MarineWave SFX Category
film 効果音コレクション
207 無料効果音ライブラリ
Metal Filing - Cinematic
hand file scraping metal, coarse repeated abrasion with firm bench resonance, continuous audible texture or movement sequence. Direction: receding perspective with gradual level change. Create a continuous audible 1.8s excerpt of this source with natural motion. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Metal Filing - Mobile
hand file scraping metal, game-ready clean layer, coarse repeated abrasion with firm bench resonance, no musical notes, no. Direction: side perspective with a dry detailed texture. Create a continuous audible 1.8s excerpt of this source with natural motion. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Metal Filing - Worn
hand file scraping metal, close-mic production detail, coarse repeated abrasion with firm bench resonance, no background music. Direction: faster. Quality revision 2: Vary the source distance and movement speed while preserving its physical identity. Audible from the first frame, no dead air. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Metal Filing - Wide
hand file scraping metal, alternate take with tighter timing, coarse repeated abrasion with firm bench resonance, no melody, no. Direction: slow movement with steady sustained detail. Create a continuous audible 1.8s excerpt of this source with natural motion. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Metal Filing - Stealth
hand file scraping metal, coarse repeated abrasion with firm bench resonance, continuous audible texture or movement sequence. Direction: distant perspective with softer detail. Create a continuous audible 1.8s excerpt of this source with natural motion. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Metal Filing - Arcade
hand file scraping metal, game-ready clean layer, coarse repeated abrasion with firm bench resonance, no musical notes, no. Direction: near-field perspective with crisp surface texture. Create a continuous audible 1.8s excerpt of this source with natural motion. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Metal Filing - Foley
hand file scraping metal, close-mic production detail, coarse repeated abrasion with firm bench resonance, no background music. Direction: wider. Quality revision 1: Keep the source clearly audible throughout the full excerpt, with natural continuous movement. Audible from the first frame, no. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Metal Filing - Heavy
hand file scraping metal, alternate take with tighter timing, coarse repeated abrasion with firm bench resonance, no melody, no. Direction: low perspective with a fuller body. Create a continuous audible 1.8s excerpt of this source with natural motion. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Metal Filing - Quick
hand file scraping metal, coarse repeated abrasion with firm bench resonance, continuous audible texture or movement sequence. Direction: medium distance with natural motion. Create a continuous audible 1.8s excerpt of this source with natural motion. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Metal Filing - Minimal
hand file scraping metal, game-ready clean layer, coarse repeated abrasion with firm bench resonance, no musical notes, no. Direction: close perspective with clear source detail. Create a continuous audible 1.8s excerpt of this source with natural motion. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Jump Scare Hit - Premium
short jump scare impact, close-mic production detail, violent room hit with metal scrape and no musical chord, no background. Direction: premium gameplay hit balanced for repeated playback without listener fatigue. Create one isolated 1.2s game-ready event with immediate onset, a natural. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Jump Scare Hit - Boss
short jump scare impact, alternate take with tighter timing, violent room hit with metal scrape and no musical chord, no melody. Direction: wide boss-combat hit with a strong mono-compatible center. Create one isolated 1.2s game-ready event with immediate onset, a natural envelope, and a. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Jump Scare Hit - Organic
short jump scare impact, violent room hit with metal scrape and no musical chord, short isolated one-shot with a clear transient. Direction: soft-target hit with restrained organic body and no gore excess. Create one isolated 1.2s game-ready event with immediate onset, a natural envelope, and. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Jump Scare Hit - Armored
short jump scare impact, game-ready clean layer, violent room hit with metal scrape and no musical chord, no musical notes, no. Direction: armored target hit with material-specific ring and body thump. Create one isolated 1.2s game-ready event with immediate onset, a natural envelope, and a. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Jump Scare Hit - Arcade
short jump scare impact, close-mic production detail, violent room hit with metal scrape and no musical chord, no background. Direction: stylized arcade hit with an exaggerated but short readable transient. Create one isolated 1.2s game-ready event with immediate onset, a natural envelope. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Jump Scare Hit - Foley
