Free sound variation generator

One sound in. A whole pack of variations out.

Drop in any sound — like a footstep, a punch or a sword swing — and get a full set of takes that match it with subtle differences. Ready to drop into a game engine like Godot or Unity or into your video editor. Completely free.

Example

Footsteps in a video

Original0.5s
  1. Take 10.5s
  2. Take 20.5s
  3. Take 30.5s
  4. Take 40.5s
4 takes from one 0.5s sound

Examples

100k+ sounds downloaded from soundza·Free WAV downloads·Commercial use, no credit needed

For games

Takes that drop straight into your engine

Drop the pack into Unity, Godot or Unreal Engine and every shot, step or swing can sound a little different. Sound designers record many takes of a sound for exactly this. Now one recording is enough.

  • Numbered WAV files (laser-var-01.wav, laser-var-02.wav…). Put them in a randomizer, like Godot's AudioStreamRandomizer, an Unreal Sound Cue, FMOD or Wwise, or assign them by hand. Either works.
  • Every take starts its hit where your sound does, so swapping one for another never feels late.
  • Each take matches your sound's loudness and tone, so none of them jumps out of the mix.

Example

A blaster, fired 10 times

Original0.6s
  1. Take 10.6s
  2. Take 20.6s
  3. Take 30.6s
  4. Take 40.6s

How it works

From one recording to a pack you can use

  1. 01

    Drop one sound

    A footstep, a sword swing, a creature growl. WAV, MP3, OGG, M4A, FLAC or AIFF, up to 10 seconds.

  2. 02

    Pick how many and how different

    4, 6 or 8 takes, and how different on a scale of 1 to 10. Subtle for footsteps and UI, Bold for creatures and magic.

  3. 03

    Hear them in action

    Play all the takes in a row, the way a game or a fight scene would. Keep the pack, or make more.

For video

A different take on every hit, step and swing

When the same punch or footstep lands again and again in an edit, viewers notice, even if they can't say why. Put a different take on each one and a fight scene, a montage or a trailer sounds recorded, not pasted.

  • Same timing as your original, so a new take lines up with the cut you already made.
  • WAV files for Premiere, Resolve, Final Cut, CapCut or any editor.
  • Free for YouTube, client work and ads, with no credit needed.

Example

A fight scene, 10 punches

Original0.2s
  1. Take 10.2s
  2. Take 20.2s
  3. Take 30.2s
  4. Take 40.2s

Hear the difference

Better than a pitch randomizer

The usual way to stop a sound repeating is a pitch randomizer: the game or editor plays the same recording a little higher or lower each time. It’s still one recording, and your ear catches it. Play both and hear the difference.

The usual trick

Pitch randomizer

One recording, played higher or lower each time

Sounds repeated

1 recording

The same scuff on every step, just higher or lower. It sounds like a machine walking.

This tool

6 variations

6 new takes of the same sound

Sounds real

Every step lands a little differently, like someone actually walking across the floor.

Questions

Need a sound to start from? Browse free sound effects or make one with the sound effect generator.

Why not just randomize the pitch?

A pitch randomizer plays the same recording faster or slower, and after a few hits your ear catches it: the same scuff, the same ring, the same breath. Variations are new performances of the same sound, with their own texture and detail, so footsteps or a sword combo stop sounding mechanical. You can still add a little pitch randomization on top of real takes.

What sounds work best?

Single, short sounds that repeat: footsteps, hits, punches, swings, whooshes, grunts, growls, gunshots, magic, clicks and pickups. Long ambiences, music and speech don't vary well, and anything past 10 seconds is cut to its first 10.

What does “how different” change?

Subtle keeps very close to your sound, like the same footstep on a slightly different spot. Natural is like recording it again. Bold keeps the idea and the timing but gives clearly different takes, which suits creatures, magic and big impacts. Anywhere in between works too: the scale runs from 1 to 10.

Can I use the variations in a commercial game or video?

Yes. Download them as WAV and use them in games, videos and apps, commercial ones too, with no credit needed. Only upload sounds you own or have permission to use, and don't upload anything ripped from a game, film, song or sound library.

How do I set them up in my game?

The pack downloads as numbered files (punch-var-01.wav, punch-var-02.wav…). Drop them into a random container: AudioStreamRandomizer in Godot, a Random Container in Wwise, a Multi Instrument in FMOD, a Random node in an Unreal Sound Cue, or pick a random clip from an array in Unity.

How do I use them in a video?

Put a different take on each hit. If a punch lands five times in a fight, use five takes instead of copying one clip. They're the same length as your original, so they sit on the same frame.

What happens to the sound I upload?

It's stored privately, along with your variations, so we can run and improve the tool. We never publish or sell your sound or the variations made from it, or share them with other users.

Is it free? Is it made with AI?

Free with a soundza account, up to 80 variations a day. Yes, the variations are made with AI. Each one is then lined up to your sound, matched in loudness and checked, and takes with extra hits or clicks are thrown out before you hear them.

Use your variations in anything, commercial too, under the soundza license. Only upload sounds you own or have permission to use. Variations are made with AI. Your uploads and variations are stored privately to run and improve the tool, and are never published or shared with other users. See the terms and privacy policy. Powered by Stability AI.