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# Sound effects

## Overview

ElevenLabs [sound effects](/docs/api-reference/text-to-sound-effects/convert) API turns text descriptions into high-quality audio effects with precise control over timing, style and complexity. The model understands both natural language and audio terminology, enabling you to:

* Generate cinematic sound design for films & trailers
* Create custom sound effects for games & interactive media
* Produce Foley and ambient sounds for video content

Listen to an example:

<elevenlabs-audio-player audio-title="Cinematic braam" audio-src="https://storage.googleapis.com/eleven-public-cdn/documentation_assets/audio/sfx-cinematic-braam.mp3" />

## Usage

Sound effects are generated using text descriptions & two optional parameters:

* **Duration**: Set a specific length for the generated audio (in seconds)

  * Default: Automatically determined based on the prompt
  * Range: 0.1 to 30 seconds
  * Cost: 40 credits per second when duration is specified

* **Looping**: Enable seamless looping for sound effects longer than 30 seconds

  * Creates sound effects that can be played on repeat without perceptible start/end points
  * Perfect for atmospheric sounds, ambient textures, and background elements
  * Example: Generate 30s of 'soft rain' then loop it endlessly for atmosphere in audiobooks, films, games

* **Prompt influence**: Control how strictly the model follows the prompt

  * High: More literal interpretation of the prompt
  * Low: More creative interpretation with added variations

Step-by-step guide for using sound effects in ElevenLabs.

Learn how to integrate sound effects into your application.

Full API reference for the Sound Effects endpoint.

### Prompting guide

#### Simple effects

For basic sound effects, use clear, concise descriptions:

* "Glass shattering on concrete"
* "Heavy wooden door creaking open"
* "Thunder rumbling in the distance"

<elevenlabs-audio-player audio-title="Wood chopping" audio-src="https://storage.googleapis.com/eleven-public-cdn/documentation_assets/audio/sfx-wood-chopping.mp3" />

#### Complex sequences

For multi-part sound effects, describe the sequence of events:

* "Footsteps on gravel, then a metallic door opens"
* "Wind whistling through trees, followed by leaves rustling"
* "Sword being drawn, then clashing with another blade"

<elevenlabs-audio-player audio-title="Walking and then falling" audio-src="https://storage.googleapis.com/eleven-public-cdn/documentation_assets/audio/sfx-walking-falling.mp3" />

#### Musical elements

The API also supports generation of musical components:

* "90s hip-hop drum loop, 90 BPM"
* "Vintage brass stabs in F minor"
* "Atmospheric synth pad with subtle modulation"

<elevenlabs-audio-player audio-title="90s drum loop" audio-src="https://storage.googleapis.com/eleven-public-cdn/documentation_assets/audio/sfx-90s-drum-loop.mp3" />

#### Audio terminology

Common terms that can enhance your prompts:

* **Impact**: Collision or contact sounds between objects, from subtle taps to dramatic crashes
* **Whoosh**: Movement through air effects, ranging from fast and ghostly to slow-spinning or rhythmic
* **Ambience**: Background environmental sounds that establish atmosphere and space
* **One-shot**: Single, non-repeating sound
* **Loop**: Repeating audio segment
* **Stem**: Isolated audio component
* **Braam**: Big, brassy cinematic hit that signals epic or dramatic moments, common in trailers
* **Glitch**: Sounds of malfunction, jittering, or erratic movement, useful for transitions and sci-fi
* **Drone**: Continuous, textured sound that creates atmosphere and suspense

## Key facts

* **Maximum duration**: 30 seconds per generation
* **Output formats**: MP3 for all effects; WAV at 48 kHz for non-looping effects
* **Looping effects**: Designed for seamless repeat playback — no audible start or end point
* **Musical elements**: Drum loops, bass lines, and melodic samples can be generated; for full music production use the [Music](/docs/overview/capabilities/music) API