mobile game sound effects Asbjoern Andersen


Mobile gaming is booming, but it’s not everyday you see a sound effects library specifically dedicated to mobile projects. The team at Epic Stock Media just released one, so I was curious to hear what makes a SFX library particularly suited for mobile games. Here’s library sound designer Marty Meinerz with the story:
 

Hi Marty, congrats on the release of the Mobile Game library – could you please introduce yourself and the team behind it?

Thanks Asbjoern! My name is Marty Meinerz and I am a sound designer and composer. I live in Chicago with my Dog (Boba Fetch) and wife (her name isn’t as cool), and spend most of my time writing music for TV, designing sounds for movie trailers, and doing both for video games. I started working with Collin Scudder and Epic Stock Media about a year ago, and have worked on a number of sound libraries and other projects with them.
 

What are some of the highlights of the Mobile Game library?

To me, the thing that makes the mobile game library exciting, and exciting to make, is that it’s kind of a hybrid sound and music library.

From a creation standpoint the pack demanded a lot of variety and audio acrobatics that made working on it a very rewarding experience

It has a lot of one shot sounds like crafting, magic, menu buttons, catapults, item pickups, power ups, etc. but I also made a substantial number of short 5-10 second genre-specific musical themes for things like, game over, level complete, bonus objectives, and other “game state” type situations. So, from a creation standpoint the pack demanded a lot of variety and audio acrobatics that made working on it a very rewarding experience, and I think that comes through in the final product.
 


Demos of the many sounds included in the Mobile Game SFX library

With this being a release aimed at mobile games, what were some of the steps you took to make it particularly suited for mobile projects?

We set out to make sounds that would fit in huge blockbuster games like Clash of Clans, Game of War, and Candy Crush. The first step in the process was just playing games and listening, and approaching the library from a player’s perspective. Then Collin and I made a list of what types of sounds we heard the most, and what made them effective.

The first step in the process was just playing games and listening, and approaching the library from a player’s perspective

With that as our starting point it was time to make huge variety of sounds that are drag and drop-simple for the developer, no awkward silences at the start of sounds, big empty audio tails, and stuff like that. We did a lot of work making sure the audio files are as lean as we could make them.
 

How did you decide what content to feature in the library?

We spent a lot of time looking at, and listening to, the “top games” on the app store and google play market, and taking notes on how popular games sound. Like what makes a cartoonish war game sound like it does, or what types of sounds do most puzzle games have, things like that. Boiling games down and looking for what are the essential audio elements of popular mobile games.
 

Can you describe the creative process behind a library like this?

For me the creative process always starts with loads and loads of pre-production. I like lists, descriptions, and setting super specific goals for myself. I find that the amount of time I spend planning is directly related to how smoothly production will go. Everyone’s process is obviously different, but I think that creativity and discipline are extremely related. ‘Practice makes perfect,’ and all that jazz. When I start a huge project like ‘make 500 sound and music cues for mobile games’ for example, I set a daily routine and stick as close to it as life lets me. Winging it or waiting to be inspired doesn’t really help for things like this.

I find that the amount of time I spend planning is directly related to how smoothly production will go

Grinding out 20-30 sounds everyday is a lot better than trying to squeeze 500 sounds in a week, both from a personal health and quality of work standpoint. So long story short: Do research, set clear specific goals, plan out the timeline, stick to the plan. Oh, also pet dogs and drink coffee!
 

What were the biggest challenges in making this library – and any personal favorite sounds in the final release?

The biggest challenge for me was keeping everything light and charming. Sitting in front of a computer screen for hours and hours can be really draining, as I’m sure everyone knows. Finding ways to stay fresh and avoid ear fatigue are always tough, but staying focused and critical on such energetic sounds was a lot more challenging that I thought it would be. So taking periodic breaks to just sit quietly was a major ear saver, but also switching back and forth from one shot sounds to short musical elements was really helpful. My favorite sounds in this pack are the Military and Woodland game musical elements.

Staying focused and critical on such energetic sounds was a lot more challenging that I thought it would be

Most of the music I write is for TV and movies, so having the opportunity to write almost 100 short music themes was a super fun challenge that I would do again in a heartbeat!
 

Any hints on what’s next from you guys?

Oh boy, knowing Collin and Epic Stock Media there’s probably 4 or 5 projects in the immediate pipeline (including more game sound libraries), and then hundred more just floating around people’s brains. Lots of irons in the fire all the time.

A big thanks to Marty Meinerz and the team at Epic Stock Media for the story behind the Mobile Game SFX library! You can get the full library below:

 
 
  • Inspired by app market hits like Clash of Clans and Candy Crush, we present to you Mobile Game – a truly fun and genuinely gameplay inspired sound effects library. Filled with a thorough selection of popular game ready audio assets, Mobile Game gives you sounds that you can quickly implement inside any game to give it a familiar “hit app” game feel.

