Deconstructing the Sound Effects Prompt Structure: Sound Source · Material · Action · Distance · Environment
Using the prompt field structure of mirelo-sfx-2.0 as a guide, this is a listenable example of "prompt engineering": the prompt is broken down into five elements—sound source, material, action, distance, and environment—and the model synthesizes a short sound effect according to this structure. The work itself is a 5-second audio clip, paired with the author's input snapshot, so developers can directly see the mapping from "structured description → sound effect." It is suitable as a prompt template reference in sound effect asset production workflows, for rapid iteration of short sound effects in video/game content, and for explaining to teams how to write reproducible sound effect descriptions. Note: within the existing structured data, this model's output form is confirmed only as audio; other capability boundaries are subject to actual API calls.
Style Sound Effect Design · Prompt Engineering · Post-production
Model Mirelo SFX 2.0
Prompt
Sound design, single short event: inside a small, quiet room, a heavy ceramic mug is set down on a wooden desk. A crisp ceramic contact transient, a brief low wooden desktop resonance, a faint rattle of the mug handle, no music, no additional reverb tail beyond the natural small-room reverb decay, dry signal, close-miking perspective, clean recording, mono-compatible.
Copy the full prompt and adapt it for your own generation.
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