Heavy

Heavy boots on old floorboards, an iron door grinding open, a steel safe dropped on concrete and a heavy wardrobe dragged across a room. Describe the weight and Morphic generates it clean.

  • Heavy boots, an iron door or a safe hitting concrete, generated from your words
  • Weighted for the bank vault door your crew finally swings open in the heist
  • Clean heavy sounds with real low-end weight, ready to cut to picture
A thick iron chain falling into a heap on concrete, dust jumping up around the heavy links

Heavy sounds for games, animation, and video edits

Heavy footsteps

Slow weighty boots with creaking boards, the heavy sound most people search for, from a giant of a man to a guard on patrol.

Iron door grind

A long rusty screech and a deep clang, for a dungeon, a vault, a ship bulkhead or a prison cell that has not opened in years.

Safe dropped

One deep crushing thud of dead weight on concrete, for a cartoon drop, a delivery gone wrong or a heist that hits the floor.

Wardrobe drag

A deep grinding scrape and judder of solid wood on boards, for moving day, a barricade or furniture shifted in a haunted room.

Chain pile drop

Thick links crashing and settling in a heap, for a ship anchor locker, a dungeon, a winch failing or a prisoner unchained.

Steel beam drop

A deep ringing clang as a girder lands on concrete, for a building site, a factory accident or a heavy hit in a game.

Generate a heavy sound from a prompt

Pick a starting point, edit anything you like, then generate it in Morphic.

Generate

Ways to use a heavy sound effect

Let the safe hit the floor on the gag

A safe-drop thud on the frame it lands makes a slapstick fall pay off, in a comedy, a cartoon or a puzzle game with physics.

Edit prompt
Let the safe hit the floor on the gag

Carry a slow approach with only boots

Heavy footsteps under a long shot build pressure with no score as someone big comes closer, in a thriller, a horror game or an audio drama.

Edit prompt
Carry a slow approach with only boots

Open on a vault deep in a bank

An iron door grinding open at the start of a scene places viewers inside a vault or a dungeon at once, in a heist film, an RPG or a podcast.

Edit prompt
Open on a vault deep in a bank

Hint that someone is blocking the door

A wardrobe dragged across the floor upstairs tells the audience someone is barricading in, in a horror film, a survival game or a radio play.

Edit prompt
Hint that someone is blocking the door

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FAQs

What is a heavy sound effect?
Heavy sounds are dense objects moving at human scale: boots on boards, an iron door, a dropped safe, a dragged wardrobe and a pile of chain. They sit low, start hard and settle slowly, which is how the ear judges how much something weighs.
Where can I get heavy sounds for a video?
Write the object and how it lands or moves, then generate it, so the weight matches your shot from the first take. 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 heavy sound effect?
Lead with the material and the weight, then the action and the surface. A prompt like "a heavy steel safe dropped onto a concrete floor, one deep crushing thud that shakes loose dust" gives Morphic enough to work with, and you can change the floor to wood or metal.
What is the difference between heavy, big and thud sounds?
Big sounds are huge events, waves, explosions and giants. A thud is one dull landing. Heavy sounds are dense objects you could still push or carry, so they cover drags, doors and chains as well as drops.
Can I use these heavy sounds commercially?
Yes, audio generated on paid plans can be used commercially. See our terms for full licensing details. Because each sound is generated for you, you also avoid the clip turning up in someone else's video.
Why does my heavy sound not sit right in the edit?
Weight lives in the low end, which small speakers drop, so a heavy thud can turn thin on a phone. Pick a take with some crunch or rattle on top of the low hit, and check it on headphones and a phone before you lock the cut.