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