Wood sound effects you generate yourself

Wood is the sound of old buildings, and old buildings supply much of a scene's atmosphere. The useful split is between wood under slow load, which creaks, groans and ticks, and wood under sudden load, which snaps and splinters. Most wooden sounds are one of those two events at a particular size and moisture. These prompts are organised around that split, because the models respond to it.

Listen: 10 samples from the wood 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.

  • Floorboard creak

    via audiocpp-stable-audio-3-sfx

    old floorboard creaking under slow shifting weight, dry timber groaning with a small tick at the end, quiet empty house

  • Branch snap

    via audiocpp-stable-audio-3-sfx

    dry tree branch snapping in half, sharp crack with splintering fibres tearing, forest floor, outdoor

  • Plank break

    via audiocpp-stable-audio-3-sfx

    wooden plank broken over a knee, loud cracking split with long splinters tearing apart, close mic

  • Hollow knock

    via audiocpp-stable-audio-3-sfx

    knuckles knocking three times on a hollow wooden door, dull resonant thumps, hallway reverb

  • Axe chopping

    via audiocpp-stable-audio-3-sfx

    axe splitting a log on a chopping block, heavy bite into wood with fibres tearing and halves falling

  • Furniture drag

    via audiocpp-stable-audio-3-sfx

    heavy wooden chair dragged across a hardwood floor, juddering stick-slip scrape, medium room

  • Ship timbers

    via audiocpp-stable-audio-3-sfx

    wooden ship timbers creaking and working against each other in a swell, slow rhythmic groaning, enclosed hold

  • Matchbox rattle

    via audiocpp-stable-audio-3-sfx

    small wooden matchbox shaken, dry rattling of matches inside cardboard and wood, very close mic

  • Fence collapse

    via audiocpp-stable-audio-3-sfx

    wooden fence panel collapsing, nails tearing free with planks clattering onto grass, outdoor garden

  • Creaking stairs

    via audiocpp-stable-audio-3-sfx

    someone climbing old wooden stairs slowly, each step producing a different creak, tense spacing, empty house

Prompts that work

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

  • Slow load

    old floorboard creaking under slow shifting weight, dry timber groaning with a small tick at the end, quiet empty house

    "Shifting weight" implies a continuous force, which is what produces a creak instead of a knock.

  • Sudden load

    dry tree branch snapping in half, sharp crack with splintering fibres tearing, forest floor, outdoor

    "Fibres tearing" separates wood from other snapping materials. Without it a break can sound like plastic.

  • Hollow versus solid

    knuckles knocking three times on a hollow wooden door, dull resonant thumps, hallway reverb

    "Hollow" decides whether a knock has a boxy resonance or a dead thud, and the model honours it consistently.

  • Stick-slip friction

    heavy wooden chair dragged across a hardwood floor, juddering stick-slip scrape, medium room

    Dragged wood grabs and releases. Naming that judder stops the result sounding like a synthesised sweep.

Making wood sounds that fit

Dry and wet wood sound different

Moisture changes how wood sounds more than size does. Dry timber is brittle, bright and loud; it cracks cleanly and rings a little. Wet or green wood is dull and thuddy; it bends before it breaks and the break is muffled. If a snap sounds rubbery, add "dry". If a break sounds too bright for a rain-soaked exterior, add "damp" or "green". That one word moves the result further than most rewrites.

Give creaks enough time

A creak is slow, and the most common mistake is rendering it into a clip too short to hold it. A floorboard under a shifting foot takes two to four seconds to complete its arc (rise, sustain, tick, release), and a one-second render truncates the interesting part. Give creaks room and ask for the ending explicitly. The small settling tick at the end is what tells an audience someone is standing there.

Empty rooms are part of the prompt

Wooden interiors are usually heard in a room with no furniture and no people, which is why "quiet empty house" appears in so many of these prompts. It tells the model to give you a long, slightly boxy reflection with a low noise floor. That is how an unfurnished room sounds, and it places the creak in a real space.

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

How do I get the classic haunted-house creak?
Combine dry timber, a slow continuous load and an empty reflective room. "Old floorboard creaking under slow shifting weight, dry timber groaning, quiet empty house" gets you most of the way, and a four-second render instead of a one-second one gets you the rest. The horror collection layers this under drones. On its own it is more useful, because you can place it wherever the footstep falls.
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 clips on this page were rendered with Stable Audio 3.0 Small SFX, which uses the Stability AI Community License: commercial use is free below USD $1M annual revenue, and above that Stability requires an enterprise licence. 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 work offline?
Yes, once the weights are on disk. Generation, the library and the HTTP API all run locally against one SQLite file and one folder of WAVs under ~/.soundbox. There is no account and no API key, and nothing is uploaded. The only step that uses the network is the initial model download.
What hardware does it need?
The clips here were rendered on a consumer NVIDIA GPU at roughly ten seconds of wall time per clip, through audio.cpp's quantised GGUF runtime, which needs little VRAM. CPU-only generation is supported, but expect minutes per clip instead of seconds: fine for a handful of sounds, slow for a whole library.
Can an agent generate these for me?
Yes. While the app is open, Soundbox runs an MCP server at http://127.0.0.1:17494/mcp with tools for generating, listing and mixing sounds. Every generated file comes back as an absolute path, so a coding agent can render the sound a scene needs and put it straight into the project. The several hundred clips across these pages were made this way.