Indoor

Rain on a windowpane, a wall clock ticking and a kettle coming to the boil: the indoor sounds that make a room feel lived in. Describe the objects in your scene and Morphic generates it clean.

  • Rain on the glass, a ticking clock or a kettle on the boil, from the words you type
  • Built for the rainy flat where your main character reads letters in act one
  • Clean indoor sounds you layer into a believable room in any timeline
A rain-streaked windowpane with drops running down the glass, a warm lamp glowing behind it

Indoor sounds for games, animation, and video edits

Rain on the window

Steady drops tapping a windowpane with a muffled wash behind, the first bed to reach for when a room is warm and dry inside.

Ticking wall clock

A crisp hollow tick and tock, for a still living room, a waiting room, a study late at night or a tense pause at a table.

Kettle on the boil

A rumble and hiss that builds into a shrill whistle, for a kitchen scene, a morning routine or a break in a long talk.

Sofa creak

Springs creaking and cushions puffing as someone drops onto a sofa, for a tired arrival home or settling in for the night.

Office keyboards

Many keys clicking at once with a printer running, the working bed for an open-plan office, a newsroom or a call desk.

Radiator warming up

Metallic ticks and a low gurgle of water in the pipes, for an old flat in winter, a hotel room or a building waking up.

Generate an indoor sound from a prompt

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

Generate

Ways to use an indoor sound effect

Let the kettle cut into the conversation

A kettle whistle landing mid-scene breaks a tense talk at the kitchen table, in a drama, a cosy life game or an animated short.

Edit prompt
Let the kettle cut into the conversation

Fill a still room with only a clock

A ticking wall clock holds a long pause where no one speaks, in a film, a puzzle game, a slow explainer video or a podcast scene.

Edit prompt
Fill a still room with only a clock

Put the audience in a busy office

Office keyboards under the first shot place a story at work from the opening frame, in a workplace comedy, a sim game or an audio series.

Edit prompt
Put the audience in a busy office

Show the storm from the warm side

Rain on the window tells viewers it is pouring outside while the scene stays in a dry room, in a film, a cosy game or a bedtime story.

Edit prompt
Show the storm from the warm side

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$19/ month
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FAQs

What is an indoor sound effect?
Indoor sounds are the small sources inside a home, flat or office that tell an audience where they are: rain on the window, a ticking clock, a kettle, a sofa creaking, keyboards and a radiator. Layered together, they turn a silent set into a room that feels lived in.
Where can I get indoor sounds for a video?
Write down the objects in your room and generate each one, a quicker path than hunting for a single clip that has them all. 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 indoor sound effect?
Describe one object at a time with its material and action, then stack the results. A prompt like "a hot water radiator warming up, sharp metallic ticks and a low gurgle of water in the pipes" gives Morphic enough to work with, and you can swap in any object from your set.
What is the difference between indoor sounds, room tone and ambience?
Editors record room tone, the near-silent air of an empty room, to smooth over cuts. Ambience is any steady background bed, indoors or out. Indoor sounds are the specific objects in a room, so you can choose exactly which clock, kettle or window the scene has.
Can I use these indoor 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 indoor sound not sit right in the edit?
Indoor sources played too clean and too loud sound stuck on top of the picture. Keep the clock and rain well under the dialogue, give each object a level that matches its distance from the camera, and let only one of them stand out at a time.