawn.
Hail sound effects
Hail sound effects for storms of every size, stones drumming on a roof, hammering a car bonnet, skittering across pavement, and rattling window glass.
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