    • Includes 578 files
    • All files in .Wav 96k 24bit
    • Plus game ready mp3 files
    • Inspired by today’s best App Games
    • Includes Soundminer metadata
    • 891.9 MB of samples
    Mobile Game features sounds such as:

    Bubbles • Building • Coins • Crafting • Mechanisms and Contraptions • Musical Stabs • Objective Completes • Pick Ups • Potions • Tonal Designed Organic fx • UI/Menu • Upgrades

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THE WORLD’S EASIEST WAY TO GET INDEPENDENT SOUND EFFECTS:
 
A Sound Effect gives you easy access to an absolutely huge sound effects catalog from a myriad of independent sound creators, all covered by one license agreement - a few highlights:

  • Cinematic & Trailer Sound Effects Magic – Alchemy Play Track 4213 sounds included From: $135 From: $108

    SONIC SPELLS WITH REAL PERSONALITY

    MAGIC – ALCHEMY is a professional sound effects library built from real chemical reactions and elemental forces. It delivers short, character-rich magic sound effects perfect for spellcasting, magical UI design, and fantasy storytelling. Designed to sit cleanly in a mix and shimmer with personality, these spell sounds are ideal for games, trailers, audio dramas and more. Real reactions, recorded with obsessive detail.

    MAGIC - ALCHEMY | Sound Effects | Trailer

    Magic Sounds from Real Chemical Reactions

    No digital fakery here. Every sound in MAGIC – ALCHEMY began as a live experiment — alcohol burning in jars, butane growling through pipes, fuses igniting, water swirling in glass. These are true-to-life textures, captured in a lab-grade recording setup. The result? Magical sound with depth, realism, and spark..

    Short, Sharp, and Ready to Use

    These are not long, cinematic flourishes. This library is about immediacy — short, dry, punchy magic effects that are easy to slot into your project. Ideal for game asset design, magical feedback sounds, and trailer moments where clarity counts.

     
     
     

    Three Spell Flavours: Holy, Cursed, Neutral

    Need a healing chime, a cursed hex, or something more ambiguous? The Designed section is grouped into Holy, Cursed, and Neutral categories — giving you emotional options that match your scene’s intent, whether you’re crafting a fantasy RPG or a subtle magical interaction.

    Built for Professionals, Whatever You Create

    Whether you’re layering magic for a fantasy film, adding interactive audio to a mobile game, or creating rich textures for audiobooks or theatre, MAGIC – ALCHEMY fits right in. It’s mix-ready, flexible, and full of sonic character.

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  • ‘Tiny Transitions’ deivers 275 short Whooshes and other Transition sounds. Instead of the huge, more cinematic transitional sounds that you are accustomed to hear from SoundBits, this sound pack focuses more on the smaller, not-so-intrusive production elements that come in very handy for any Sound Designer, All-In-One Film Editor or Web-, App- and Game-Developers.

    All these small motion-supporting elements that you need in your everyday work for game menus, apps, general motion designs, … or as parts of more complex moving stuff.

    You get 275 designed sounds + a selection of 290 cleaned and edited source sounds that were used to design the Tiny Transitions. These sounds are mostly different props that are scraping or sliding on different surfaces and also some vocalized whoosh attempts.

    All source sounds were recorded with Sonosax SX-R4+ and Sennheiser MKH8050+MKH30 M/S rig.

    All sounds come with embedded Soundminer Metadata.

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  • Unbox your creativity with Professional Boxer: Cardboard. This comprehensive library features 244 high-quality Cardboard Box sound effects with various gestures ranging from single boxes sliding, handling, rubbing, opening, closing and squeaking to multiple boxes being stacked, moved, and dropped. This collection provides a diverse range of sounds and textures and can serve as great source material for sound design work, recorded at 96kHz/24 bit for ultimate sound manipulation.

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Explore the full, unique collection here

Latest sound effects libraries:
 
  • UI Interaction Elements by Cinematic Sound Design delivers a meticulously crafted sound effects library designed to enhance every click, swipe, tap, and notification in your user interface. This collection brings your apps, games, websites, and software to life, providing a rich auditory experience that makes every interaction feel responsive, intuitive, and satisfying.

    Inside this library, you’ll find over 200 high-quality sounds, ranging from subtle, crunchy clicks and soft taps to layered futuristic swipes, innovative button presses, toggle switches, and alert notifications. Each sound has been professionally recorded and mastered to ensure clarity, balance, and versatility across any platform or device.

    Whether you’re designing a mobile app, developing an interactive game, or building a modern web interface, UI Interaction Elements provides sounds that seamlessly integrate with your visual design, enhancing user feedback and engagement. The library has been meticulously designed, with each sound layered down and optimized for a maximum performance.

    Bring your interfaces to life and create a tactile, immersive experience for your users. Make your UI unforgettable, one sound at a time.

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  • Animal Sound Effects Forests and Mountains Play Track 96+ sounds included, 220 mins total $110

    Forest and Mountains features nature and wildlife sounds from California, Washington, and Oregon.  Included are a number of bird recordings and forest ambiences, along with some insects, winds, rivers, and rain.  

    These were recorded over the past three years in various forests, foothills, and mountain environments.   A lot of these took place in or near Southern California’s Angeles Forest and San Gabriel Mountains, an area that spans 1200 Square Miles and varies vastly in terrain.

    Also included are some sounds from Northern California, along with recordings from the Pacific Northwest.