short jump scare impact, alternate take with tighter timing, violent room hit with metal scrape and no musical chord, no melody. Direction: close realistic foley hit without trailer boom or musical accent. Create one isolated 1.2s game-ready event with immediate onset, a natural envelope, and. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Jump Scare Hit - Blocked
short jump scare impact, violent room hit with metal scrape and no musical chord, short isolated one-shot with a clear transient. Direction: blocked or glancing contact with scrape, deflection, and reduced body impact. Create one isolated 1.2s game-ready event with immediate onset, a natural. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Jump Scare Hit - Critical
short jump scare impact, game-ready clean layer, violent room hit with metal scrape and no musical chord, no musical notes, no. Direction: heavy critical hit with physical mass and a tightly controlled decay. Create one isolated 1.2s game-ready event with immediate onset, a natural envelope. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Jump Scare Hit - Medium
short jump scare impact, close-mic production detail, violent room hit with metal scrape and no musical chord, no background. Direction: medium body hit with cloth, armor, or surface detail clearly separated. Create one isolated 1.2s game-ready event with immediate onset, a natural envelope. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Jump Scare Hit - Light
short jump scare impact, alternate take with tighter timing, violent room hit with metal scrape and no musical chord, no melody. Direction: light fast contact for a common repeated attack. Create one isolated 1.2s game-ready event with immediate onset, a natural envelope, and a controlled tail. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air
Rope Tighten - Cinematic
rope pulled tight, fiber tension creak and quick hand movement, short isolated one-shot with a clear transient and natural tail. Direction: cinematic game-ready take with layered depth but no musical elements. Create one isolated 1.2s game-ready event with immediate onset, a natural envelope. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Rope Tighten - Mobile
rope pulled tight, game-ready clean layer, fiber tension creak and quick hand movement, no musical notes, no watermark. Direction: clean mobile-game take that stays readable on small speakers. Create one isolated 1.2s game-ready event with immediate onset, a natural envelope, and a controlled. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Rope Tighten - Worn
rope pulled tight, close-mic production detail, fiber tension creak and quick hand movement, no background music, no voice. Direction: worn and imperfect take with subtle mechanical or material texture. Create one isolated 1.2s game-ready event with immediate onset, a natural envelope, and a. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Rope Tighten - Wide
rope pulled tight, alternate take with tighter timing, fiber tension creak and quick hand movement, no melody, no voice. Direction: wide premium take with a solid mono-compatible center. Create one isolated 1.2s game-ready event with immediate onset, a natural envelope, and a controlled tail. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Rope Tighten - Stealth
rope pulled tight, fiber tension creak and quick hand movement, short isolated one-shot with a clear transient and natural tail. Direction: stealth take with restrained intensity and almost no room reflection. Create one isolated 1.2s game-ready event with immediate onset, a natural envelope. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Rope Tighten - Arcade
rope pulled tight, game-ready clean layer, fiber tension creak and quick hand movement, no musical notes, no watermark. Direction: stylized arcade take with a readable exaggerated transient. Create one isolated 1.2s game-ready event with immediate onset, a natural envelope, and a controlled. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Rope Tighten - Foley
rope pulled tight, close-mic production detail, fiber tension creak and quick hand movement, no background music, no voice. Direction: realistic foley take emphasizing the source material and hand performance. Create one isolated 1.2s game-ready event with immediate onset, a natural envelope. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Rope Tighten - Heavy
rope pulled tight, alternate take with tighter timing, fiber tension creak and quick hand movement, no melody, no voice. Direction: heavy hero take with stronger physical body and controlled decay. Create one isolated 1.2s game-ready event with immediate onset, a natural envelope, and a. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Rope Tighten - Quick
rope pulled tight, fiber tension creak and quick hand movement, short isolated one-shot with a clear transient and natural tail. Direction: light and fast repeated-action take with a compact tail. Create one isolated 1.2s game-ready event with immediate onset, a natural envelope, and a. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Rope Tighten - Minimal
rope pulled tight, game-ready clean layer, fiber tension creak and quick hand movement, no musical notes, no watermark. Direction: minimal close-mic take with a precise immediate onset. Create one isolated 1.2s game-ready event with immediate onset, a natural envelope, and a controlled tail. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Ceramic Break - Cinematic
