About PSX Horror SFX - 294 PS1 Horror Sounds
- Audio > Sound Effects & Ambience
- Theme > Retro & Arcade
- Theme > Military & Combat
- Theme > Horror & Gothic
- Theme > Modern
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.
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.