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Fighting Game sound effects: 12 free sounds from one prompt

Play 12 fighting game sound effects that Claude Code made from one prompt. Copy any sound's prompt, or download the pack as WAV files.

Tested with Claude Code 2.1.296 · Opus 5.5

Illustration for the Fighting Game sound pack, with a white sound waveform for each of its 12 sounds along the bottom
  • Light punch 200 ms

    A quick light punch landing: a short snappy slap thud, under a quarter second.

    WAV MP3
  • Heavy punch 450 ms

    A heavy punch connecting: a deep meaty thump with a crunch, under half a second.

    WAV MP3
  • Kick hit 400 ms

    A strong kick landing: a sharp punchy smack with low weight, under half a second.

    WAV MP3
  • Attack whoosh 220 ms

    A fast swish of air for a punch or kick that misses, under a quarter second.

    WAV MP3
  • Block 220 ms

    Blocking an attack: a dull muted thud with a short clack, under a quarter second.

    WAV MP3
  • Energy blast 1.0 s

    A charged energy fireball launched forward: a rising hum into a bright burst, about one second.

    WAV MP3
  • Super move 2.0 s

    A super move activating: a bright flash tone with a deep rising boom, about two seconds.

    WAV MP3
  • Knockdown 1.0 s

    A fighter hitting the ground: a heavy body thud with a short dusty rumble, about one second.

    WAV MP3
  • Combo tick 70 ms

    A short bright tick for each hit added to a combo counter, under a tenth of a second.

    WAV MP3
  • Round start 1.0 s

    A punchy drum hit and rising synth stab to start the round, about one second.

    WAV MP3
  • Ko sting 2.0 s

    A dramatic slowed-down boom with a ringing tone for a knockout, about two seconds.

    WAV MP3
  • Char select 450 ms

    A heavy metallic clank confirming a character choice, under half a second.

    WAV MP3
What we asked“Make a sound effect pack for an arcade fighting game: heavy punchy hits, whooshing attacks and loud announcer-style stings. Save each sound as a WAV file in a sounds folder, named like this: - light-punch: A quick light punch landing: a short snappy slap thud, under a quarter second. - heavy-punch: A heavy punch connecting: a deep meaty thump with a crunch, under half a second. - kick-hit: A strong kick landing: a sharp punchy smack with low weight, under half a second. - attack-whoosh: A fast swish of air for a punch or kick that misses, under a quarter second. - block: Blocking an attack: a dull muted thud with a short clack, under a quarter second. - energy-blast: A charged energy fireball launched forward: a rising hum into a bright burst, about one second. - super-move: A super move activating: a bright flash tone with a deep rising boom, about two seconds. - knockdown: A fighter hitting the ground: a heavy body thud with a short dusty rumble, about one second. - combo-tick: A short bright tick for each hit added to a combo counter, under a tenth of a second. - round-start: A punchy drum hit and rising synth stab to start the round, about one second. - ko-sting: A dramatic slowed-down boom with a ringing tone for a knockout, about two seconds. - char-select: A heavy metallic clank confirming a character choice, under half a second. Make them sound like they belong to the same game.”

What happened

Claude
I've made all 12 sounds and saved them to sounds/. Each is a 16-bit, 44.1 kHz mono WAV. I checked the files' format, length, loudness over time and that none ends on a click, but I haven't listened to them. Please play them before using them in the game.

We gave the prompt above to a fresh Claude Code session in an empty folder, with no skills and no extra tools. It wrote a small program that makes every sound from scratch, and it took under 2 minutes. Claude can’t hear, so it checked the sounds by measuring them. Press play and judge them yourself.

Every sound is also in the sound effects library, where you can search all packs at once. They are free to use in your games, commercial or not.