Punctuate the cut backwards
A reversed swell landing on the cut tells the audience the time changed before the picture has. It reads the same in a game as on film.
Edit promptThe reversed swell, the harp wash, the wobbling bend, the drop into a memory and the snap back out of it. Describe how far back the scene goes and Morphic builds the cue.


A sound growing backwards from nothing into a sudden stop. The missing attack at the front is what makes the ear read it as time running the wrong way.

A bright glissando with a long soft decay. The oldest cue in the language and still the clearest, which is why it survives being a cliche.

A tone bending slowly up and down with an unsteady quality. Reads as unreliable memory rather than a clean recollection.

A long downward slide that thins out as it falls. Use it when the flashback goes years back rather than minutes.

A short reversed whoosh ending dead. The return trip, and it wants to be much faster than the way in was.

A soft blurred bed with no edges to it. Lay it under the whole flashback so the sequence sits apart from the present-day scene.
Pick a starting point, edit anything you like, then generate it in Morphic.
A reversed swell landing on the cut tells the audience the time changed before the picture has. It reads the same in a game as on film.
Edit promptA soft blurred hum holds a whole flashback sequence, so the scene sits apart from the present without committing to a score.
Edit promptA short harp wash reads as this morning. A long descending slide that thins out reads as decades. The length sets the distance.
Edit promptA wobbling bend over a held close-up tells the audience a character went somewhere, without cutting to the footage you never shot.
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Braam sound effects for trailers and title cards: deep brass hits, rising swells and sub-heavy stabs you can generate and download in seconds.
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