EXPLOSION SOUND EFFECT GENERATOR

Create a custom explosion sound effect.

Sell the scale of a blast while keeping its initial hit readable during combat.

0/500

Sign in to generate. Your prompt and settings will be kept.

Start with 30 free credits. Export WAV or game-ready OGG.

Design the sound around its job

Build an explosion around three moments: the initial blast, the low body and the debris that settles afterward. Decide whether the player is beside the blast or hearing it across the map before generating anything. A grenade used repeatedly needs a much shorter tail than a scripted building collapse.

Prompt examples

Close grenade

single close grenade detonation outdoors, sharp initial crack, compact low pressure hit, brief dirt scatter, no voices or music

Distant demolition

one distant building demolition, softened initial blast, broad low rumble, sparse falling rubble, outdoor perspective, no combat

Small energy blast

small sci-fi energy explosion, bright electrical snap, tight low pulse, short fizzing decay, isolated game one shot

Make it work in the game

  1. Choose the blast and distanceName a small grenade, fuel tank or large demolition, then specify close or distant. Generate one detonation rather than a whole battle.
  2. Separate body from debrisListen for a readable initial hit. If debris overwhelms it, generate a separate rubble layer so its volume and duration can change independently.
  3. Fit the combat cadencePlace several blasts at the fastest rate your game allows. Trim the tail if successive explosions hide weapon shots or damage feedback.

What to check before export

  • Audition at the intended in-game level before adding bass; a loud low end can make every blast seem equally large.
  • Check on small speakers as well as headphones. The initial crack should still communicate the event when deep bass is absent.
  • Keep distance and room reflections consistent with the scene. Avoid baking a huge indoor echo into an outdoor asset.

Continue your sound workflow

Frequently asked questions

Why does my explosion sound muddy during combat?

Several low rumbles and debris tails may be overlapping. Shorten or lower those layers, and compare the blast while weapon and player sounds are playing.

Should close and distant explosions use the same asset?

They can share a source, but distance changes the balance of crack, body and reflections. Compare a softened distant variant instead of only turning the close recording down.

Connect AudioMade

Your sounds, inside your AI workspace.

Connect with Codex CLI

Generate a key, then paste the command into your terminal. Requires Node.js/npm and Codex CLI. No installer file needed; npx fetches the MCP package automatically.

Terminal command
codex mcp add audiomade --env AUDIOMADE_API_KEY=YOUR_AUDIOMADE_API_KEY -- cmd /c npx -y audiomade-mcp

Restart your app and open a new conversation after setup.

The copied command contains your private key and may remain in shell history. Keep it private; never commit it to a repository. Generating sounds uses your credits. Existing connections stay active.