Sound effects tag

GROW Sound Effects

GROW sound effects, in the platformer sense: the rising blip when a character grabs a power-up and gets bigger. The retro game sounds come from that world, with coins, jumps and level starts. The rest is growth of a louder kind, race car engines climbing through the revs and a vacuum cleaner screaming its way up to full power. Rising pitch, basically.

Libraries
3
Publishers
3
Formats
Mono, stereo
Sample rates
48 to 192 kHz
Licence
Royalty-free for commercial work
Price range
$4.99 to $57

All 3 libraries tagged GROW

96 kHz, 24-bit.
Professional motorsport recordings capture 203 authentic racing sounds, featuring dynamic sound effects from qualifying sessions, practice runs, and individual vehicle passes during competitions.
203 files · 5.1 GB · Metadata

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96 kHz, 24-bit. Formats: Stereo.
This comprehensive motorsport audio collection delivers 200 unique sound effects spanning eight racing categories, offering 4.1GB of authentic high-performance vehicle recordings.
200 files · 4.1 GB · Metadata
48 kHz, 16 to 24-bit. Formats: Stereo.
Game reward sound effects including level-up stingers, achievement cues, chest openings, bonus pickups, game-over melodies, and success confirmations designed for mobile games, casual titles, and RPG progression systems.
72 files · 54.6 MB · Metadata
48 kHz, 24-bit. Formats: Stereo.
The expansive collection features 500 retro-style sound effects crafted with vintage synths, ranging from jumps and footsteps to magic spells and weapon impacts.
500 files · 386 MB · Metadata
96 kHz, 24-bit. Formats: Stereo.
This vintage collection features over 500 authentic 8-bit sound effects, including arcade classics like coins, power-ups, melodic victories, explosions, and weapon sounds, plus game music loops.
502 files · 705 MB · Metadata

A grow sound is all about pitch going up. Short and bouncy for a game character getting bigger, long and straining for an engine winding up. Reverse it and the same sound shrinks, which is why designers often make both together, and why falling versions turn up as the Fail or Game Over moment. Retro platformers use them most.

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