To make whoosh sounds, you take a noisy or airy source, sweep a filter across it while automating volume and pitch, and add movement so it feels like something rushing past. Whooshes are the swooshing transitions you hear under trailer cuts, motion graphics, UI swipes and fast on-screen movement — and they are one of the easiest designed sounds to learn.
This guide covers three reliable ways to build a whoosh — from noise, from recordings, and from synths — plus the processing that makes one feel fast and three-dimensional.
What makes a sound read as a “whoosh”
A whoosh is defined by movement over a short time. The key ingredients are:
- A swept filter — the tone opens up and then closes again, creating the “swoosh”.
- A volume curve — it builds, peaks, and falls away quickly.
- Pitch movement — rising or falling pitch adds energy and a sense of direction.
If filters, envelopes and LFOs are new to you, the designing sounds with a synth guide covers the controls you will be automating here.
Method 1: Whoosh from filtered noise
The classic whoosh starts with noise. Load a noise oscillator (or a white-noise sample) and put a band-pass or low-pass filter on it. Now automate the filter cutoff to sweep up and back down over about half a second to a second, and draw a volume curve that swells and fades to match. That is a basic whoosh.
To improve it, automate pitch alongside the filter for more energy, and vary the speed of the sweep — a fast sweep reads as quick and sharp, a slow one as heavy and grand. Coloured noise (pink or filtered) sounds smoother and less harsh than raw white noise.
Method 2: Whoosh from recordings
Real recordings give organic, believable whooshes. Record airy, moving sources — swinging a stick or a length of cable through the air, fabric being whipped, your own breath, or even just air movement near the mic. Capture these with a Zoom or Tascam recorder, following the technique in recording your own sound effects. Then shape the recording the same way: filter sweep, volume curve, pitch automation. Layering a recorded whoosh with a synthetic one gives you the best of both — texture and control.
Method 3: Whoosh from synths and resampling
Synths make highly controllable whooshes. A noise source plus an LFO or envelope on the filter gets you there, and granular or wavetable engines (in Vital, Serum, Phase Plant or Arturia Pigments) let you build evolving, textured sweeps. A powerful trick is resampling: bounce any sound to audio, then reverse it, stretch it and filter-sweep it into a whoosh. Reversed reverb tails make excellent rising whooshes. The full loop is in resampling sounds.
Add depth with pitch, Doppler and space
These touches make a whoosh feel three-dimensional:
- Doppler: pitch up as the sound approaches and down as it passes for a true “rushing by” effect.
- Stereo movement: pan the whoosh across the field so it travels through the listener.
- Reverb and delay: a short tail adds size; a pitched delay adds sci-fi flair.
- Distortion: a little grit makes aggressive, powerful whooshes for impacts and trailers.
Whooshes pair naturally with risers and impacts — see making risers and sweeps to build full transition effects.
How to choose the right whoosh for the job
The “right” whoosh depends entirely on what is happening on screen or in the mix. A few simple rules keep your choices believable:
- Match the speed to the motion. A quick UI swipe or fast camera cut wants a short, tight whoosh — roughly a quarter to half a second. A grand title reveal or slow push-in wants a longer, heavier sweep that breathes.
- Match the weight to the subject. Light, airy whooshes suit text, menus and delicate graphics. Dark, distorted, low-passed whooshes suit heavy objects, trailer cuts and anything that should feel powerful.
- Match the direction to the action. A rising pitch sells something approaching or building; a falling pitch sells something leaving or settling. Reverse the automation to flip the feel.
- Leave headroom. Whooshes are transitions, not the main event. Tuck them under the cut so they support the moment rather than mask it.
Common mistakes to avoid
Most weak whooshes fail for the same handful of reasons. Watch for these:
- No real movement. A static burst of noise with a volume fade is not a whoosh — the filter and pitch have to sweep. Movement is the whole effect.
- Harsh white noise. Raw white noise can be brittle and fatiguing. Roll off the top end or start from pink noise so the sweep stays smooth.
- Sweeps that are too slow or too fast. Too slow and it drags behind the picture; too fast and it reads as a click. Time the peak of the whoosh to land on the cut.
- Everything in mono and centred. Without stereo movement a whoosh feels flat. Pan it across the field, or use a touch of stereo width, so it travels.
- One layer doing everything. The richest whooshes are usually two or three layers — an airy body, a recorded texture, and sometimes a low rumble — processed together as one.
A simple step-by-step starting recipe
If you just want a result, build this and then tweak to taste:
- Load a noise source and add a low-pass or band-pass filter.
- Automate the filter cutoff to rise then fall over about 0.8 seconds.
- Draw a volume curve that swells into the centre and fades out the back.
- Add a gentle pitch rise so the energy lifts as it peaks.
- Pan from left to right (or right to left) so it moves across the field.
- Add a short reverb tail, and a little distortion only if you want extra grit.
That single chain covers most transitions. Once it sounds right, save it as a preset so you can recall and re-tune it instead of starting from scratch each time.
Frequently asked questions
What is the easiest way to make a whoosh sound?
Filtered noise. Put a band-pass or low-pass filter on a noise source, sweep the cutoff up and back down over about a second, and draw a volume curve that swells and fades. Add pitch movement to taste and you have a usable whoosh.
How do I make a whoosh feel like it moves past the listener?
Use the Doppler effect and stereo panning. Pitch the sound up as it approaches and down as it passes, and pan it across the stereo field so it travels from one side to the other.
Should I record whooshes or synthesise them?
Both work, and layering the two is ideal. Recordings of moving air, whipped cable or fabric give organic texture, while synthesised filtered noise gives precise control. Combine them and process as one for a rich, controllable result.
How long should a whoosh be?
Match it to the motion on screen. Quick swipes and fast cuts usually want a quarter to half a second, while big reveals and slow camera moves can stretch to a second or more. Time the loudest point of the whoosh to land on the cut it is supporting.


