
A game needs a hundred small sounds. Soundbox generates them locally from text prompts and saves the settings, so you can make any of them again.
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.
video game loot drop, soft magical shimmer with a metallic clink as an item lands on stone, close mic
video game dodge roll, cloth and armour scrape across dirt with a quick body impact, close and dry
wooden bow being drawn, creaking limbs and bowstring tension rising, close mic, dry
character drinking a potion, three gulps then a glass bottle set down on wood, close mic
heavy wooden treasure chest lid creaking open with an iron latch release, stone room reverb
video game ability ready notification, short bright synthetic chime with a rising tail, clean and dry
video game enemy alert sting, sharp rising two-note brass-like stab with a tense synth tail, dry
video game fast travel transition, long airy whoosh rising into a soft magical shimmer and a warm resolve
video game crafting success, hammer strike on an anvil followed by a bright confirming chime
video game respawn, deep reversed swell rising into a clean sustained tone and a soft bloom of air
These models respond to physical description. Name the material, the action and the space.
single game footstep impact, boot on generic hard surface, walking pace, close mic, tight and dry, 150 ms
"Generic hard surface" keeps a base footstep neutral, so it layers with any surface-swap system.
melee weapon swing whoosh, fast blade cutting air, sharp doppler snap, 300 ms, dry
"Doppler snap" is the sound of a blade passing close and fast. Naming it gets the crack of a real swing.
hit marker confirmation tick, short high synth click, 60 ms, no tail, completely dry
"No tail" matters most here. A hit marker has to repeat rapidly without smearing, and any reverb or decay prevents that.
quest complete stinger, bright orchestral-hybrid rising chord over 900 ms, triumphant, light room reverb
Unlike most UI sounds, a reward stinger can have "light room reverb". It should feel bigger than a click.
low health warning pulse, low sine wave thump repeating twice over 500 ms, tense, dry
"Repeating twice" gives the model a rhythm to generate. The repeat makes the warning read as ongoing.
A footstep or a sword swing exists in the game world and should carry some acoustic space: mic distance, a hint of environment. A hit marker or an inventory chime is a UI sound and should stay flat and dry so it doesn't compete with the mix. Decide which kind a sound is before writing the prompt, and use reverb or room words only on the in-world ones.
If a sound has to work in many in-game contexts (a base footstep before surface detection, a generic impact before you know what is being hit), describe it in neutral terms such as "generic hard surface" or "solid object" so it doesn't clash later. Name specific materials (gravel, metal, wood) only for sounds that will play in one context.
Most gameplay UI should be short and dry so it stays out of the player's way. The few sounds that mark an achievement (level up, quest complete, boss defeated) can be longer and roomier, because for that moment the sound should fill the space. Prompt those with duration and reverb words you avoid elsewhere.
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}'