Whoosh sound effects you generate yourself

A whoosh is an object moving through air, so the prompt is mostly physics: how fast it moved and how heavy it was. Soundbox runs open-weight audio models on your own GPU. You generate a whoosh at the length and weight your cut needs, and regenerate it when the edit changes, without searching a library for a clip that happens to fit.

Listen: 10 samples from the whoosh 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.

  • Reverse whoosh

    via audiocpp-stable-audio-3-sfx

    reversed whoosh, air sucking backwards and accelerating into a hard silent cutoff, wide stereo

  • Heavy air movement

    via audiocpp-stable-audio-3-sfx

    large heavy object displacing air as it swings past, thick low rush with a soft turbulent tail

  • Logo whoosh sting

    via audiocpp-stable-audio-3-sfx

    brand logo whoosh, clean airy sweep resolving into a short bright chime, polished and dry

  • Cape flourish

    via audiocpp-stable-audio-3-sfx

    heavy fabric cape swept sharply through the air, cloth snapping with a broad low whoosh, close mic

  • Fire whoosh

    via audiocpp-stable-audio-3-sfx

    flaming object flying past, roaring fire whoosh with a crackling doppler tail, outdoor and wide

  • Air burst

    via audiocpp-stable-audio-3-sfx

    sudden compressed air burst released from a nozzle, sharp hiss with a quick decay, close and dry

  • Long slow whoosh

    via audiocpp-stable-audio-3-sfx

    very long slow cinematic whoosh, gradually building airy movement across eight seconds, wide stereo

  • Layered whoosh

    via audiocpp-stable-audio-3-sfx

    layered whoosh built from thin air, mid body and a low sub, all sweeping together, cinematic and wide

  • Bullet pass-by

    via audiocpp-stable-audio-3-sfx

    bullet whipping past close to the listener, sharp cracking snap with a fast doppler zip, outdoor

  • Page flip whoosh

    via audiocpp-stable-audio-3-sfx

    quick paper page flipping through air, light fluttering whoosh, close mic, completely dry

Prompts that work

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

  • Fast swipe

    fast thin whoosh, small light object passing close to the microphone, 200 ms, sharp attack, dry

    "Close to the microphone" makes it read as fast. Proximity conveys speed better than a tempo word.

  • Heavy sweep

    slow heavy whoosh, large object moving through open air, 1.5 seconds, low-frequency weight, subtle room tone

    Name the frequency range ("low-frequency weight") to make the object sound heavy. Speed and mass need separate words in the prompt.

  • Doppler pass-by

    realistic cinematic whoosh, deep object passing overhead, doppler pitch shift down as it passes, 2 seconds, roomy

    "Doppler pitch shift down as it passes" names what a real pass-by does acoustically. Without it the whoosh swells and fades without moving.

  • UI transition

    short UI swipe whoosh for screen transition, thin and clean, left-to-right pan implied, 250 ms, completely dry

    Room tone on an interface whoosh clutters the mix. "Completely dry" keeps the sound out of the way of whatever plays under it.

  • Cartoon swish

    cartoon whoosh swish, exaggerated pitch rise then fall, bright and airy, 400 ms, no low end

    "No low end" stops a comedic swish from sounding cinematic. Cartoon sounds sit in the upper register.

Making whoosh sounds that fit

Set speed and mass separately

A whoosh is displaced air, and it changes with how fast the object moved and how big it was. Set both: speed as a duration ("200 ms" reads fast, "1.5 seconds" reads slow) and mass as a frequency description ("thin" and "light" for something small, "low-frequency weight" or "heavy" for something large). A prompt that sets only one drifts toward a generic mid-sized swoosh.

Use doppler for realism

A whoosh that only fades in and out sounds synthetic. When a real object passes a stationary listener, the pitch drops slightly as it passes and recedes. Writing "doppler pitch shift down as it passes" is the most reliable way to move a generation from cartoon swish to realistic pass-by.

Dry for cuts, roomy for reveals

A whoosh under a hard cut needs to be dry and short so it doesn't smear into the next shot. Say "dry" or "no reverb" and keep it under half a second. A whoosh for a slow reveal or a title card can have room tone and a longer tail. Decide which job the sound is doing before you write the prompt.

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 transition whooshes and slow for a whole edit's worth.
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 wiring up your UI transitions can generate the swipe sound in the same pass 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 whoosh, timed for someone else's edit. Generating gives you one at the duration your cut needs, with speed and weight matched to what moves on screen. It costs time and a GPU.