Cloth and fabric sound effects you generate yourself

Audiences notice cloth only when it is missing. Footsteps put a character on the ground; cloth movement gives them a body. It is also hard to source, because you need a specific garment moving at a specific speed, and no library indexes that. Generating it lets you match the costume.

Listen: 10 samples from the cloth 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.

  • Jacket movement

    via audiocpp-stable-audio-3-sfx

    person shifting in a cotton jacket, soft fabric friction with seams stretching, very close mic, quiet room

  • Leather creak

    via audiocpp-stable-audio-3-sfx

    leather jacket flexing as someone turns, taut creaking with a dry grain, very close mic

  • Zip

    via audiocpp-stable-audio-3-sfx

    metal zip pulled quickly up a jacket, rapid buzzing teeth engaging with a stop at the top, close mic, dry

  • Cape swirl

    via audiocpp-stable-audio-3-sfx

    heavy woollen cape swept around, broad low fabric whoosh with a settling drape, medium room

  • Sheet on a line

    via audiocpp-stable-audio-3-sfx

    bedsheet flapping on a washing line in a breeze, sharp fabric cracks with a continuous flutter, outdoor garden

  • Armour strap

    via audiocpp-stable-audio-3-sfx

    leather armour straps tightened and buckled, creaking leather with metal buckle clicks, close mic

  • Backpack shift

    via audiocpp-stable-audio-3-sfx

    hiking backpack shifted on shoulders, nylon straps sliding with buckles knocking, close mic, outdoor

  • Curtain draw

    via audiocpp-stable-audio-3-sfx

    heavy curtains drawn across a rail, fabric sliding with rings clicking along metal, medium room

  • Towel snap

    via audiocpp-stable-audio-3-sfx

    damp towel snapped hard through the air, sharp cracking whip with an airy tail, tiled room

  • Canvas in wind

    via audiocpp-stable-audio-3-sfx

    canvas tent walls buffeting in strong wind, deep fabric booming with rope creaks, outdoor, seamless loop

Prompts that work

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

  • Body movement

    person shifting in a cotton jacket, soft fabric friction with seams stretching, very close mic, quiet room

    "Person shifting" gives the model a body to move. "Fabric rustle" alone gives it a texture with nobody inside it.

  • Leather

    leather jacket flexing as someone turns, taut creaking with a dry grain, very close mic

    Leather creaks where cotton rustles. "Taut" and "grain" push the result away from cotton, the model's default fabric.

  • Heavy drape

    heavy woollen cape swept around, broad low fabric whoosh with a settling drape, medium room

    "Settling drape" adds the tail that makes heavy fabric sound heavy. Without it a cape sounds like a tea towel.

  • Wind-loaded fabric

    canvas tent walls buffeting in strong wind, deep fabric booming with rope creaks, outdoor, seamless loop

    Large fabric under wind load booms at low frequencies. "Booming" finds that register instead of the surface rustle.

Making cloth sounds that fit

Name the garment

"Cotton" on its own tells the model very little; "a cotton jacket" tells it a lot, because a jacket implies seams, a lining, a size and a person wearing it. The same goes for canvas and a tent, leather and a leather jacket, wool and a cape. For cloth, naming the object almost always works better than naming the material, because garments are what the training data contains.

Give cloth a movement

Static fabric makes no sound. Every prompt here has a verb with an arc: shifting, flexing, swept, pulled, drawn, snapped. If a cloth generation comes back as a formless hiss, the prompt probably described a state instead of an action. Add a direction (up, across, around) and an endpoint ("with a stop at the top", "with a settling drape") to get an event you can cut to picture.

Add the hardware

What makes clothing foley identifiable is usually the zip, the buckle, the curtain ring or the strap. These are small metallic events on top of a broadband bed. Calling them out individually ("metal buckle clicks", "rings clicking along metal") gives you something that cuts through a mix. A cloth layer with no hardware tends to disappear once music comes in.

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

How do I build a full character movement layer?
Generate it in pieces and stack them. A convincing move is usually three renders: the cloth from this collection, the footfall from the footsteps collection, and one hardware detail such as a buckle, a zip or a strap. Generating each separately lets you time them to the animation independently, which a single library "character move" clip cannot do.
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.