Datasets
Audio

Isolated SFX

Recorded as standalone events rather than mixed into a finished soundtrack, isolated SFX gives audio teams clean, label-able sounds that can be layered, pitched, and processed without artifacts from competing sources. The form covers foley performances, mechanical impacts, designed whooshes, UI cues, weapon and vehicle effects, creature vocalizations, and natural ambiences captured one element at a time.

Hours21.4K+
Sounds200+
Materials30+

Training Use Cases

Text-to-audio and text-to-sound-effect generation
Video-conditioned foley generation
Sound source separation and unmixing
Audio classification and tagging
Key Highlights
200+ sound categories covering foley, impacts, whooshes, weapons, vehicles, UI, creatures, and ambiences
30+ material and object types interacting, including metal, wood, glass, fabric, water, stone, paper, and plastic
Every sound captured as a single isolated source, with no overlapping music, dialogue, or background ambience
Mix of performed foley, designed and synthesized effects, and field-recorded source material

Metadata Fields

durationLength of recording in HH:MM:SS
sample_rateAudio sample rate (e.g., 44.1kHz, 48kHz, 96kHz, 192kHz)
bit_depth16-bit | 24-bit
channelsmono | stereo
primary_categoryDominant content category assigned to a recording
sound_categoryfoley | impact | whoosh | weapon | vehicle | ui | creature | ambience
materialmetal | wood | glass | fabric | water | stone | paper | plastic | other