> For the complete documentation index, see [llms.txt](https://blackridge.gitbook.io/sonicforge/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://blackridge.gitbook.io/sonicforge/generating-sound-effects.md).

# Generating Sound Effects

SonicForge lets you generate sound effects from text prompts without leaving Unreal Editor.

## Generate a sound

1. Open SonicForge.
2. Confirm your provider, API key, and model in Settings.
3. Enter a prompt that describes the sound you want.
4. Configure the duration and any available generation options.
5. Start generation and wait for the provider to return the audio.
6. Use **Play** to preview the generated sound and **Stop** to stop playback.
7. Export the result as WAV or import it into the current Unreal project.

## Writing useful prompts

Describe the sound itself and the details that matter to your project. For example:

* “A heavy metal door creaks open in a quiet underground bunker.”
* “A short futuristic interface confirmation beep, clean and subtle.”
* “Rain hitting a tent roof with distant low thunder.”

You can refine the prompt by specifying material, distance, intensity, environment, timing, or mood. Results depend on the provider and model selected.

## Duration, Auto, and Loop

* **Duration:** Configure the target length where supported.
* **Auto:** Use the plugin's automatic duration option when appropriate.
* **Loop:** Use the loop option when you want a sound intended to repeat.

Available behavior can depend on the selected provider/model. Review the result before using it in a production build.

## Generation status

Generation can take time and depends on your connection, provider response, selected model, and account limits. Avoid repeatedly submitting the same request while a generation is still running.

## After generation

Preview the sound first. If it fits your needs, use WAV export for an external workflow or import it as a Sound Wave asset for direct use in Unreal Engine. Generated results are also retained in SonicForge's local generation history across editor sessions.
