Clock and timer sound effects you generate yourself

A ticking clock is the cheapest tension device in film. It works because it is metronomic: the audience starts counting without deciding to. That also makes it unforgiving, because a loop that does not line up is obvious immediately. Generating your own lets you render a tick at the tempo your scene needs, without time-stretching someone else's and hearing the artefacts.

Listen: 10 samples from the clocks & timers collection

Every clip shows the exact prompt that produced it. The render script reads its prompts from the same file as this page. Copy one, change a word and generate your own.

  • Wall clock tick

    via audiocpp-stable-audio-3-sfx

    wall clock ticking steadily once per second, dry mechanical tick with a small internal rattle, quiet room, seamless loop

  • Grandfather clock

    via audiocpp-stable-audio-3-sfx

    large grandfather clock pendulum swinging, heavy slow wooden tock every second, hallway reverb, seamless loop

  • Hour chime

    via audiocpp-stable-audio-3-sfx

    grandfather clock striking the hour, deep resonant chimes with a long decay in a wood-panelled hall

  • Alarm clock

    via audiocpp-stable-audio-3-sfx

    vintage twin-bell alarm clock ringing violently, hammer striking metal bells, bedside close mic

  • Digital alarm

    via audiocpp-stable-audio-3-sfx

    digital alarm clock beeping in short insistent triplets, thin piezo tone, close mic, quiet bedroom

  • Stopwatch

    via audiocpp-stable-audio-3-sfx

    mechanical stopwatch button clicked to start, then fine rapid ticking, very close mic, dry

  • Kitchen timer

    via audiocpp-stable-audio-3-sfx

    mechanical kitchen timer wound up and released, ratcheting then a fine ticking countdown, close mic

  • Timer bell

    via audiocpp-stable-audio-3-sfx

    kitchen timer reaching zero and striking a single bright bell, close mic, kitchen reverb

  • Accelerating tick

    via audiocpp-stable-audio-3-sfx

    clock ticking and gradually accelerating in tempo, mechanical ticks growing frantic, dry and close

  • Countdown timer

    via audiocpp-stable-audio-3-sfx

    digital countdown timer beeping once per second with a rising pitch as it nears zero, tense and dry

Prompts that work

These models respond to physical description. Name the material, the action and the space.

  • Loopable tension bed

    wall clock ticking steadily once per second, dry mechanical tick with a small internal rattle, quiet room, seamless loop

    "Once per second" fixes the tempo, and "seamless loop" tells the model to keep it even end to end, so it holds up under a long scene.

  • Weight and age

    large grandfather clock pendulum swinging, heavy slow wooden tock every second, hallway reverb, seamless loop

    "Tock" in place of "tick" lands the sound about an octave lower, so it reads as a much bigger mechanism.

  • Rising urgency

    digital countdown timer beeping once per second with a rising pitch as it nears zero, tense and dry

    Writing the escalation into the prompt saves an automation pass, and the model's version drifts smoothly instead of in even steps.

  • Mechanical alarm

    vintage twin-bell alarm clock ringing violently, hammer striking metal bells, bedside close mic

    Describing the mechanism (a hammer between two bells) produces the characteristic stutter that a plain "alarm" prompt lacks.

Making clocks & timers sounds that fit

Set the tempo in the prompt

Clocks are one of the few sound families where these models follow an explicit rate, because "once per second" is a common phrase in the training captions and an unambiguous physical description. Use it. For other rates, write the interval in words ("twice per second", "a slow tick every two seconds") and do not try to correct the timing afterwards: time-stretching a tick audibly changes its timbre.

Change the room before the clock

The same tick sounds ordinary in a kitchen and menacing in an empty hallway; the only difference is the reflection. Long, hard, empty spaces let each tick ring slightly and leave a gap of silence that the audience fills. If a ticking bed is not working, change the space first ("hallway reverb", "large empty room", "wood-panelled hall") and keep the tick itself dry and simple.

Generate the ending too

Most ticking beds end with something: a bell, a stop, an alarm, a cut to silence. Libraries sell the loop and leave you to find the ending elsewhere, which is why so many countdowns end with an obvious splice. Render the ending as its own short clip in the same session (the timer bell in this collection is one) so the two share a character and cut together cleanly.

Why generate locally

The models run on your machine, which changes the cost, the privacy and what you can automate.

Offline after download

Weights are fetched once. After that, generation, the library and the API all work with the network off. Everything lives in one SQLite file and one folder of WAVs under ~/.soundbox, and nothing is uploaded.

Your agent can use it

Soundbox runs an MCP server in the same process, with tools for generating and listing sounds. Generated files come back as absolute paths, so an agent can copy them into a project.

Licences stated up front

Every model's terms are shown before you download it, and non-commercial weights need an explicit confirmation. Soundbox is MIT. The licence of the model that made a sound governs what you may do with it.

Connect a coding agent
claude mcp add --transport http soundbox http://127.0.0.1:17494/mcp
Generate over HTTP
curl -X POST http://127.0.0.1:17494/api/generate \
  -H 'Content-Type: application/json' \
  -d '{"model":"audiocpp-stable-audio-3-sfx","prompt":"8-bit coin pickup blip","duration_s":1}'

Frequently asked questions

Will a generated tick actually loop seamlessly?
Close, but check it. Asking for a seamless loop makes the model keep level and tempo even end to end, which removes the usual reason loops fail. It does not guarantee a sample-accurate join, so trim to a zero crossing on a tick boundary in your editor. For a metronomic sound that takes seconds, and you would do the same with a purchased loop.
Can I use these sounds in a commercial video or game?
It depends on the model that made them. Soundbox shows each model's licence before you download its weights. The clips on this page were rendered with Stable Audio 3.0 Small SFX, which uses the Stability AI Community License: commercial use is free below USD $1M annual revenue, and above that Stability requires an enterprise licence. Soundbox itself is MIT, but the audio is governed by the licence of the model that made it. Read that licence before you ship; this summary is not legal advice.
Does this work offline?
Yes, once the weights are on disk. Generation, the library and the HTTP API all run locally against one SQLite file and one folder of WAVs under ~/.soundbox. There is no account and no API key, and nothing is uploaded. The only step that uses the network is the initial model download.
What hardware does it need?
The clips here were rendered on a consumer NVIDIA GPU at roughly ten seconds of wall time per clip, through audio.cpp's quantised GGUF runtime, which needs little VRAM. CPU-only generation is supported, but expect minutes per clip instead of seconds: fine for a handful of sounds, slow for a whole library.
Can an agent generate these for me?
Yes. While the app is open, Soundbox runs an MCP server at http://127.0.0.1:17494/mcp with tools for generating, listing and mixing sounds. Every generated file comes back as an absolute path, so a coding agent can render the sound a scene needs and put it straight into the project. The several hundred clips across these pages were made this way.