Discoverincredible free sound effects from our growing audio library to use in your next video editing project. All sound clips are royalty-free and can be used without attribution, plus no sign up is required. Our free sound effects license means you can use these sounds in both commercial and personal projects.
Yes, you can use Mixkit Sound Effects for commercial and personal projects. For example you can download and use sound effects in projects you create for YouTube, Social Media and Online Marketing ads.
Attribution is appreciated but not required. We love seeing what you create with Mixkit sound effects and video assets, so if you would like to share the love you can tag @mixkit_co on Instagram & Twitter or feature a link back to
mixkit.co.
I'm considering adding sound effects for interaction on my site. I'm fond of the quick, Context is important here. Sound feedback can be very useful when people need or expect it. The ATM. That annoying credit card pad that only accepts a button push every 3rd time at the pharmacy check out line. A cash register.
And maybe it can be important for your web site, but realize that that is a very atypical behavior and not something your users are likely expecting. Beyond alert sounds, most computer operating systems, and therefore web browsers, and therefore web sites do not by default have any sort of user-input sound effects. There's likely two good reasons for this.
It'd be pretty annoying if every menu click or keyboard tab produced an audible 'click' on your computer. You'd tire of it very quickly. Unlike the previous examples which are UI's you use sporadically, for many people their computer is an 8+ hour of day device. Like our kids, sometimes the less noise they make, the more we tolerate them. :)
And then there's the practical side of things. Lots of people are wearing headphones while on their computer. Listening to music. Or skyping. Or what have you. They are in control of the sound on their machine and may not be thrilled that your web site has decided to add to that.
I would ordinarily not offer an opinion here (as I am just barely worthy to read this site), but I would remind everyone that while the vast majority of users are sighted, introducing sounds can interfere with visually impaired users. If you do add sound (which I think is an excellent idea), please make sure that you include a way for those with difficulties to turn them off.
If you want to try adding sounds then make them optional for the user to turn them on, not to turn them off. But I would be surprised if you have over 1% of users opting to turn them on and any that do will turn them off again rather quickly.
Meaning, if you are thinking of bringing the midi background music back from the 90's, please don't. But if you are notifying a user of an event that has enough weight to get their attention I think it's a great idea. Just don't make an arcade. Use sparingly :)
If you do add them, make them off by default. And only add them to actions where they enhance the user experience. For example, in Mail on the Mac, I will hit send and then immediately switch to a different program or move to the next message. The "jet send" sound effect lets me know that yes the message sent. It is audible confirmation that I no longer need to worry that the message sent. IF you add sound effect to your site they should serve a similar purpose.
Do not use sound.. its a way back story, when you used to have sound/Music on your sites..mostly with flash sites. Think..if you are opening a site in your office and all of a sudden a music plays and you do not know how to turn it off..and now everyone is looking at yourself... embarrassing..ehn?
For this month's interview post I sat down with Brad Meyer, a sound effects editor here at Boom Box Post. Brad spends a lot of his time designing exciting, signature sound effects for his shows, especially vehicle sound effects, using both custom recordings and sound library material. Brad sat down with me to talk about his process for creating the signature sound effects for a demonic race car that is possessed by monsters.
This vehicle acts like a normal car physically, so I needed all of the same sound components I would use the normal car, but with some scary monsters in it. I needed accelerations with monster growls and ruckles, revs with roars, pass-bys with roars and growls and an idle with a ruckle. I created all of the elements in advance to use throughout the episode and give them a common sound.
The source for the vehicle material was a 1975 Cobra. I took the plain rev from the Cobra, and sweetened using some zombie screeches, as well as large animal roars that I processed using the Waves Doubler. This doubling effect de-humanizes the sound a little, masking the animal source and darkening it. I also added in some custom goblin recordings we had made previously, to add some high end. I layered them together, lining up the peak of the rev with the attack of the growls. I generally tried to use a similar monster sound to whatever the car was doing. For example, a rev is similar to roar, an idle is similar to a ruckle. Using like elements helps tie them together.