small ceramic object breaking, close-mic production detail, brittle crack with short shard scatter, no background music, no voice. Direction: cinematic game-ready take with layered depth but no musical elements. Create one isolated 1.4s game-ready event with immediate onset, a natural. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Ceramic Break - Mobile
small ceramic object breaking, alternate take with tighter timing, brittle crack with short shard scatter, no melody, no voice. Direction: clean mobile-game take that stays readable on small speakers. Create one isolated 1.4s game-ready event with immediate onset, a natural envelope, and a. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Ceramic Break - Worn
small ceramic object breaking, brittle crack with short shard scatter, short isolated one-shot with a clear transient and natural. Direction: worn. Quality revision 2: Change the material palette, pitch contour, and attack shape; avoid the previous texture entirely. Audible from the first. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Ceramic Break - Wide
small ceramic object breaking, game-ready clean layer, brittle crack with short shard scatter, no musical notes, no watermark. Direction: wide premium take with a solid mono-compatible center. Create one isolated 1.4s game-ready event with immediate onset, a natural envelope, and a controlled. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Ceramic Break - Stealth
small ceramic object breaking, close-mic production detail, brittle crack with short shard scatter, no background music, no voice. Direction: stealth take with restrained intensity and almost no room reflection. Create one isolated 1.4s game-ready event with immediate onset, a natural. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Ceramic Break - Arcade
small ceramic object breaking, alternate take with tighter timing, brittle crack with short shard scatter, no melody, no voice. Direction: stylized. Quality revision 1: Use a dry, transient-first take with one unmistakable impact and a very short controlled tail. Audible from the first frame. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Ceramic Break - Foley
small ceramic object breaking, brittle crack with short shard scatter, short isolated one-shot with a clear transient and natural. Direction. Quality revision 1: Use a dry, transient-first take with one unmistakable impact and a very short controlled tail. Audible from the first frame, no. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Ceramic Break - Heavy
small ceramic object breaking, game-ready clean layer, brittle crack with short shard scatter, no musical notes, no watermark. Direction: heavy hero take with stronger physical body and controlled decay. Create one isolated 1.4s game-ready event with immediate onset, a natural envelope, and a. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Ceramic Break - Quick
small ceramic object breaking, close-mic production detail, brittle crack with short shard scatter, no background music, no voice. Direction: light. Quality revision 1: Use a dry, transient-first take with one unmistakable impact and a very short controlled tail. Audible from the first frame. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Ceramic Break - Minimal
small ceramic object breaking, alternate take with tighter timing, brittle crack with short shard scatter, no melody, no voice. Direction: minimal close-mic take with a precise immediate onset. Create one isolated 1.4s game-ready event with immediate onset, a natural envelope, and a. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Paper Crumple - Cinematic
paper crumple foley, dry sheet crush with hand movement, short isolated one-shot with a clear transient and natural tail, no. Direction: cinematic game-ready take with layered depth but no musical elements. Create one isolated 1.2s game-ready event with immediate onset, a natural envelope. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Paper Crumple - Mobile
paper crumple foley, game-ready clean layer, dry sheet crush with hand movement, no musical notes, no watermark. Direction: clean mobile-game take that stays readable on small speakers. Create one isolated 1.2s game-ready event with immediate onset, a natural envelope, and a controlled tail. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Paper Crumple - Worn
paper crumple foley, close-mic production detail, dry sheet crush with hand movement, no background music, no voice. Direction: worn and imperfect take with subtle mechanical or material texture. Create one isolated 1.2s game-ready event with immediate onset, a natural envelope, and a. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Paper Crumple - Wide
paper crumple foley, alternate take with tighter timing, dry sheet crush with hand movement, no melody, no voice. Direction: wide premium take with a solid mono-compatible center. Create one isolated 1.2s game-ready event with immediate onset, a natural envelope, and a controlled tail. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Paper Crumple - Stealth
