Sound effects is a non-music audio category focused on recorded or designed sounds created to represent actions, environments, and phenomena. Rather than songs or compositions, it consists of single events (one-shots), short sequences, or loops used to support storytelling, worldbuilding, and user feedback in media.
Its practice spans on-location recording, foley performance, and studio sound design using synthesis and processing. Typical subjects include footsteps, doors, vehicles, weather, animals, impacts, whooshes, and abstract textures. Sound effects function as building blocks for radio, film, television, games, theater, podcasts, immersive installations, and UI/UX audio.
With the rise of phonographs and early recording, theatrical and vaudeville productions began employing recorded noises to enhance scenes. The advent of radio created a demand for reproducible, evocative sounds that could replace visuals, catalyzing systematic approaches to effects.
Live foley performance matured alongside synchronized sound in film. Jack Foley refined on-set, real-time techniques for footsteps and props, while radio drama standardized practical methods for doors, weather, and crowd atmospheres. Dedicated effects libraries on shellac/acetate started circulating to stations and theaters.
Broadcasters and studios (e.g., the BBC) created curated sound-effects discs and tape libraries. Parallel advances in tape editing and early electroacoustic tools broadened the palette, feeding into and from musique concrète and experimental studio practices. Effects became codified into categories (impacts, vehicles, ambience), with metadata and cue sheets.
Film sound designers like Walter Murch, Ben Burtt, and Alan Splet popularized narrative sound design, layering field recordings, creature vocals, and analog/digital processing. The shift to digital workstations enabled precise editing, time-stretching, and pitch-shifting, while commercial CD-ROM libraries standardized delivery and naming conventions.
High-resolution portable recorders, multi-mic arrays, convolution tools, and procedural synthesis expanded scope and fidelity. Games introduced interactive and adaptive effects, while independent recordists and boutique libraries diversified coverage of niche subjects. Today, sound effects underpin audio for streaming, XR/AR, UI design, and artistic sound art installations.