One burst in, a pack of
variation files out.
Generate a burst of a repeating sound — footsteps, impacts, clicks — as a single clip, then slice it into individual variation files right in your browser. You get a folder of distinct takes instead of one sound played over and over, so your game audio stops sounding robotic. Wire the files up as a round-robin in Unity, Godot, FMOD or Wwise and every step, hit and tap sounds a little different. Powered by AnnoMotion AI.
What's inside
One clip in, a variation pack out.
Repetitive audio is a dead giveaway. Generate a burst of a repeating sound, slice it into individual takes in the browser, and drop the pack into your engine as a round-robin so no two steps, hits or clicks sound identical.
Generate a burst
Describe a repeating sound — "boots on gravel", "wooden crate impacts", "UI button clicks" — and get a single clip containing several natural takes back-to-back.
Slice in the browser
Split the burst into individual files without leaving the page — no audio editor, no manual topping and tailing. Each take comes out as its own clip.
Anti-repetition by design
A pack of distinct takes is what kills the machine-gun effect. Round-robin through the files and every footstep, impact or click lands a little differently.
Footsteps, impacts, clicks
Any short, repeating sound: footfalls on every surface, weapon and body impacts, UI clicks and ticks, cloth rustles, pickups and hit confirms.
Engine-ready WAV files
Every sliced take lands as a lossless 16-bit WAV — drop the pack straight into Unity, Godot, Unreal, FMOD or Wwise and wire it to a round-robin container.
Favourites & history
Star the keepers and they pin to the top of your library. Every burst you've generated stays under your account, replayable any time — re-open it and slice the pack again from scratch, as often as you like, at no further cost.
How it works
Generate the burst, slice it, download the pack.
Describe the repeating sound
Name the material and action — "footsteps on wet stone", "punches on a heavy bag", "menu clicks" — and get a burst clip with several natural takes in a row.
Split it into variations
Cut the burst into individual files right in the browser. Each take becomes its own clip, ready to use as one entry in a round-robin.
Drop the pack into your engine
Download the WAV files — one per take, or the whole pack as a zip — and load them into a round-robin container in Unity, Godot, FMOD or Wwise, so repeated actions cycle through takes instead of replaying one.
Built for your game
Game devs and sound designers.
If your footsteps sound like a metronome or your hit sound gets old after ten swings, a variation pack is the fix — natural, non-repetitive audio without recording foley yourself.
Footstep sets per surface
Build a pack for grass, gravel, wood, metal and water, then round-robin each set so movement never sounds looped underfoot.
Combat impacts
Sword hits, blunt impacts, body blows — a handful of takes per impact keeps a fight from turning into the same clip on repeat.
UI clicks & ticks
Button presses, toggles and list ticks with subtle variation so menus feel tactile instead of stamped from one sample.
Pickups & collectibles
Coins, gems and loot that the player grabs by the dozen — a variation pack stops the reward sound from grating.
Ambient one-shots
Drips, creaks, rustles and distant knocks that fire repeatedly — cycle through takes so a room's ambience never tips into obvious looping.
Round-robin middleware
Feed the sliced files straight into an FMOD or Wwise round-robin or Godot's random-stream players for engine-driven variation.
FAQ
Foley packs, answered.
How many variations does one burst give me?
You ask for between four and twelve hits when you generate, and six is the usual starting point. The burst comes back as one clip with that many takes in a row, separated by short silences — which is exactly what the slicer looks for when it cuts them apart.
Will I always get back exactly the number of hits I asked for?
Not necessarily. The number you ask for is an instruction to the model, and the split afterwards is done by finding the silences between hits, so a performance with a run-together pair or an extra tap can come out one or two either side. You can see the detected count before you download and re-cut the burst as many times as you like at no further cost.
How long is the burst clip?
There are three lengths: about five seconds for tight, fast hits like UI clicks, about twelve seconds for a run of footsteps or impacts with room around them, and about twenty-two seconds when you want a long series with generous gaps. Longer gives the slicer more silence to work with.
Does my audio get uploaded to be sliced?
No. The burst is generated on our servers, but the slicing runs entirely in your browser — the clip is decoded locally, the gaps are detected on your machine and the individual takes never leave it. That is also why re-slicing with different settings is free.
How specific should the prompt be?
Name the material and the action, in up to 500 characters. "Boots on wet gravel" and "wooden crate dropped on stone" give the model something physical to reproduce; "footstep sound" does not. Being concrete also tends to produce cleaner separation between takes, which makes the slice better.
What is a round-robin, and why does it matter?
It is the engine-side pattern of cycling through several files for the same event instead of replaying one. That is what a variation pack is for: wire the takes into a round-robin container in Unity, Godot, FMOD or Wwise and each footstep, hit or click pulls a different take, so repeated actions stop sounding stamped from one sample.
Kill the machine-gun footstep.
Generate a burst of a repeating sound, slice it into individual variation files in your browser, and drop the pack into your engine as a round-robin for natural, non-repetitive game audio.