
Make game SFX from a prompt: UI clicks, pickups, spells, hits and footsteps. Royalty-free for commercial games.
Real sounds from the library, each made from one prompt.
“Wizard casting a powerful lightning spell”
“Sword fight between two skilled warriors”
“Magical portal opening between dimensions”
“A comical boing as a character jumps into the air”
Clicks, pickups, jumps, hurts, spells, footsteps on every surface, monster growls. Describe the action and get a sound made for it.
Match the length to the animation, from half a second for UI to long ambience. Generate up to four takes and keep the one that lands.
Every sound is royalty-free for commercial use, so it can go in a Steam release, a mobile game or a game jam entry.
Type the sound you hear in your head. Add the material, the distance, the mood or the length.
Generate up to four variations side by side and keep the one that fits.
Download it and drop it into your edit, game or DAW. Every sound is licensed for commercial use.
Pick one and it'll be waiting in the generator after you sign up.
Every plan includes commercial use. Pick the amount of credits you need.
Contact us at support@sfxengine.com
Describe each action as specifically as you can, like "soft wooden UI click, short and dry" or "coin pickup, bright, 0.5 seconds". Set a short length, generate up to four takes and download the one that fits.
A library is quick when the sound you need already exists. A generator makes a new sound for your exact action and art style, so you aren't shipping the same file as a hundred other games. Many developers use both: the library for basics, the generator for everything specific.
Yes. Every sound is royalty-free for commercial use, including games sold on Steam, consoles and app stores.
WAV, which imports straight into Unity, Unreal, Godot and GameMaker.
Plans start at $10 a month, or $8 a month billed yearly, for 500 credits. Each sound costs 3 credits, so that's about 160 sounds a month. Browsing and downloading sounds from the public library is free.
Describe it and hear it in seconds.