Similar to the revs, I took the natural acceleration recording of the 75 Cobra, and layered in a zombie group recording. Within the group record there are ebbs and flows so I took the ebbs and flows and lined those up with the natural movement of the engine. To finish it off I added a layer of ruckle underneath.
I basically took the monster elements I used on the acceleration file and processed them with Waves Doppler. I used a similar technique as I did with the revs to line up the monster material with the regular Cobra pass-bbys.
My first approach was to use the HTML5 element and define all sound effects in my page. Firefox plays the WAV files just peachy, but calling #play multiple times doesn't really play the sample multiple times. From my understanding of the HTML5 spec, the element also tracks playback state, so that explains why.
So now I can do Snd.boom(); from the Firebug console and play snd/boom.wav, but I still can't play the same sample multiple times. It seems that the element is really more of a streaming feature rather than something to play sound effects with.
I should also mention that, my test environment is Firefox 3.5 on Ubuntu 9.10. The other browsers I've tried - Opera, Midori, Chromium, Epiphany - produced varying results. Some don't play anything, and some throw exceptions.
Although the Audio element is robust enough to be used programmatically for basic tasks, it was never meant to provide full audio support for games and other complex applications. It was designed to allow a single piece of media to be embedded in a page, similar to an img tag. There are a lot of issues with trying to use the it for games:
For game authoring, one of the best solutions is to use a library which solves the many problems we face when writing code for the web, such as howler.js. howler.js abstracts the great (but low-level) Web Audio API into an easy to use framework. It will attempt to fall back to HTML5 Audio Element if Web Audio API is unavailable.
Another library similar to Wad.js is "Sound for Games", it has more focus on effects production, while providing a similar set of functionality through a relatively distinct (and perhaps more concise feeling) API:
Here's one method for making it possible to play even same sound simultaneously. Combine with preloader, and you're all set. This works with Firefox 17.0.1 at least, haven't tested it with anything else yet.
Sounds like what you want is multi-channel sounds. Let's suppose you have 4 channels (like on really old 16-bit games), I haven't got round to playing with the HTML5 audio feature yet, but don't you just need 4 elements, and cycle which is used to play the next sound effect? Have you tried that? What happens? If it works: To play more sounds simultaneously, just add more elements.
I have done this before without the HTML5 element, using a little Flash object from -
mp3-player.net/ - I wrote a music quiz ( ) and used it to play clips of music when the user clicked the button for the question. Initially I had one player per question, and it was possible to play them over the top of each other, so I changed it so there was only one player, which I pointed at different music clips.
Here's an idea. Load all of your audio for a certain class of sounds into a single individual audio element where the src data is all of your samples in a contiguous audio file (probably want some silence between so you can catch and cut the samples with a timeout with less risk of bleeding to the next sample). Then, seek to the sample and play it when needed.
If you need more than one of these to play you can create an additional audio element with the same src so that it is cached. Now, you effectively have multiple "tracks". You can utilize groups of tracks with your favorite resource allocation scheme like Round Robin etc.
Have a look at the jai (-> mirror) (javascript audio interface) site. From looking at their source, they appear to be calling play() repeatedly, and they mention that their library might be appropriate for use in HTML5-based games.
I would recommend using SoundJS, a library I've help develop. It allows you to write a single code base that works everywhere, with SoundJS picking web audio, html audio, or flash audio as appropriate.
I ran into this while programming a musicbox card generator. Started with different libraries but everytime there was a glitch somehow. The lag on normal audio implementation was bad, no multiple plays... eventually ended up using lowlag library + soundmanager:
This is certainly not ideal but you could +1 this solution based on creativity alone (and the fact that it is open source and works in any browser that I've tried it on) I hope this gives someone else searching some ideas at least.
3a8082e126