
A footstep is a foot's weight meeting a surface for a few dozen milliseconds. Games need many of them, matched per surface and per pace. Soundbox runs open-weight audio models on your own GPU, so you can generate a whole surface set from one prompt family and regenerate any single step that comes out wrong.
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.
footsteps walking on an industrial metal grate walkway, ringing hollow clangs, warehouse reverb
high heels walking briskly on a polished tile floor, sharp clicks with a hard reflective tail, lobby
boots trudging through thick mud, heavy wet squelching suction with each step, outdoor, close mic
footsteps crunching through dry autumn leaves, brittle crackling with each step, forest floor
bare feet walking on dry beach sand, soft granular shifting with no impact, outdoor and quiet
knight in plate armour walking on stone, metal plates clanking with heavy boot impacts, castle hall
someone creeping very slowly on creaking floorboards, careful weight shifts and long pauses, quiet house
climbing a metal ladder, hands and boots on rungs with a hollow ring, industrial space
person sprinting through shallow puddles on tarmac, fast splashing impacts, city street, night
soft footsteps on thick carpet, muffled dull impacts with faint fabric friction, quiet interior
These models respond to physical description. Name the material, the action and the space.
single footstep on loose gravel, walking pace, boot sole, close mic, crunchy grain, dry
"Crunchy grain" describes small stones shifting under weight. "Gravel" alone tends to come back as generic crunch.
single footstep on old wooden floorboard, walking pace, boot heel, slight creak, small room reflection
"Small room reflection" separates an indoor wood step from an outdoor deck. Footsteps carry more of the room than most sounds.
single footstep on bare concrete, running pace, hard sneaker sole, sharp slap, tight and dry
"Running" changes the impact shape. Running steps are shorter and harder-edged than walking steps on the same surface.
single footstep in fresh snow, walking pace, boot sinking in, soft compressing crunch, muffled and close
"Sinking in" and "compressing" describe what snow does underfoot. Without them it comes back as generic soft crunch.
single footstep in shallow water, walking pace, bare foot, splash with a wet slap, small puddle depth
State the depth ("small puddle"). Depth decides how much water moves; without it the model reaches for a full splash or a swimming sound.
"Gravel" gives the model a category; "loose gravel, crunchy grain" gives it a mechanism. Surfaces sound most convincing when you describe what the material does under weight: compresses, shifts, creaks, splashes. Pair the material with the footwear (boot, bare foot, sneaker), since the sole changes the sound as much as the surface does.
Ask for a single footstep. One clean impact is easier to place in an animation than a pre-timed sequence that never lines up with your character's stride. Generate four to eight single-step variations per surface from the same prompt family, changing only small wording, then alternate them in your footstep system so no two consecutive steps sound identical.
A running step is a different sound from a walking step on the same surface. It lands harder and shorter, with less roll-off, because more weight arrives faster. Write "walking pace", "running pace" or "jogging" in the prompt instead of relying on duration, and keep the mic distance close and consistent across a surface set so the set matches.
The models run on your machine, which changes the cost, the privacy and what you can automate.
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.
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.
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.
claude mcp add --transport http soundbox http://127.0.0.1:17494/mcpcurl -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}'