    The recording techniques for this varied as sometimes I went with the recorders running unattended to capture night, dawn and early morning.  Other times I’d record while being close by.

    Working as a Sound Effects Editor I’ve curated this collection with Editors in mind.  Background Ambiences and Spotted FX can really bring a location to life and give it so much story and character and that was a lot of the inspiration behind putting this all together. 

    Forests and Mountains

     

    The Locations

    California (61 Files) – This is where a majority of the sounds from this library were recorded and specifically Southern California.  Variety of areas and different environments, mostly around Angeles Forest, from Lower Elevation Foothills to more rugged mid-elevation Mountain Canyons and then much Higher Elevation and more remote terrain.  Also included are a few recordings from the Eastern Sierras and Northern California.

    Washington (19 Files) – Southern WA in Gifford Pinchot Forest and various Northwest Forest areas near Puget Sound.

    Oregon (16 Files) – Lakeside Recordings in forest and marsh at Klamath Lake in SE Oregon. 

    The Birds 

    Prominent / Specific Birds (36) (Closer Mic Perspective and more detailed) (* denotes multiple versions)

    Acorn Woodpecker, Barred Owl, Black-headed Grosbeak, California Towhee, *Canadian Geese, *Fox Sparrow, *Great Horned Owl, *House Wren, Northern Flicker, Oak Titmouse, Pacific Wren, Pileated Woodpecker, *Raven, Robin, *Song Sparrow, Spotted Towhee, Swainson’s Thrush

    Other Birds Featured (17) (Mixed together from various perspectives, calm to busy depending on time of day, and then closer to more medium and distant sounds.)

    Acorn Woodpecker, American Coot, California Quail, California Towhee, Cassin’s Finch, Fox Sparrow, Great Horned Owl, Hose Wren, Mallard, Mountain Chickadee, Northern Flicker, Nuttall’s Woodpecker, Oak Titmouse, Pied-billed Grebe, Common Poorwill, Raven, Red-tailed Hawk, Spotted Towhee, Steller’s Jay, Western Tanager, Western Wood-Pewee, White-breasted Nuthatch, Wilson’s Warbler, Wrentit, Yellow-throated Blackbird, Zone-tailed Hawk

    General Forest (9) – A mix of some wildlife (Chipmunk, Deer, Bullfrogs), and more general lighter forest ambiences.
    Insects (7) – Crickets from various perspectives and different forests along with some Grasshoppers.
    Rain (4) Light to heavier in a canyon with dense vegetation, some with distant birds.
    Rivers (5) Smaller detailed creeks to faster moving rivers.
    Wind (11)  A mix of calm to heavier with gusts, vegetation, and tree creaks.
    Metadata
    Detailed with descriptions and markers and photos to easily navigate and allow for options when searching.  UCS was used to categorize and various bird species are identified.  I’ve also labeled the metadata with what I consider Lower Elevation (up to 1500 feet), Middle Elevation (2000-5000 feet), and Higher Elevation (above 5000 feet).   Included are the season of the year which was mostly Spring and Summer.  Using Open-Tier in Soundminer you can use these to help get a bit more specific to particular environments.

    The Gear

    Sound Devices MixPre-3 & 6 | Zoom F3 & 6 | Sony PCM-D100

    Mics

    Sennheiser MKH 8020 | Sennheiser MKH 8040 |

    Sennheiser MKH 30 | Clippy EM 272

  • Hello Creators!

    Here’s my new pack: “General UI Sounds“

    General UI Sounds  ·  The Sound Guild

    I wanted to create a sound pack to cover different situations in an user interface.
    I hope you enjoy implementing this sounds in your project!

    Making-Off

    All this sounds were originally recorded with a Zoom H6 (cardiod microphone), and were processed in Logic Pro X, mainly editing the recorded material but also I used the Logix Pro X sampler.

    Some considerations

    1. Keep in mind this sounds can be used in a variety of situations, I put a name to the SFX but this doesn’t mean it can’t be used in other contexts.

    2. The sounds are in 44.1Khz/16 bit format. I have the original files at 96khz/24bit also, if you need this format, please contact me.

    Check all my packs on Asoundeffect

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  • Car Sound Effects BMW Z4 E89 2009 sports car Play Track 221 sounds included, 47 mins total $65

    All files are recorded 32bit, 192 kHz, with RØDE NTG1, Line Audio Omni1 and FEL Clippy XLR EM272 microphones, Sound Devices MixPre-6 II recorder. Library contains wav files of driving, interior and exterior foley, mechanical and electrical sounds. It is also available in UCS.

  • Toy Quadcopter is a focused mini library capturing the playful and high-pitched character of a toy drone in motion. Perfect for film, TV, games, and interactive media, it offers a variety of flight sounds, close fast pass-bys, slow passes, motor modulations, and essential electronic signals.
    This collection includes take-off and landing sequences, beeps for syncing, calibration and low battery warnings, as well as servo engine textures and detailed proximity recordings. Recorded with precision and clarity, it’s a compact but rich toolset for designing scenes that call for small UAVs, gadgets, or sci-fi elements.


   

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