Paranormal

The three knocks on the wall, the chair sliding on its own, the static that carries a voice, the sounds that tell an audience something is in the room. Describe the paranormal moment your edit needs and Morphic generates it clean.

  • Decide how much you show: three knocks with no source, or a whisper close enough to feel the breath on it
  • Made for your haunting, so viewers who know every horror library still can't name the clip
  • Wide, quiet recordings that hold their nerve when you push the volume up in a dark room
A dark doorway ajar with a pale glow beyond, warm low light against a cold black ground, dust caught in the air

Paranormal sounds for games, animation, and video edits

Wall knocks

Three dull impacts from within plaster, spaced the way a person would knock, with nothing else in the recording.

Object sliding on its own

A chair or plate dragging across boards with no hand on it, slow enough to seem deliberate, which is the frightening part.

Radio static burst

A speaker jumping to life and dying again, hinting that something is trying to use the electronics to speak.

Door slam

A heavy door thrown shut with the frame ringing after it, for the moment the haunting stops being subtle.

Ghostly whisper

A breathy voice far too close to the ear, words just short of intelligible, for the second before the character turns.

Cold presence hum

A low, airless tone that makes an empty room feel occupied. Best kept almost too quiet to consciously notice.

Generate a paranormal sound 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 paranormal sound effect

Three knocks that stop a conversation dead

A sharp knock from inside the wall turns an ordinary exchange into a warning, whether the scene is filmed, animated or played.

プロンプトを編集
Three knocks that stop a conversation dead

When the house should not be this quiet

Low presence tone under an empty hallway keeps dread building through long takes in horror shorts, escape rooms and audio fiction.

プロンプトを編集
When the house should not be this quiet

A room that feels wrong before anything happens

A faint hum plus distant static establishes a place with history before a single ghost appears on screen or in a game world.

プロンプトを編集
A room that feels wrong before anything happens

Something is standing behind the character

A whisper arriving from behind the listener puts the threat off frame, which works in headphones, in VR and in a cinema alike.

プロンプトを編集
Something is standing behind the character

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

900 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

3200 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

6200 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

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Pro Max

$170/
請求額は $0

24000 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

What is a paranormal sound effect?
It is a physical event that signals a haunting, knocks on a wall, an object sliding on its own, a door slamming, radio static, a disembodied whisper, a low presence hum. The scare comes from an ordinary sound happening with no visible cause, so the audience supplies the ghost themselves, which is more effective than showing one.
Where can I get paranormal sounds for a video?
Generate them rather than search for them. Describing the event you want takes less time than digging through a stock library, and you get the exact take your scene needs instead of the closest available clip. Every sound on this page was made from the prompt printed beside it, so you can start from one and adjust it.
How do I make a custom paranormal sound effect?
Describe the physical event and how it behaves, then generate it. A prompt like "three slow deliberate knuckle knocks on a hollow wooden wall" gives Morphic enough to work with, and you can adjust the wording until the moment fits your scene.
What is the difference between paranormal sounds and nightmare sounds?
Paranormal sounds are real, physical events with no visible cause, a knock, a slam, a chair dragging, set in a room that otherwise obeys the rules. Nightmare sounds are abstract and designed, breaking the rules of reality itself with drones, distortion, and reversed swells. If your scene is a haunted house, reach for the physical events; if it is a bad dream, reach for the abstract textures.
Can I use these paranormal sounds commercially?
Yes, audio generated on paid plans can be used commercially. See our terms for full licensing details. Because each sound is generated rather than pulled from a shared library, you also avoid the clip turning up in someone else's video.
Why does my paranormal sound not sit right in the edit?
Usually it is timing rather than the sound itself. A knock or a slam that lands exactly where the audience expects it has no power; the scare works when the room has gone quiet and still first. Generate the event you need, lay a low presence hum under the silence before it, and let the beat sit a moment too long, and it unsettles far more than a sound dropped on the obvious cut.