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Prism

Sound

Generate a sound effect from a short text description and drop it onto your timeline at the playhead, as a new audio layer in After Effects.

Sound turns a short text description into a ready-to-use sound effect and places it directly on your timeline. Describe what you want to hear — a cinematic whoosh, a punchy impact, a soft UI click — and Prism generates the audio and adds it as a new layer at the playhead. It is the fastest way to sketch in a sound without leaving After Effects or hunting through a library.

The short version
Describe a sound in plain words and Prism generates a matching sound effect.
The result lands as a new audio layer at your playhead, in the open composition.
Length is detected automatically from your description — no duration to set.
Cost: 2 credits per second (10-credit minimum).

How to use it

1
Open a composition

Sound places audio into the composition you are working in, so make sure one is open and your playhead is where you want the sound to begin.

2
Open the Tools tab

In the Prism panel, switch to the Tools tab and choose Sound.

3
Describe the sound

Type a short description — focus on texture, material, and motion. For example: "cinematic whoosh transition, punchy". The more specific the description, the closer the result.

4
Run it

Confirm to generate. Prism creates the sound effect and drops it onto your timeline as a new layer.

5
Or ask your AI

You can also ask your AI to do this for you. If you say something like "add a punchy whoosh here," it can run Sound on your behalf and place the result on the timeline, using the same description-to-audio flow.

What you get

  • A new audio layer. The generated sound is imported and added as a fresh layer in your active composition. Nothing existing is changed or overwritten — your other layers are untouched.
  • Placed at the playhead. By default the new layer starts at the current time indicator, so the sound lands exactly where you expect it.
  • Automatic length. You do not set a duration. The length is inferred from your description, which keeps short, punchy effects short and lets longer textures breathe. Generated effects are capped at 30 seconds.
  • One tidy undo. Placing the sound is a single undo step, so you can remove it in one action if it is not the right fit.

Notes and limits

  • Write the prompt like a brief: name the texture, material, and motion ("metallic clang, reverb tail" rather than just "clang").
  • A composition must be open before you run it — the active comp is the context. If none is open, Prism will ask you to open one first.
  • Generation runs on the Prism server. If Prism can't reach it, see troubleshooting for connection debugging.
  • If a result is not quite right, run it again with a more specific description — each run is a fresh generation.
  • Sound costs 2 credits per second of audio, with a 10-credit minimum per generation. For plan caps, metering, and the full per-tool cost table, see usage and limits.

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