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Rhythm Game sound effects: 12 free sounds from one prompt

Play 12 rhythm 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 Rhythm Game sound pack, with a white sound waveform for each of its 12 sounds along the bottom
  • Note hit 75 ms

    A clean note hit, a crisp short click with a bright tonal tick, under a tenth of a second.

    WAV MP3
  • Perfect hit 220 ms

    A perfect timing hit, a sparkling bright ping with a tiny shimmer, under a quarter second.

    WAV MP3
  • Good hit 180 ms

    A good but not perfect hit, a softer rounder blip, under a quarter second.

    WAV MP3
  • Miss 200 ms

    A missed note, a dull short low thud with a slight detuned buzz, under a quarter second.

    WAV MP3
  • Hold note 1.0 s

    Holding a long note, a steady bright buzzing hum that can be looped, seamless loop of about one second.

    WAV MP3
  • Combo up 420 ms

    A combo milestone reached, a quick rising three-note arpeggio, under half a second.

    WAV MP3
  • Combo break 500 ms

    A combo broken, a short descending glitchy wobble, about half a second.

    WAV MP3
  • Metronome 70 ms

    A metronome count-in tick, a short woody click, with an accented higher first beat, under a tenth of a second.

    WAV MP3
  • Fever mode 1.5 s

    Entering fever mode, a big upward whooshing sweep with a bright shimmering chord, about one and a half seconds.

    WAV MP3
  • Song clear 2.0 s

    A song cleared, a bright energetic rising fanfare of synth notes, about two seconds.

    WAV MP3
  • Song fail 1.5 s

    A song failed, a falling pitch-down tape-stop sweep, about one and a half seconds.

    WAV MP3
  • Menu scroll 35 ms

    Scrolling through the song list, a tiny soft tick, very short and clean.

    WAV MP3
What we asked“Make a sound effect pack for a snappy rhythm game: tight, punchy hits and clear timing feedback. Save each sound as a WAV file in a sounds folder, named like this: - note-hit: A clean note hit, a crisp short click with a bright tonal tick, under a tenth of a second. - perfect-hit: A perfect timing hit, a sparkling bright ping with a tiny shimmer, under a quarter second. - good-hit: A good but not perfect hit, a softer rounder blip, under a quarter second. - miss: A missed note, a dull short low thud with a slight detuned buzz, under a quarter second. - hold-note: Holding a long note, a steady bright buzzing hum that can be looped, seamless loop of about one second. - combo-up: A combo milestone reached, a quick rising three-note arpeggio, under half a second. - combo-break: A combo broken, a short descending glitchy wobble, about half a second. - metronome: A metronome count-in tick, a short woody click, with an accented higher first beat, under a tenth of a second. - fever-mode: Entering fever mode, a big upward whooshing sweep with a bright shimmering chord, about one and a half seconds. - song-clear: A song cleared, a bright energetic rising fanfare of synth notes, about two seconds. - song-fail: A song failed, a falling pitch-down tape-stop sweep, about one and a half seconds. - menu-scroll: Scrolling through the song list, a tiny soft tick, very short and clean. Make them sound like they belong to the same game.”

What happened

Claude
I've made all 12 sounds, plus one extra file for the metronome, and saved them as WAVs in sounds/. They're made in code by tools/make_sfx.py, so you can re-run that script to rebuild them. I checked lengths, volume levels and the loop join with a script, but I haven't listened to them, so give them a play before you commit to them.

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.