paper crumple foley, dry sheet crush with hand movement, short isolated one-shot with a clear transient and natural tail, no. Direction: stealth take with restrained intensity and almost no room reflection. Create one isolated 1.2s game-ready event with immediate onset, a natural envelope. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Paper Crumple - Arcade
paper crumple foley, game-ready clean layer, dry sheet crush with hand movement, no musical notes, no watermark. Direction: stylized arcade take with a readable exaggerated transient. Create one isolated 1.2s game-ready event with immediate onset, a natural envelope, and a controlled tail. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Paper Crumple - Foley
paper crumple foley, close-mic production detail, dry sheet crush with hand movement, no background music, no voice. Direction: realistic foley take emphasizing the source material and hand performance. Create one isolated 1.2s game-ready event with immediate onset, a natural envelope, and a. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Paper Crumple - Heavy
paper crumple foley, alternate take with tighter timing, dry sheet crush with hand movement, no melody, no voice. Direction: heavy hero take with stronger physical body and controlled decay. Create one isolated 1.2s game-ready event with immediate onset, a natural envelope, and a controlled. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Paper Crumple - Quick
paper crumple foley, dry sheet crush with hand movement, short isolated one-shot with a clear transient and natural tail, no. Direction: light and fast repeated-action take with a compact tail. Create one isolated 1.2s game-ready event with immediate onset, a natural envelope, and a. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Paper Crumple - Minimal
paper crumple foley, game-ready clean layer, dry sheet crush with hand movement, no musical notes, no watermark. Direction: minimal close-mic take with a precise immediate onset. Create one isolated 1.2s game-ready event with immediate onset, a natural envelope, and a controlled tail. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Ratchet Wrench - Cinematic
ratchet wrench turning, game-ready clean layer, repeating metal pawl clicks under hand torque, no musical notes, no watermark. Direction: cinematic game-ready take with layered depth but no musical elements. Create one isolated 1.8s game-ready event with immediate onset, a natural envelope. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Ratchet Wrench - Mobile
ratchet wrench turning, close-mic production detail, repeating metal pawl clicks under hand torque, no background music, no voice. Direction: clean mobile-game take that stays readable on small speakers. Create one isolated 1.8s game-ready event with immediate onset, a natural envelope, and a. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Ratchet Wrench - Worn
ratchet wrench turning, alternate take with tighter timing, repeating metal pawl clicks under hand torque, no melody, no voice. Direction: worn and imperfect take with subtle mechanical or material texture. Create one isolated 1.8s game-ready event with immediate onset, a natural envelope. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Ratchet Wrench - Wide
ratchet wrench turning, repeating metal pawl clicks under hand torque, short isolated one-shot with a clear transient and natural. Direction: wide premium take with a solid mono-compatible center. Create one isolated 1.8s game-ready event with immediate onset, a natural envelope, and a. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Ratchet Wrench - Stealth
ratchet wrench turning, game-ready clean layer, repeating metal pawl clicks under hand torque, no musical notes, no watermark. Direction: stealth take with restrained intensity and almost no room reflection. Create one isolated 1.8s game-ready event with immediate onset, a natural envelope. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Ratchet Wrench - Arcade
ratchet wrench turning, close-mic production detail, repeating metal pawl clicks under hand torque, no background music, no voice. Direction: stylized arcade take with a readable exaggerated transient. Create one isolated 1.8s game-ready event with immediate onset, a natural envelope, and a. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Ratchet Wrench - Foley
ratchet wrench turning, alternate take with tighter timing, repeating metal pawl clicks under hand torque, no melody, no voice. Direction: realistic foley take emphasizing the source material and hand performance. Create one isolated 1.8s game-ready event with immediate onset, a natural. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Ratchet Wrench - Heavy
ratchet wrench turning, repeating metal pawl clicks under hand torque, short isolated one-shot with a clear transient and natural. Direction: heavy hero take with stronger physical body and controlled decay. Create one isolated 1.8s game-ready event with immediate onset, a natural envelope. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Ratchet Wrench - Quick
ratchet wrench turning, game-ready clean layer, repeating metal pawl clicks under hand torque, no musical notes, no watermark. Direction: light and fast repeated-action take with a compact tail. Create one isolated 1.8s game-ready event with immediate onset, a natural envelope, and a. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Ratchet Wrench - Minimal
