Describe the cue
Write the action, material, perspective, mood, and anything the generation should exclude, such as speech or music.
Audio Lab · live beta
Create impacts, UI cues, Foley, machinery, creatures, and loopable ambience with precise timing and prompt controls. Preview the result and download it as an MP3.
how it works
Write the action, material, perspective, mood, and anything the generation should exclude, such as speech or music.
Choose 0.5–30 seconds and control how literally the model follows your sound-design prompt.
Enable seamless looping for rain, engines, room tone, magical fields, and other continuous ambience.
Listen in the browser, then download a 44.1 kHz MP3 ready to organize inside your game project.
real audio lab screenshots
These WebP captures come from the real Audio Lab interface. The general workspace shows a sci-fi door SFX brief, the close-up maps its controls, and the third capture shows an honest short instrumental loop configuration with seamless mode enabled.

The complete Audio Lab workspace
A real capture of the live beta: art-direct the cue on the left, then preview and download the generated result on the right.

Prompt, timing, adherence, and looping
The close-up maps each control to the generation brief: exact cue language, 0.5–30 second timing, literalness, and seamless ambience loops.

A short seamless music-loop brief
A real Audio Lab configuration for a compact instrumental exploration loop. It demonstrates loop mode and musical art direction without claiming full-song or multitrack composition.
audio asset coverage
Audio Lab is the broad feature: game SFX generation, reusable audio assets, ambience, and short music-loop generation all share the same prompt, timing, adherence, preview, and download workflow.
Impacts, pickups, weapons, doors, explosions, and reward cues with a defined start and finish.
Clicks, confirms, warnings, hover cues, inventory sounds, and short menu transitions.
Footsteps, cloth, armor, object handling, surface contact, and character movement details.
Roars, breaths, servo motion, engines, hydraulics, drones, and mechanical loops.
Rain, wind, crowds, forests, rooms, traffic, machinery, and other seamless world beds.
Compact instrumental textures and stingers for exploration, tension, menus, or transitions—not full arranged songs.
browser workflow
Best for one-off cues and art direction: prompt, generate, audition, revise, and download without handling provider credentials. Each requested second costs one bunpav credit.
Generate a soundscript workflow
Best for a named cue list: run the dependency-free Python helper with your own ElevenLabs key, explicit duration, output path, and optional loop flag.
python3 scripts/generate-game-audio.py \ --prompt "short metal inventory click" \ --duration 0.8 --output inventory-click.mp3Impacts, pickups, doors, weapons, footsteps, UI confirms, warnings, and short reward cues that make interactions readable.
Loopable weather, traffic, forest, machinery, dungeon, crowd, and environmental beds without digging through stock libraries.
Replace placeholder beeps with art-directed audio while the mechanic is still changing and the final sound budget is not locked.
Credits are reserved before a paid request so generation cannot exceed your balance. If ElevenLabs times out or rejects the request, the full reservation is returned to your ledger automatically.
faq
Audio Lab charges one bunpav credit per requested second, rounded up. A 2-second impact costs 2 credits and a 10-second ambience costs 10 credits. Credits are reserved before generation and automatically refunded if the provider fails.
It returns an MP3 at 44.1 kHz and 128 kbps. You can use that directly in most engines or convert it to WAV, OGG, or another project-specific format in your normal audio pipeline.
Yes. Enable the seamless-loop option for continuous sounds such as rain, engines, wind, crowds, magical fields, or room tone. Looping uses ElevenLabs' second-generation text-to-sound model.
Audio Lab can be prompted for short instrumental textures, stingers, and seamless gameplay loops in addition to sound effects and ambience. It is not a voice-cloning tool or a full multitrack song arranger, so treat it as a source for compact in-game audio assets rather than an entire composed soundtrack.
Yes. The same request format works from Python for batch pipelines and manifests. bunpav includes a dependency-free Python helper for local generation, while the browser Audio Lab handles authentication, credits, preview, and download for individual cues.
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