
Name the material and the room to get a usable impact. The word "impact" alone gives you noise.
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.
human body falling heavily onto a wooden floor, dull soft thud with a clothing rustle, medium room
large sheet of metal dropped flat onto concrete, loud clattering boom with a long ringing wobble
wooden crate smashing apart on stone, splintering wood with debris scattering, warehouse reverb
blacksmith hammer striking a steel anvil, bright ringing clang with a long metallic sustain, stone forge
heavy wet splat, melon bursting on concrete, thick visceral impact with dripping aftermath, close mic
cinematic trailer impact, enormous distorted low hit with a metallic transient and a long dark tail
boxing glove connecting with a face, dense leather-on-flesh smack with a sharp snap, close and dry
large block of ice dropped onto stone and cracking apart, brittle crystalline shatter, cold room
heavy sandbag dropped onto packed dirt, dull soft thump with a granular hiss, outdoor and dry
colossal metal impact, huge struck bell-like clang with an enormous slow decaying resonance, cavernous
These models respond to physical description. Name the material, the action and the space.
heavy object hitting a wooden plank, dull thud, short resonant creak, close mic, dry, 300 ms
"Short resonant creak" adds the secondary vibration wood makes after a hit. Without it the model tends to return a generic thud with no material identity.
solid object striking a metal pipe, bright hard clang, short metallic ring, close mic, small room reflection
Name the object ("metal pipe") as well as the material. A pipe rings differently from a sheet or a plate.
heavy concrete block dropped on concrete floor, deep flat thud, no ring, tight low-end, close mic, dry
Concrete absorbs vibration instead of resonating. Without "no ring" the model may add a metallic tail.
fist punch impact on flesh, wet dull thump, short decay, no ring, close mic, dry
"Wet" stops a body hit from sounding like it landed on a bag of sand.
object striking glass pane, sharp crack followed by shattering fragments scattering, close mic, dry, 700 ms
"Crack followed by fragments scattering" follows the two stages of breaking glass. A single word like "shatter" tends to come back as one indistinct hit.
"Impact" alone gives you noise: the model has no material to reference and no space to place it in. A good impact prompt states what struck what ("heavy object hitting a wooden plank") and where ("close mic, dry" or "small room reflection"). The material sets the timbre. The room makes it sound like it happened in your scene.
Materials behave differently after the hit. Wood creaks briefly, metal rings and sustains, and concrete and sand absorb the energy and produce almost no tail. State whether you want a ring, a creak or "no ring". That instruction identifies the material better than any adjective describing the hit.
Most real impacts involve two surfaces meeting (metal on metal, wood on stone, fist on flesh), and each contributes its own texture. Name both materials. That gives the model two acoustic references to blend instead of one ambiguous "hit".
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}'