ratchet wrench turning, close-mic production detail, repeating metal pawl clicks under hand torque, no background music, no voice. Direction: minimal close-mic take with a precise immediate onset. Create one isolated 1.8s game-ready event with immediate onset, a natural envelope, and a. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Book Page Turn - Cinematic
book page turning, alternate take with tighter timing, paper slide and soft fingertip movement, no melody, no voice. Direction: cinematic game-ready take with layered depth but no musical elements. Create one isolated 1.0s game-ready event with immediate onset, a natural envelope, and a. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Book Page Turn - Mobile
book page turning, paper slide and soft fingertip movement, short isolated one-shot with a clear transient and natural tail, no. Direction: clean mobile-game take that stays readable on small speakers. Create one isolated 1.0s game-ready event with immediate onset, a natural envelope, and a. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Book Page Turn - Worn
book page turning, game-ready clean layer, paper slide and soft fingertip movement, no musical notes, no watermark. Direction: worn and imperfect take with subtle mechanical or material texture. Create one isolated 1.0s game-ready event with immediate onset, a natural envelope, and a. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Book Page Turn - Wide
book page turning, close-mic production detail, paper slide and soft fingertip movement, no background music, no voice. Direction: wide premium take. Quality revision 1: Use a dry, transient-first take with one unmistakable impact and a very short controlled tail. Audible from the first. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Book Page Turn - Stealth
book page turning, alternate take with tighter timing, paper slide and soft fingertip movement, no melody, no voice. Direction: stealth take with restrained intensity and almost no room reflection. Create one isolated 1.0s game-ready event with immediate onset, a natural envelope, and a. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Book Page Turn - Arcade
book page turning, paper slide and soft fingertip movement, short isolated one-shot with a clear transient and natural tail, no. Direction: stylized arcade take with a readable exaggerated transient. Create one isolated 1.0s game-ready event with immediate onset, a natural envelope, and a. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Book Page Turn - Foley
book page turning, game-ready clean layer, paper slide and soft fingertip movement, no musical notes, no watermark. Direction: realistic foley take emphasizing the source material and hand performance. Create one isolated 1.0s game-ready event with immediate onset, a natural envelope, and a. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Book Page Turn - Heavy
book page turning, close-mic production detail, paper slide and soft fingertip movement, no background music, no voice. Direction: heavy hero take with stronger physical body and controlled decay. Create one isolated 1.0s game-ready event with immediate onset, a natural envelope, and a. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Book Page Turn - Quick
book page turning, alternate take with tighter timing, paper slide and soft fingertip movement, no melody, no voice. Direction: light and fast repeated-action take with a compact tail. Create one isolated 1.0s game-ready event with immediate onset, a natural envelope, and a controlled tail. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Book Page Turn - Minimal
book page turning, paper slide and soft fingertip movement, short isolated one-shot with a clear transient and natural tail, no. Direction: minimal. Quality revision 1: Use a dry, transient-first take with one unmistakable impact and a very short controlled tail. Audible from the first frame. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Lock Pick Click - Cinematic
lock picking click, game-ready clean layer, tiny metal pin movement and successful latch tick, no musical notes, no watermark. Direction: cinematic game-ready take with layered depth but no musical elements. Create one isolated 1.0s game-ready event with immediate onset, a natural envelope. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Lock Pick Click - Mobile
lock picking click, close-mic production detail, tiny metal pin movement and successful latch tick, no background music, no voice. Direction: clean mobile-game take that stays readable on small speakers. Create one isolated 1.0s game-ready event with immediate onset, a natural envelope, and a. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Lock Pick Click - Worn
lock picking click, alternate take with tighter timing, tiny metal pin movement and successful latch tick, no melody, no voice. Direction: worn and. Quality revision 2: Change the material palette, pitch contour, and attack shape; avoid the previous texture entirely. Audible from the first. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Lock Pick Click - Wide
