Synthesized weapon foley. Build reloads step by step, design single shots and bullet impacts, then export WAV takes. Every sound is generated in your browser, so it's yours to use.
Platform
Sequence
Each time marks the step's main impact, the frame to sync with animation. Drag a marker or type a time. The dot mutes a step.
Shape
−1 dBFS is full loudness. Preview volume only changes what you hear here.
Files arrive as a .zip holding 44.1 kHz 16-bit stereo WAVs, exactly the clip length, peak-normalized. Multiple takes help avoid repetition in-game.
Action
Rifle actions
More actions
Each action starts 5 ms into the clip. The marker on the waveform is its sync point, the same point the Reload tab's step times use.
Shape
−1 dBFS is full loudness. Preview volume only changes what you hear here.
44.1 kHz 16-bit stereo WAVs in a .zip. Pick a random variation each time the action plays so repeats never sound identical.
Layers
The shot fires 12 ms into the clip, so it plays the instant your game triggers it.
Shape
Suppressed: Blast is the muffled pop and gas spit, Punch a small thump, Crack the supersonic bullet snap. Set Crack to 0 for subsonic ammo.
−1 dBFS is full loudness. Preview volume only changes what you hear here.
44.1 kHz 16-bit stereo WAVs in a .zip. Round-robin the six variations so rapid fire never repeats one sample.
Layers
The hit lands 5 ms into the clip. Crunch means bone on flesh, splinters on wood, fracture on rock and glass.
Shape
−1 dBFS is full loudness. Preview volume only changes what you hear here.
44.1 kHz 16-bit stereo WAVs in a .zip. Pick a random variation per hit so repeated impacts never sound identical.