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SFX Kit – An AI-first sound effect kit with CC0 licence

Wyzowl released SFX Kit, a set of 320 original sound effects published under a CC0 licence that requires no credit and permits commercial use, with the dataset also hosted on Hugging Face. Each sound ships with metadata describing what it is, when to use and avoid it, its length, its sync point and its level, so AI tools can select, time and mix effects as readily as people. The kit spans 25 categories, including 36 interface sounds, 28 notifications, 15 keyboard sounds, 15 booms and bass, 14 logo stings and 12 impacts.

read5 min views2 publishedOct 20, 2026
SFX Kit – An AI-first sound effect kit with CC0 licence
Image: Michielbdejong (auto-discovered)

Also on Hugging Face: huggingface.co/datasets/wyzowl/sfx-kit. 320 original sound effects for videos, animations and interfaces, made to be as easy for AI tools to use as for people. Every sound comes with the data needed to choose it, place it in time and mix it: what it is, when to use it and when not to, its length, its sync point and its level.

Free for any use, commercial or not: CC0, no credit required.

Category Sounds What it's for
Whooshes 9 Movement, sliding, flying and transitions
Swishes and zips 9 Quick, sharp movement: flicks, cuts, and things zipping in or out
Swipes 6 Fingers swiping across screens: app demos, cards and carousels
Reverse whooshes 6 Air drawn in to a sudden stop: things collapsing into a point, and the build into a cut
Risers and fallers 12 Building anticipation before a reveal, and things descending or leaving
Bounce, spin and zoom 5 Bouncing, springing, spinning and zooming
Impacts 12 Objects landing, colliding and hitting
Cinematic hits 8 Big, bass-heavy hits for title slams, trailer beats and dramatic moments
Booms and bass 15 Deep booms and drops, sub drops, 808s and rumbles, for big reveals, title cards and scene changes
Pops 9 Elements appearing, scaling and popping into view
Appear and vanish 6 Things vanishing in a puff, dissolving, materialising, flipping over and bursting
Shape changes 8 Shapes and icons growing, shrinking, morphing, stretching, inflating and filling
Interface 36 Clicks, taps, toggles and switches, snaps, clips, claps and hovers
Keyboard 15 Typing, keypresses and text entry
Writing and drawing 16 Pens, pencils, markers and chalk: writing, drawing and ticking, erasing and highlighting
Phone 5 Phones vibrating, ringing and dialling
Mechanical 12 Locks, latches, switches, shutters and other mechanisms
Foley 12 Paper, card, fabric, plastic, glass and wood being handled
Everyday props 10 Pages, books, scissors, tape, boxes, zips, bells and water
Notifications 28 Success and failure, errors, alerts, messages and attention
Tones 8 Single notes: a ding for highlights, and steps that rise as text or list items appear
Shimmers 9 Highlights, sparkles and positive reveals
Logo stings 14 Short signatures for logo reveals, end cards and title moments
Celebration 5 Applause, party poppers, confetti and fireworks
Time 6 Clocks ticking, alarms, timers, stopwatches and countdowns
Money 7 Coins, a till, paying by card and counting notes
Digital 20 Scanning, processing, glitches, static and data security
| [Data](https://github.com/wyzowl/sfx-kit/blob/main/catalogue.md#data) | 12 | Count-ups, progress, bars, charts and numbers landing | 

Every sound is a WAV file (48 kHz, 24-bit), 67 MB in all.

For AI tools and agents. Read GUIDE.md, which maps on-screen moments to sounds and explains placing and fitting them, and catalogue.md, with one line per sound. For code, load

sounds.json. Then:

  1. Find a sound by what happens on screen: itsuse_for ,avoid_for andtags say where it fits, and itsfits_seconds what length of moment.
  2. Place it so its sync point meets the moment: start it at that moment minus itssync.at . That one rule works for every sound.
  3. Levels: the sounds are matched in loudness as they are, and each says how far it comes down under speech

(under_voiceover_db ). For people. Browse sounds/ by category, or search catalogue.md for a word.

  • sounds.json : how to read and use the data, in brief, its categories, and a record for every sound: name, description, uses and things to avoid, tags, length, sync point and the moment it meets, timing, the length of moment it fits, level, how far it can be adapted, tuning, and what it layers well with.sounds.schema.json describes it.
- [catalogue.md](https://github.com/wyzowl/sfx-kit/blob/main/catalogue.md) : every sound in one line each, to read when choosing.
- [analysis.json](https://github.com/wyzowl/sfx-kit/blob/main/analysis.json) : each sound's detailed measurements (loudness, spectrum, stereo image).

| Format | WAV, 24-bit, 48 kHz; mono, or stereo that's centred and never panned | | Loudness | Matched across the kit on one scale (the loudest 150 ms, K-weighted, in LUFS), with each category's intensities apart from each other | | Peaks | True peak at or under −3 dBTP, no clipping | | Ends | Trimmed close, starting and ending on silence, without clicks | | Low end | Cut to what each sound needs, so nothing rumbles under a voice except the bass sounds, which are meant to |

Every sound is synthesised by code: struck materials, air, friction, bubbles and tuned instruments, modelled on how real things make sound, and clean electronic tones for the sounds that are digital by nature. No recordings, samples or other sound libraries went into any of them. The sounds, and the code that makes them, were created with Claude, Anthropic's AI model, directed by Wyzowl, and every one was listened to and approved before release.

CC0 1.0 Universal: no rights reserved. Use the sounds and the data for anything, commercial or not, change them, and share them, with no need to ask or credit. If you'd like to give credit, though, it's welcome: "SFX Kit by Wyzowl".

Version 1.0.0.

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