Gomo, the Gomo Sounds tangerine, in headphones and armor, raising a sword

Every sound effect in your game, ready in seconds.

Stop hunting for audio everywhere. Generate sound effects, voices and music, and manage it all in one place.

Describe the sound you want to generate
Hear sounds made here · tap the buttonsHear the Studio below
Indie planMost chosen

$12.00 per month · 1,500 credits, enough to build the sound library for your next indie game · commercial use included · cancel anytime

Subscribe to Indie
How it works

Three steps. None of them technical.

1

Describe the sound

In your own words. "Sword hitting a shield", "light rain on a window". You choose the length and how many versions, from 1 to 4.

sword hitting a wooden shield
Versions
2

Listen and choose

In under a minute the versions arrive. Play, compare and mark the good ones. Not happy? Generate again.

✓ chosen
use this
use this
3

Easy to use

No downloading file by file. With the plugin, the chosen sounds land in your project on their own, right in your game engine, already in folders by character and event. Without the plugin, you download a ready .zip.

my-game/sounds/ synced
knight/
attack.wav
steps.wav
door/
creak.wav
For people who build with AI

MCPyour game's sound, just by asking

Connect Claude, Cursor or another assistant (that's MCP). You ask "generate my character's sounds" and they show up here on the site, in the right entity, with versions to hear, choose and send to the game. Generation happens in the chat; organization and control stay in the dashboard.

Just ask: “I want the frog boss sounds”. I generate them, pick the best and file them in your dashboard.
Gomo's tangerine, in headphones, typing on a laptop

Connect in 30 seconds

Paste the address into Claude, Claude Code or Cursor and sign in with your account, nothing to install. Prefer a key? Generate one in the other tabs.

https://gomosounds.com/mcp
Create a free account

Paste the address into Claude, Claude Code or Cursor and sign in with your account. No key, nothing to install.

Plans

Start free and subscribe when the game asks for more. Each second of sound costs 1 credit per version: a 3-second sound with 3 versions costs 9. One-off packs never expire; plan credits renew monthly.

Commercial use included for games on Steam, itch.io, mobile and console. On the free plan, credit Gomo Sounds in your game; on paid plans, not even that. The sounds you downloaded stay yours forever, even if you cancel.

Studio

Close your eyes. Hear your game.

In the Studio, every sound in your game becomes a pad. Turn on the scene with the ambiences and play the effects on top, on your keyboard, as if a match were running. You can imagine the whole game before writing a line of code. Try it:

  • Live scene

    One button turns on every ambience in the game at once. You play the rest on top, pad by pad.

  • Like in the game

    Each hit picks one of the chosen variations and shifts the pitch a little, just like the game. You can hear the whole troop attacking together.

  • Mixer per channel

    Ambience, effects and interface with their own volume. Find the balance before opening the engine.

Editor

A complete editor. All in one place.

Generate with AI, combine sounds, mix and polish in the browser, with nothing to download and no other program. Every sound is born tied to the unit, building or screen that uses it.

  • Generate with AI

    Describe it your way, in any language. The AI reads what the unit and the event are and gives you variations to compare.

  • Similar to this

    Liked a sound? Generate new takes starting from it: very close or just inspired by it.

  • Combine by dragging

    Drop one sound on another and both become tracks in the editor. Body, attack and tail, in layers.

  • Mix and fix

    Equalizer, compressor, noise cleanup, volume line, pitch and tempo and click-free loops. Or just "Fix everything".

  • Tied to your units

    Every sound belongs to an entity and an event, like Attack or Footsteps. A folder sound applies to every unit inside it.

  • Game ready

    The right loudness for each kind of sound, seamless loops and everything organized for the engine, no file renaming.

Integrations

Picked it on the site. It's in the game.

The Godot plugin talks to Gomo Sounds: it sends your project's scenes here and brings back the chosen sounds, organized by unit and event.

  1. 1

    Connect

    A code on screen links the editor to your account. No key to copy.

  2. 2

    Register your scenes

    The plugin reads the project's scenes and sends each unit, with its image, to the site's Inbox.

  3. 3

    Install in one click

    The chosen sounds land in the project already in folders by unit and event. Only what changed is downloaded.

  4. 4

    Play by name

    One line of code plays the event. With several chosen variations, each play picks one.

Available

Godot

native plugin

Available

Any engine

.zip + manifest.json

Available

MCP

AI assistants · every plan

Coming soon

REST API

scripts and CI

Coming soon

Unity

native plugin

Coming soon

Other engines

on the way

Made for games, sound by sound

Games play the same sound hundreds of times. Here you hear how it will sound in the field before you pick it.

Hear it as a squad

One click plays five copies together, with the pitch varying like in the game. A sound that gets tiring shows up right away.

UnusedIn useAll

Nothing goes to waste

A variation that didn't work for the attack can become another character's footstep: the same sound works in as many events as you want.

Sign up, it's FREE!

200 free credits every month · No card

0.5 to 30 s

of length per sound

up to 4

variations per click

1 click

to install in Godot

Frequently asked questions

Do I need to know how to code?

No. You describe the sound, listen, choose and send it to the game. Coders can go further with MCP and the Godot plugin, both on every plan, but the whole site works without them.

How do credits work?

Each second costs 1 credit per version, and you ask for 1 to 4 versions. A 3-second sound with 3 versions costs 9 credits. If a version fails, its credits come back. Credits come from the monthly chest, one-off packs or the subscription.

What do I get for free?

A chest of 200 credits every month, about 44 short sounds with 3 versions. No card needed, just confirm your email. When the game asks for more, buy a pack or subscribe.

Can I use the sounds in a commercial game?

Yes, on any plan: Steam, itch.io, mobile, console. On the free plan, just credit Gomo Sounds (gomosounds.com) in your game's credits; on paid plans, not even that. The sounds you downloaded stay yours forever, even if you cancel your subscription.

What does "public game in the gallery" mean?

On the free plan, your game's sounds appear in the gallery for other people to hear and download. On paid plans you choose whether the game stays locked.

Do I need to use Godot?

No. The Godot plugin is the easiest path and comes with every plan; any engine can use the .zip with the sounds and manifest.json. The Unity plugin and the API are on their way.

What is MCP?

A standard way for AI assistants to use tools. Once connected, your assistant finds, generates and picks sounds through chat. It works on every plan, free included; generating sounds uses credits, same as on the site.

Do credits expire?

Credits from one-off packs don't. Plan credits renew every month.

Give your game a voice today

Create your account, open the 200-credit chest and generate your first sound in a minute. No card needed.

Sign up free