PSX Horror SFX
Creatures (22): zombie moans, growls, screeches, roar, death moan, gurgle, breathing, ... Every sound as ... Every sound passes an automated check for clipping, clicks, silence and loudness.
by heyheythere
Price History +
- Every sound as an AudioClip, a folder per kind, and a demo scene with a button per sound.
- Unity 6.3 or later; the WAVs import in any version.
- A Documentation.txt in the package's folder says what is where and how to use it.
- Try the demo scene in your browser: https://pikoulas.com/demos/psx-horror-sfx/
194 sounds for PS1-style survival horror games. Footsteps on concrete, tile, metal grating and flooded floors, creaking doors, steel doors and roller shutters, a shot for each of 14 guns with their reloads, zombies, dogs and things that screech, droning corridors and radio static, string stabs and jump-scare hits, and the typewriter save, the save room and the key item.
Every one plays in the preview video.
What's inside
- Footsteps (35): concrete, tile, metal, old wood, carpet, water, debris, broken glass, 4 of each; landings
- Doors (24): creaky doors, close and slam, steel door, locked rattle, lock and unlock, knock and bang, roller shutter, lift gate, bell and motor, locker, drawer, breaker, safe dial, iron gate
- Weapons (45): shots for 9mm and .45 pistols, .38 revolver, .44 magnum, pump, double-barrel and sawn-off shotguns, bolt and lever rifles, assault rifle, SMG, machine pistol, flare gun and grenade launcher; bursts; explosion; slide, magazine, cylinder, speedloader, pump, break-open, bolt and lever actions; casings
- Melee & hits (8): pipe and knife swings, pipe on a body and a wall, stab, bullet into flesh and concrete, ricochet
- Creatures (22): zombie moans, growls, screeches, roar, death moan, gurgle, breathing, flesh, bite, shambling, dog growl and bark, skitter, crow, rats
- Ambience (13): low, metal and string drones, corridor wind, fluorescent hum, generator, sewer drips, heartbeats, scared breathing, whispers, radio and TV static
- Stingers (11): string stabs and screech, jump-scare hit, boom, braam, piano cluster, reverse swell, riser, music box, church bell, metal screech
- Menus (19): cursor, select, back, error, item pickup, key item, inventory, map, file, typewriter save, save room, heal spray and pills, combine, game over, door transition
- Objects (17): glass, bottle and bulb breaks, body falls, pipe drop, debris, chain, wheelchair, gurney, phone ring, clock, flashlight, light switch, pipe knock, vent
- Every sound as WAV (44.1 kHz, 16-bit), in folders by category.
- PS1 sound: nothing over the 22 kHz sample rate PS1 games streamed their sounds at, in concrete corridors, small tiled rooms and big empty halls.
- Levelled for play: footsteps and ambience sit under shots, stingers and creatures, so the defaults already balance.
- Four variations of every footstep, so repeats don't sound like repeats.
- Trimmed, with no clicks at the edges. Works in any engine: Godot, Unity, GameMaker, Unreal, web and mobile.
The Python code that synthesises every sound and the demo's C# scripts were written with the help of AI (Anthropic's Claude); no generative audio model, no samples, no recordings. Every sound passes an automated check for clipping, clicks, silence and loudness.