Foley
Small metal latch
Cabinets, inventory and close-up actions.
One small metal latch clicking shut, close and dry, with a brief soft rattle after the click.Try a variation: Replace the cabinet latch with a heavy gate latch.
Twelve starting points for everyday actions, interface cues, ambience and scene transitions. Choose one, then adjust a single detail for your project.
Foley
Cabinets, inventory and close-up actions.
One small metal latch clicking shut, close and dry, with a brief soft rattle after the click.Try a variation: Replace the cabinet latch with a heavy gate latch.
Foley
Everyday actions in dialogue scenes.
A ceramic cup set down once on a wooden desk, a light hollow tap, heard close up in a small quiet room.Try a variation: Change the ceramic cup to a thick glass tumbler.
Foley
Game movement and outdoor scenes.
Six slow boot steps across loose gravel outdoors, each step with a distinct crunch, close perspective.Try a variation: Keep the pace and change gravel to damp stone.
UI sounds
A completed task or saved setting.
One muted electronic tick followed by a short soft bell tone, compact and dry.Try a variation: Shorten the bell tail for a more restrained cue.
UI sounds
A recoverable form error or alert.
Two brief rounded electronic pulses in a descending pitch, quiet and clear, with a quick decay.Try a variation: Change two pulses to one rounded pulse.
UI sounds
Menus that need a small tactile cue.
A single tiny plastic button click, light and tactile, with a very short dry tail.Try a variation: Try a softer felt texture instead of plastic.
Ambience
A sheltered outdoor background.
Steady fine rain landing on a canvas tent, with occasional heavier drops near the listener.Try a variation: Reduce the nearby drops for a more even bed.
Ambience
A quiet interior beneath dialogue.
A quiet furnished room at night, a faint ventilation hum and a distant slow clock tick, subdued and steady.Try a variation: Remove the clock if it competes with speech.
Ambience
A sparse exterior atmosphere.
A light uneven breeze moving through dry leaves in an open garden, occasional soft rustles close by.Try a variation: Change the dry leaves to soft pine needles.
Cinematic scenes
A short visual transition or reveal.
A fast rush of air rising in pitch, ending with a short low impact.Try a variation: Keep the air rush and remove the final impact.
Cinematic scenes
A two-event story or game sequence.
A key turns in a stiff lock, then a heavy wooden door opens slowly with a low creak.Try a variation: Generate the lock and door separately for precise timing.
Cinematic scenes
A prop powering on and stopping.
A steady low ventilation hum. First a switch clicks nearby, then a small motor spins up, ending with a brief mechanical stop.Try a variation: Remove the hum to focus on the foreground actions.
Keep the original wording, change one material, distance or action, and compare the results. For precise timing, generate separate sounds and arrange them in your editor.
Sound-effects prompt guide