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SFXMint

Sound effects for Unity

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Free CC0 sound effects for a Unity game, ready to play below: jump, coin, hit, footsteps, door and the rest of a platformer, each one free to download here. Then the Unity side: putting a whole set in Assets/ with one command, import settings that avoid delays, playing clips from a script, an effects volume slider, and sound placed in the world. No attribution, and no API key to try it (5 sounds a day).

Press play to hear each event, or download one file. All 12 are in the platformer & action game sound set.
PlayEventSoundLengthDownload
Win / level completeAscending Arpeggio Level Up Fanfare 710.70 s
JumpSmooth 8-Bit Video Game Jump 010.23 s
LandHollow Heavy Thud 650.13 s
Coin / pickupDouble-Chime 8-Bit Coin Pickup 52 (No Reverb)1.1 s
Hit / damageCracking Punch Impact 670.10 s
Sword slashFast Sword Slash With Metal Ring 110.39 s
GunshotShort Gunshot0.15 s
ExplosionShort Burst 8-Bit Explosion 650.41 s
FootstepsBrisk Walking Footsteps On Wooden Floor 584.2 s
DoorQuick Door Opening 501.0 s
CheckpointSingle Soft Confirmation Tone 67 (No Reverb)0.16 s
Death / game overSlow 8-Bit Game Over Jingle 650.38 s

1. Pick the sounds for your kind of game

A sound set covers the events of one kind of game with sounds picked to fit together. The platformer set is above; the others:

  • Retro game sound set — Pickup, jump, hit, power-up, laser, explosion and game over — one coherent chiptune-style kit
  • Casual puzzle game sound set — Match, combo, bonus, slide, win, lose, countdown — a complete match-3 / puzzle kit
  • Horror & suspense sound set — Drone, stinger, heartbeat, creak, growl, thunder, footsteps, wind — dread in one kit
  • Dungeon Traps — Six isolated pressure plate, spike, gear, chain, gate and stone-door actions
  • Crisp UI sound set — Dry, tight and bright — for dense productivity and developer tools

For single sounds, browse sword slashes, explosions, power ups, level up fanfares or button clicks. Each page has several versions to compare.

2. Put a whole set in Assets

From the project folder (the one with Assets/), one command writes a set as MP3 into Assets/Audio/SFX:

npx sfxmint add --set platformer --out Assets/Audio/SFX

Each file is named after its event (jump.mp3, coin.mp3…), next to a SOUNDS.md listing each sound's page and license. Name events instead of a set with npx sfxmint add jump coin hit --out Assets/Audio/SFX; run it again later and it keeps what is already there. Unity imports the files when the editor regains focus. A whole set takes a free account's API key in SFXMINT_API_KEY; without a key you get the first 5 sounds. WAV comes with the download pack ($9.90 for 30 days, one payment): lossless, with no MP3 delay at the start and clean loops. With a pack's key in SFXMINT_API_KEY, add --format wav.

3. Import settings

Select clips in the Project window (several at once is fine), change these in the Inspector and click Apply:

ClipLoad TypeCompressionWhy
Short effects (jump, hit, click)Decompress On LoadADPCM or PCMReady in memory, so they play on the frame you call them.
Medium clips (a jingle, a door)Compressed In MemoryVorbisSmall in memory, decoded as they play.
Ambience and musicStreamingVorbisRead from disk as they play; long files never sit in memory.

Tick Force To Mono for sounds a 3D AudioSource places in the world: positional sound is mono anyway, and the clip takes half the space.

4. Play a sound from a script

Add an AudioSource to the player (or a sound manager object), drag the clips into the script's fields, and call PlayOneShot on each event. Each call plays on top of the last, so fast coins do not cut each other off.

using UnityEngine;

public class PlayerSfx : MonoBehaviour
{
    [SerializeField] AudioSource source;
    [SerializeField] AudioClip jump;
    [SerializeField] AudioClip coin;
    [SerializeField] AudioClip hit;

    public void OnJump() => source.PlayOneShot(jump);
    public void OnCoin() => source.PlayOneShot(coin, 0.8f); // second argument: volume
    public void OnHit() => source.PlayOneShot(hit);
}
  • UI buttons: in the Button's On Click () list, add the object with the AudioSource and pick AudioSource.PlayOneShot with the click clip, or call a method like the ones above.
  • Animation timing: for footsteps and swings, add an Animation Event on the frame the foot lands or the blade passes, and call the method from it.
  • No repeats: to play several versions of one sound at random, see sound effect variations for Godot and Unity.

5. Separate volume for effects and music

Create an Audio Mixer (Assets → Create → Audio Mixer), add groups SFX and Music, and set each AudioSource's Output to one of them. Right-click the SFX group's Volume in the Inspector, choose Expose, and rename the exposed parameter SFXVolume. A settings slider (0 to 1) then sets it:

using UnityEngine;
using UnityEngine.Audio;

public class VolumeSettings : MonoBehaviour
{
    [SerializeField] AudioMixer mixer;

    // Slider with min 0, max 1, wired to On Value Changed:
    public void SetSfxVolume(float value)
    {
        float db = value > 0.0001f ? Mathf.Log10(value) * 20f : -80f;
        mixer.SetFloat("SFXVolume", db);
    }
}

The mixer works in decibels; the log turns the slider's 0–1 into them, so 0.5 is about −6 dB, half the level.

6. Sound that comes from a place

Put an AudioSource on the object that makes the sound (an enemy, a door, a torch) and set Spatial Blend to 1 (3D). It then pans and fades with the listener's position: Min Distance is where it starts to fade, Max Distance where the fade stops. Leave UI sounds and music at 0 (2D). For a looping background, tick Loop and Play On Awake; forest, rain and dark horror ambience are in the library.

Questions

Can I use these sounds in a commercial Unity game?

Yes. Every library sound is CC0 1.0: sell the game, change the files, no credit needed. On Steam or itch.io, disclose that the sounds are AI-generated.

MP3, WAV or OGG in Unity?

Any of them: Unity recompresses every clip on import with the Compression Format you choose, so the source format sets quality, not build size. Every sound downloads free as MP3. WAV comes with the download pack ($9.90 for 30 days, one payment): lossless, with no MP3 delay at the start and clean loops.

Why does my sound cut off when it plays again?

AudioSource.Play() restarts the source's one clip. Use PlayOneShot for effects: each call plays on top of the last.

Why is there a short delay before a sound plays?

The clip is still loading or being decoded. Set short effects to Decompress On Load and keep Preload Audio Data ticked, so they are ready before the first play.

How many sounds can I download for free?

On the website, 20 MP3 downloads a day, with or without a free account; WAV and ZIP packs come with a purchase. Through the CLI, 5 different sounds a day per network without an API key, 20 a month with a free account's key. Listening is never counted.

Is there a Unity Asset Store package?

No. The files go straight into Assets/ with the command above, or one at a time from the sound pages; nothing to install in the editor.