lock picking click, tiny metal pin movement and successful latch tick, short isolated one-shot with a clear transient and natural. Direction: wide premium take with a solid mono-compatible center. Create one isolated 1.0s game-ready event with immediate onset, a natural envelope, and a. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Lock Pick Click - Stealth
lock picking click, game-ready clean layer, tiny metal pin movement and successful latch tick, no musical notes, no watermark. Direction: stealth take with restrained intensity and almost no room reflection. Create one isolated 1.0s game-ready event with immediate onset, a natural envelope. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Lock Pick Click - Arcade
lock picking click, close-mic production detail, tiny metal pin movement and successful latch tick, no background music, no voice. Direction: stylized arcade take with a readable exaggerated transient. Create one isolated 1.0s game-ready event with immediate onset, a natural envelope, and a. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Lock Pick Click - Foley
lock picking click, alternate take with tighter timing, tiny metal pin movement and successful latch tick, no melody, no voice. Direction: realistic foley take emphasizing the source material and hand performance. Create one isolated 1.0s game-ready event with immediate onset, a natural. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Lock Pick Click - Heavy
lock picking click, tiny metal pin movement and successful latch tick, short isolated one-shot with a clear transient and natural. Direction: heavy. Quality revision 1: Use a dry, transient-first take with one unmistakable impact and a very short controlled tail. Audible from the first frame. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Lock Pick Click - Quick
lock picking click, game-ready clean layer, tiny metal pin movement and successful latch tick, no musical notes, no watermark. Direction: light and fast repeated-action take with a compact tail. Create one isolated 1.0s game-ready event with immediate onset, a natural envelope, and a. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Lock Pick Click - Minimal
lock picking click, close-mic production detail, tiny metal pin movement and successful latch tick, no background music, no voice. Direction: minimal close-mic take with a precise immediate onset. Create one isolated 1.0s game-ready event with immediate onset, a natural envelope, and a. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Dark Reveal Hit - Premium
dark reveal impact hit, close-mic production detail, short low hit with dry scrape and sudden stop, no background music, no voice. Direction: premium gameplay hit balanced for repeated playback without listener fatigue. Create one isolated 1.6s game-ready event with immediate onset, a natural envelope, and a. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No unrelated ambience or dead air.
Dark Reveal Hit - Boss
dark reveal impact hit, alternate take with tighter timing, short low hit with dry scrape and sudden stop, no melody, no voice. Direction: wide boss-combat hit with a strong mono-compatible center. Create one isolated 1.6s game-ready event with immediate onset, a natural envelope, and a controlled tail. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No unrelated ambience or dead air.
Dark Reveal Hit - Organic
dark reveal impact hit, short low hit with dry scrape and sudden stop, short isolated one-shot with a clear transient and natural. Direction: soft-target hit with restrained organic body and no gore excess. Create one isolated 1.6s game-ready event with immediate onset, a natural envelope, and a controlled tail. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No unrelated ambience or dead air.
Dark Reveal Hit - Armored
dark reveal impact hit, game-ready clean layer, short low hit with dry scrape and sudden stop, no musical notes, no watermark. Direction: armored target hit with material-specific ring and body thump. Create one isolated 1.6s game-ready event with immediate onset, a natural envelope, and a controlled tail. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No unrelated ambience or dead air.
Dark Reveal Hit - Arcade
dark reveal impact hit, close-mic production detail, short low hit with dry scrape and sudden stop, no background music, no voice. Direction. Quality revision 1: Use a dry, transient-first take with one unmistakable impact and a very short controlled tail. Audible from the first frame, no dead air or weak. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No unrelated ambience or dead air.
Dark Reveal Hit - Foley
dark reveal impact hit, alternate take with tighter timing, short low hit with dry scrape and sudden stop, no melody, no voice. Direction: close. Quality revision 2: Change the material palette, pitch contour, and attack shape; avoid the previous texture entirely. Audible from the first frame, no dead air or. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No unrelated ambience or dead air.
Dark Reveal Hit - Blocked
dark reveal impact hit, short low hit with dry scrape and sudden stop, short isolated one-shot with a clear transient and natural. Direction: blocked. Quality revision 3: Use a compact foreground one-shot with immediate energy, no ambience bed, and no pre-roll silence. Audible from the first frame, no dead air. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No unrelated ambience or dead air.
