Sound Effect Maker — Success, Error, Notification

Sound Effect Maker
Pick the situation, nudge it until it sounds like your product, and keep it. Every sound is synthesised here — no samples, no licence, nothing uploaded.

Outcome
Interface
Game

Play on change
0.00s · about 0 B

Notes — the shape is what carries the meaning
1
C5
Slide
2
E5
Slide
3
G5
Slide
4
C6
Slide

Waveform
Pitch
72
Speed
85ms
Decay
45
Tone
6000Hz
Volume
80
Noise
0
Retro
0
Echo
0
Detune
0

The sound a product makes when something works, fails or needs attention. Pick the situation, nudge it until it fits, and download it — synthesised here, so there is no sample licence attached to it.

A sound effect is a message before it is a sound. Rising means it worked, falling means it did not, two notes a semitone apart mean something is wrong, and a steady repeated beep means look at this now. Those associations are shared by everyone who has ever used a computer, which is why the presets here are organised by situation rather than by waveform: the useful question is not "what does a square wave sound like" but "what does a partial success sound like".

Everything is synthesised from the numbers on the sliders — an oscillator on a phase accumulator, an exponential envelope, a one-pole filter — evaluated sample by sample in the page. Nothing is recorded and no sample library is involved, so what comes out carries no licence and needs no attribution, and the waveform drawn above the controls is the exact array of samples the downloaded file is built from.

How to use Sound Effect Maker — Success, Error, Notification

  1. Pick a situation. The buttons are grouped by what the sound is for: an outcome (success, partial success, failure, error, warning), an interface event (notification, message, confirm, cancel, click) or a game moment (coin, level up, power up, power down, impact, start). Choosing one plays it.
  2. Press Vary for a different take on the same idea. It moves the pitch, tempo and character but never the shape of the melody, so a varied success still reads as success.
  3. Adjust the notes if you want a specific shape. Each card is one note: the number is semitones from the root, Length is how long it holds, and Slide makes it bend into the previous note rather than restart on it.
  4. Use the sliders for character. Tone is the one to reach for first — it is the difference between a chime and a buzz. Decay sets how quickly each note dies, Retro reduces the bit depth for a console sound, and Noise turns a tone into an impact.
  5. Leave "Play on change" on and every adjustment plays itself once you stop moving the slider. Turn it off when you are working next to other people.
  6. Download the sound in OPUS, MP3 or WAV. WAV is the one to pick for a game engine or an editor.
  7. All as ZIP renders every situation at its preset settings and packs them into one archive — the fastest way to get a complete, consistent set for a product.

Tips & gotchas

  • The conventional shapes are conventional because they work: a rising major arpeggio has meant "that worked" since the first arcade cabinet, and your users learned it long before they met your app. Change the timbre freely; change the direction only on purpose.
  • Partial success is the one worth understanding. It rises like a success and then steps back to the fourth instead of resolving, which is why it lands as "saved, but look at the warnings" rather than as either good or bad news.
  • For a UI sound, shorter is almost always better. Under 200 ms reads as feedback; over 700 ms reads as an interruption, and someone who triggers it forty times a day will start muting your app.
  • Interface sounds are usually mixed under speech and other audio, so leave headroom: drop Volume to around 60 and let the host application be loud.
  • An error does not have to be harsh. Lifting Tone and dropping Retro on the error preset turns a buzz into a soft double note that still reads as wrong without being punishing.
  • Everything is generated by arithmetic from your settings, so what you make is yours. There is no sample library and no attribution to carry.

Frequently asked questions

Can I use these sounds commercially?

Yes. Nothing here is a recording and nothing is drawn from a sample library, so there is no licence attached to what comes out. The waveform is computed from the numbers on the sliders by code running in your browser, which makes the result yours to ship, sell or modify without attribution.

How long should a UI sound be?

Shorter than feels right when you are auditioning it. A click or a confirm wants 60–150 ms; a notification 200–400 ms; a success 400–600 ms. Anything past about 700 ms stops being feedback and starts being an event the user has to wait through, and the ones people mute first are always the long ones. The length is shown next to the play button, and Speed is what changes it.

Why do the sounds all use the same few melodies?

Because a sound effect is a message, and the vocabulary is already established. Rising means good, falling means bad, a semitone apart means something is wrong, and a steady repeated beep means look at this now. Those are learned associations shared by everyone who has used a computer, and a product that inverts them is not being original — it is being misunderstood. The controls are deliberately weighted towards timbre, which you can make your own, rather than towards direction, which you probably should not.

What do the character sliders actually do?

Tone is a lowpass filter: turning it down removes the high harmonics, so a bright chime becomes a muffled thud. Decay shapes each note — at 0 it holds flat like an organ, at 100 it is plucked and gone. Retro reduces the bit depth from 16 towards 3, which is the quantisation noise that made 8-bit consoles sound the way they did. Noise blends white noise into the tone, and at 100 the pitch stops mattering at all, which is how an impact is made. Detune doubles the oscillator slightly out of tune for thickness, and Echo is a feedback delay tied to the note length.

What does Slide do?

It bends into the note instead of starting it again. A power-up is one note sliding upwards over an octave, not eight separate notes, and the difference is entirely this switch. Technically it interpolates exponentially in frequency — which is linear in pitch, the only interpolation that sounds like a slide rather than a swoop — and it suppresses the attack, because a note that slides and then re-articulates is heard as two notes.

Which format should I download?

WAV for anything going into a game engine, an editor or an app bundle: it is uncompressed, it is exact, and every tool opens it. These sounds are well under a second, so the size difference that matters for music is irrelevant here — a half-second WAV is about 44 kB. Choose MP3 or OPUS only if the sound is being served over a network to a browser.

Is anything uploaded or recorded?

No. There is no microphone involved and no server to send anything to. The sound is arithmetic — an oscillator, an envelope and a filter evaluated sample by sample in this tab — and the file you download is built from that same array of numbers you can see drawn above the controls.