AI Foley · Sound Effects · Ambience
Describe the sound in plain words and BomGo Studio generates it — foley, sound effects and ambience as separate takes: 1–120 seconds each, aligned to the video timeline by the second, downloadable as MP3, and mixable with music and voice-over in the same project. No need to buy a whole SFX library for one footstep.
Three kinds of sound, generated separately
Specs
| Clip length | 1–120 seconds, 10 by default; split longer passages into clips |
|---|---|
| Per submission | Up to 10 clips (several takes from the same brief, pick the best) |
| Prompt length | Up to 800 characters; the more specific, the closer |
| Pricing | Billed per delivered second of audio, 1 credit per second |
| Output | MP3, downloadable or saved to My Assets |
| Timeline | Placed by the second in the project page, mixed with music and voice-over, exported once |
| Commercial use | Membership tiers include commercial rights; scope on the Licensing page |
How to use it
Three steps: write the description → choose the category, set length and count → listen and download, or drop it straight into the project page.
How to write the description
- Say what object, on what surface, makes what sound. For example: hard-soled shoes on a wooden floor, heel strikes first. Far more useful than adjectives like "tense atmosphere".
- Put it in time. For example: rain only for the first 2 seconds, then a car passes from the right. Timing is what makes short effects land on the cut.
- One thing per clip. Footsteps, a door and a dog in one prompt usually yields something vague; three separate clips are far more controllable.
Prompts you can copy
- Foley: "Hard-soled shoes on a wooden floor, three steps, heel first, slight room reverb."
- Ambience: "Light rain at night, an occasional car in the distance, water dripping from the eaves nearby."
- Foley: "An old wooden door pushed open, hinges creaking, then closing softly."
- Sound effect: "A spaceship low hum approaching from the distance and fading away, low frequency heavy."
Up to 10 clips per submission, processed in batches with progress shown per clip; listen as they land and pick what fits.
Who it is for
Short-form video and ad editing, film and animation, game scenes, podcasts and audiobooks — and anyone who needs one specific sound without digging through a library. No audio engineering background required.
How it differs from buying a sound library
| Finding a sound | Audition dozens to hundreds of files in a library |
|---|---|
| Length | Library clips are fixed and need trimming; BomGo Studio generates 1–120 seconds to fit |
| Licensing | Terms differ per library; BomGo Studio states it in one place |
| Changing it | Replace the whole file, or rewrite the description and regenerate |
Works with music and voice-over
BomGo Studio is an all-in-one studio: music generation, foley and effects, voice-over and automatic mixing live in the same project. Place the sound on the timeline by the second, mix it with music and dialogue, and export once — no shuttling files between tools.
FAQ
Can the generated sounds be used commercially?
Yes, in your own projects. Members get commercial usage rights; the exact scope is on the Licensing page.
Do I need audio software experience?
No. Describe the sound in plain words; to fine-tune, open the project page and adjust volume, fades and position.
How long does one sound take?
Usually from tens of seconds to a few minutes, depending on length and the current queue; progress is shown on the page.
Can I make sound effects only, without music?
Yes. Choose foley, sound effects or ambience and no music is generated.
What is the maximum length of one clip?
1–120 seconds per clip, 10 seconds by default. For longer passages, generate several clips in the Studio and lay them on the timeline.
What format is the output?
MP3. Download it directly, or place it in the project page and export it together with music and voice-over.
How many clips can I generate at once?
Up to 10 per submission, so you can pick the best take from the same brief.
What is the difference between foley, sound effects and ambience?
Foley is the physical contact of people and props on screen; sound effects are designed layers such as transitions, impacts, magic and UI; ambience is the continuous room or outdoor bed. They are generated separately so they do not mask each other on the track.
Last updated: 2026-10-29 | Contact: [email protected] | 中文