Dark Reveal Hit - Critical
dark reveal impact hit, game-ready clean layer, short low hit with dry scrape and sudden stop, no musical notes, no watermark. Direction: heavy critical hit with physical mass and a tightly controlled decay. Create one isolated 1.6s game-ready event with immediate onset, a natural envelope, and a controlled tail. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No unrelated ambience or dead air.
Dark Reveal Hit - Medium
dark reveal impact hit, close-mic production detail, short low hit with dry scrape and sudden stop, no background music, no voice. Direction: medium body hit with cloth, armor, or surface detail clearly separated. Create one isolated 1.6s game-ready event with immediate onset, a natural envelope, and a. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No unrelated ambience or dead air.
Dark Reveal Hit - Light
dark reveal impact hit, alternate take with tighter timing, short low hit with dry scrape and sudden stop, no melody, no voice. Direction: light fast contact for a common repeated attack. Create one isolated 1.6s game-ready event with immediate onset, a natural envelope, and a controlled tail. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No unrelated ambience or dead air.
Drawer Slide - Cinematic
drawer sliding open, game-ready clean layer, wood rail scrape with small handle pull, no musical notes, no watermark. Direction: cinematic game-ready take with layered depth but no musical elements. Create one isolated 1.2s game-ready event with immediate onset, a natural envelope, and a. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Drawer Slide - Mobile
drawer sliding open, close-mic production detail, wood rail scrape with small handle pull, no background music, no voice. Direction: clean mobile-game take that stays readable on small speakers. Create one isolated 1.2s game-ready event with immediate onset, a natural envelope, and a. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Drawer Slide - Worn
drawer sliding open, alternate take with tighter timing, wood rail scrape with small handle pull, no melody, no voice. Direction: worn and imperfect take with subtle mechanical or material texture. Create one isolated 1.2s game-ready event with immediate onset, a natural envelope, and a. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Drawer Slide - Wide
drawer sliding open, wood rail scrape with small handle pull, short isolated one-shot with a clear transient and natural tail, no. Direction: wide premium take with a solid mono-compatible center. Create one isolated 1.2s game-ready event with immediate onset, a natural envelope, and a. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Drawer Slide - Stealth
drawer sliding open, game-ready clean layer, wood rail scrape with small handle pull, no musical notes, no watermark. Direction: stealth take with restrained intensity and almost no room reflection. Create one isolated 1.2s game-ready event with immediate onset, a natural envelope, and a. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Drawer Slide - Arcade
drawer sliding open, close-mic production detail, wood rail scrape with small handle pull, no background music, no voice. Direction: stylized arcade take with a readable exaggerated transient. Create one isolated 1.2s game-ready event with immediate onset, a natural envelope, and a controlled. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Drawer Slide - Foley
drawer sliding open, alternate take with tighter timing, wood rail scrape with small handle pull, no melody, no voice. Direction: realistic foley take emphasizing the source material and hand performance. Create one isolated 1.2s game-ready event with immediate onset, a natural envelope, and. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Drawer Slide - Heavy
drawer sliding open, wood rail scrape with small handle pull, short isolated one-shot with a clear transient and natural tail, no. Direction: heavy hero take with stronger physical body and controlled decay. Create one isolated 1.2s game-ready event with immediate onset, a natural envelope. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Drawer Slide - Quick
drawer sliding open, game-ready clean layer, wood rail scrape with small handle pull, no musical notes, no watermark. Direction: light and fast repeated-action take with a compact tail. Create one isolated 1.2s game-ready event with immediate onset, a natural envelope, and a controlled tail. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.
Drawer Slide - Minimal
drawer sliding open, close-mic production detail, wood rail scrape with small handle pull, no background music, no voice. Direction: minimal close-mic take with a precise immediate onset. Create one isolated 1.2s game-ready event with immediate onset, a natural envelope, and a controlled tail. no music, no melody, no brass, no horns, no rhythm bed, no speech, no voice, no watermark. No cinematic riser. No unrelated ambience or dead air.