Door sound effects

Name the material, the action and the space. Door sounds show clearly how much each one changes the result.

Listen: 10 samples from the door 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.

  • Sliding glass door

    via audiocpp-stable-audio-3-sfx

    sliding glass patio door rolling open along its track and stopping, close mic, domestic room

  • Automatic door

    via audiocpp-stable-audio-3-sfx

    automatic supermarket door, sensor chime then motorised glass panels sliding apart, entrance reverb

  • Vault door

    via audiocpp-stable-audio-3-sfx

    heavy steel vault door, mechanism unlocking with deep bolts retracting and a slow massive swing

  • Screen door

    via audiocpp-stable-audio-3-sfx

    wooden screen door pushed open on a spring and slapping shut, porch acoustics, outdoor

  • Heavy knock

    via audiocpp-stable-audio-3-sfx

    three heavy knocks on a solid wooden door, dull resonant thuds, hallway reverb

  • Doorbell

    via audiocpp-stable-audio-3-sfx

    two-tone doorbell chime ringing inside a house, warm metallic ding dong with a decaying tail

  • Key unlock

    via audiocpp-stable-audio-3-sfx

    key inserted into a deadbolt, turning with mechanical resistance, then the door opening, close mic

  • Elevator doors

    via audiocpp-stable-audio-3-sfx

    elevator doors sliding open with a soft ding, pausing, then closing with a rubber seal thump

  • Cell door

    via audiocpp-stable-audio-3-sfx

    iron jail cell door sliding shut and locking with a hard metallic clang, long corridor echo

  • Slow squeak

    via audiocpp-stable-audio-3-sfx

    small cupboard door opening very slowly on a dry hinge, sustained high squeak, quiet close mic

Prompts that work

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

  • Wooden door open

    interior wooden door opening, single slow hinge creak rising in pitch, close mic, small room reflection

    "Rising in pitch" describes what a hinge does under increasing torque. Without it the model defaults to a flat creak that sounds looped.

  • Wooden door close

    interior wooden door closing, firm push, solid low thud on latch, short room decay, dry

    Name the latch as the sound source to get a percussive thud. Naming only the door gives a vague wood-on-wood knock.

  • Metal slam

    heavy metal door slamming shut, sharp clang with a low boom, hard reverb tail, industrial space

    "Clang" with "low boom" covers both the thin metal surface and the heavy mass behind it. Either word alone sounds like a cymbal or a drum.

  • Horror hinge

    long rusty hinge creak, slow uneven pitch wobble, dry attic-sized room, unsettling

    "Uneven pitch wobble" separates a worn hinge from a clean synthetic creak. Horror editors listen for it.

  • Latch click

    small door latch click, single metallic snap, close mic, no reverb, under 200 ms

    A duration cap stops the model adding a decay tail. A latch click is a single instant.

Making door sounds that fit

Separate the hinge from the impact

A door sound is usually two separate events: a continuous hinge creak while it moves, and an impact (a latch click, a slam, a thud) when it stops. Decide which one your prompt needs. "Opening" prompts should describe the creak's pitch behaviour (rising, wobbling, steady). "Closing" prompts should describe the impact's material and force (firm push or slam, wood thud or metal clang). Asking for both in one short generation tends to blur into a single unconvincing scrape.

Name the room

Doors are almost never heard dry in real life. The reflections from the space tell the listener whether they are in a hallway, an attic or outdoors. Name the room ("small room reflection", "industrial space", "outdoor open space"). Without one, the model returns an ambiguous mid-sized reflection. If you need it dry for later processing, say "dry".

Lead with the material

Wood, metal and glass doors differ in timbre and also in what they suggest about a scene. A metal door slam sounds institutional or dangerous; a wooden door closing sounds domestic; a car door thunk suggests arrival or departure. Put the material first in the prompt and the action after it.

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

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 Stable Audio 3 models use the Stability AI Community License: commercial use is free below USD $1M annual revenue, and above that Stability requires an enterprise licence. ACE-Step 1.5 is MIT. MiniMax's models allow commercial use under a revenue cap and require an attribution notice. Some voice and stem-separation models are non-commercial only. 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 run offline?
Yes, once the weights are downloaded. Soundbox runs the models locally and stores everything in one SQLite file and one folder of WAVs under ~/.soundbox. There is no account, API key or upload step. Only the initial model download needs the network.
What hardware do I need?
An NVIDIA GPU with 8 GB or more. CPU-only is supported, but each generation then takes minutes. That is fine for a few short clips and slow for a large batch.
Can my coding agent generate these for me?
Yes. While Soundbox is running it serves MCP at http://127.0.0.1:17494/mcp, with tools for generating and listing sounds. An agent can generate a sound as part of the task it is already doing and gets back an absolute file path to use in your project.
How is this different from downloading a sample pack?
A pack gives you someone else's front door, recorded in someone else's hallway, and its room tone may not match your scene. Generating gives you a door for your space, with the room size, material and force you specify. The open and the close come from one prompt family, so they sound like the same door. It costs time and a GPU.