
Models ignore mood labels like "scary". Describe the physical event: metal under strain, a room too large for its sound.
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.
dark ambient horror theme, whispered ghostly vocals, dissonant strings, unsettling drone, slow tempo
antique music box playing a slow detuned lullaby, warped tape wow and flutter, dusty attic reverb
bone snapping and cartilage tearing, wet crunching with a sharp final crack, close and dry
something heavy being dragged slowly across a wooden floor, scraping with intermittent stops, empty house
unsettling drone made of stretched distorted human voices layered and detuned, slowly swelling
fingernails scraping slowly down a rusted metal sheet, piercing high scrape with a rattling tail
human heartbeat accelerating from slow to frantic, deep thumping pulse with chest resonance, close mic
slow deliberate footsteps on floorboards heard from the room below, muffled creaking, tense spacing
swarm of insects approaching, dense buzzing rising in volume and density with erratic close flybys
pipe organ holding a dissonant minor cluster chord, slowly swelling in a vast cathedral
radio static with faint unintelligible whispering emerging and receding, tuning drift, close mic
These models respond to physical description. Name the material, the action and the space.
metal under extreme strain, slow deep groaning creak, low frequency, no percussive attack, 3 seconds, roomy and unsettling
"Metal under extreme strain" describes a physical event. The model can render strain; it can do nothing with "scary".
sustained low drone in a room too large for its own sound, faint resonant hum, no melody, 4 seconds, distant and cold
The model renders "a room too large for its own sound" as thin, distant resonance, which sounds uneasy.
sharp horror stinger, sudden dissonant metallic hit, high-frequency shriek, instant attack, hard cutoff, 500 ms
"Instant attack" and "hard cutoff" make a stinger hit as a shock. A slow fade-in ruins a jump scare.
faint scratching sound behind a wall, irregular rhythm, dry scraping texture, low volume, distant and muffled, 2 seconds
"Irregular rhythm" keeps this from sounding mechanical. A perfectly even scratch sounds like a machine.
slow uneven breathing close to the microphone, wet and ragged texture, irregular rhythm, no words, 3 seconds, intimate and dry
"Close to the microphone" plus "dry" removes the room around the sound, so the breathing seems to be right next to the listener.
Models ignore mood labels like "scary", because training data is tagged with things like metal, strain, a room or breathing. Translate the feeling into a physical event: dread becomes "metal under strain" or "a room too large for its sound", tension becomes "irregular rhythm", a jump becomes "instant attack, hard cutoff". The mood follows from the physics.
Horror sound design depends on room and distance more than most categories. The same groan is unremarkable close and dry, and unsettling when it is "distant and muffled" behind a wall or in "a room too large for its own sound". Decide where the listener is relative to the source before you write the prompt. Proximity and space often matter more than the source itself.
A perfectly even scratch, drip or breath pattern sounds like a machine or a loop, and is less frightening than something unpredictable. Write "irregular rhythm" or "uneven" for anything meant to suggest a presence. That instruction separates background ambience from something that seems alive.
Every other sample on this page is texture: a groan, a drone, a scratch, with no voice. ACE-Step can render a whispered line ("[verse]\nThey are near\nDo not look"), and a barely intelligible chant suggests a presence that knows the listener is there. Use it once per scene at most, and keep it out of background beds.
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}'