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ElevenLabs SFX v3: Sound Effects, API Pricing and Use

ElevenLabs SFX v3 generates audio effects from text: footsteps, rooms, machines and scenes containing several sounds. Its model ID is eleven_text_to_sound_v3. Use it in ElevenCreative or through the Sound Effects API, with account and regional access limits. For a specified-duration credit workflow, the documented rate is 40 credits per second. Budget alternate takes and additional layers alongside the assets you keep.

Content reviewed:

10 seconds: 400 credits; 30 seconds: 1,200 credits; 10 attempts x 30 seconds: 12,000 credits. At 40 credits per second. Two accepted assets: 6,000 credits each. API dollar metering and subscription credits are separate.
At 40 credits per second. Two accepted assets: 6,000 credits each.

Use this model

API docs and console

What would you make with SFX v3?

  • Build Foley and ambience for a video, game or interactive scene.
  • Describe several audible events in one prompt and check their timing together.
  • Create a short looping texture for rain, machinery or a room background.

What does ElevenLabs SFX v3 generate?

SFX v3 is a text-to-sound model. Describe the action, environment and sound character you need, then listen to the result as an audio asset. A prompt might describe a train arriving, doors opening and a distant platform announcement, or gravel footsteps moving toward the listener. For a finished scene, judge whether each requested event is audible, occurs in the intended order and leaves room for dialogue.

ElevenLabs presents v3 as better at multi-part prompts, musical and vocal sounds, naturalness and high-frequency effects such as whistles and chimes. These are the publisher’s comparisons with SFX v2. The documentation also warns that exact repetition counts can be missed. A request for four triangle strikes still needs an audio check before it is placed on a timeline.

This model is separate from Eleven v3, the text-to-speech model identified as eleven_v3. Use a TTS model for a script that must be spoken accurately. Use SFX for sound design, including scene-level vocal textures; a generated crowd or choir does not establish reliable delivery of a precise narration script.

Where can you use SFX v3?

ElevenCreative exposes Sound Effects in its editing workflows, including Flows and Studio. This route suits a creator who wants to generate, listen, select and place an asset without writing an integration. The API route suits repeatable asset production or a product that generates sound from user inputs.

The model documentation marks SFX v3 as limited access and says availability can depend on account or region. An account without access receives Unknown model. Set the exact model ID explicitly: the Sound Effects endpoint still defaults to eleven_text_to_sound_v2 when model_id is omitted. Repeatedly retrying an unavailable model does not resolve an access restriction.

Keep an API key on your server and track the selected model with each generated asset. If an application offers v2 as an alternative, show that choice to the user and record which model produced the output so comparisons and budgets remain meaningful.

Make a bounded Sound Effects API request

POST a text description to /v1/sound-generation with model_id set to eleven_text_to_sound_v3. The endpoint reference accepts a specified duration from 0.5 to 30 seconds; omitting duration_seconds lets the model estimate a suitable length. This example requests ten seconds and writes the returned audio to a file.

Describe the main action and supporting details rather than only naming a broad category. For a first test, ask for three events that you can identify by ear. After downloading, verify the file is playable and the audio contains those events. Inspect an error response before treating the destination file as a successful generation.

Generate a ten-second SFX v3 asset
curl --fail-with-body https://api.elevenlabs.io/v1/sound-generation \
  -H "xi-api-key: $ELEVENLABS_API_KEY" \
  -H "Content-Type: application/json" \
  -d '{
    "model_id": "eleven_text_to_sound_v3",
    "text": "A train arrives, its doors open, then a muffled station announcement is heard in the background.",
    "duration_seconds": 10,
    "loop": false
  }' --output train-scene.mp3

Choose the duration and looping behavior

Use an explicit duration when an asset must fit a shot, transition or game event. Allow automatic duration for early exploration when the timing is flexible. The endpoint’s 30-second cap applies to one generation; it does not limit how long a looping asset can play in your editor or game.

Set loop to true for a sound intended to repeat smoothly. Sustained textures such as wind or soft rain are a useful starting point. A one-time event such as a door slam usually needs a distinct beginning and end instead. Listen across several repeated boundaries and check for a perceptible seam, pulse or abrupt change in background level.

If a scene needs precise event positions or independent volume controls, generate separate layers and arrange them in an audio editor. A single mixed scene can be convenient, but it gives less control over one late or overly loud sound. Keep the original files when comparing a combined prompt with separate layers.

How much does the SFX v3 workflow cost?

For a credit-based Sound Effects workflow with a specified duration, ElevenLabs documents 40 credits per second. A ten-second attempt uses 400 credits, a 15-second attempt 600, and a 30-second attempt 1,200. Keep enough allowance for alternate takes and additional layers.

Ten 30-second attempts therefore use 12,000 credits at that documented rate. If two attempts are usable, the generation allowance averages 6,000 credits per accepted asset. Count rejected takes instead of budgeting only the duration of the finished scene. Compare the required allowance with the credits included in the paid plan you select.

For API billing, ElevenLabs lists a Sound Effects quote of $0.12 per minute and says API usage is billed in dollars. Its metering FAQ separately describes Sound Effects as billed per generation. Confirm the account’s generation charge and duration treatment before translating that display rate into a batch budget; the page does not provide a complete per-generation formula.

Automatic duration lets the model choose the length. Establish its charge from the account’s usage record before scheduling a large batch. Keep the number of attempts, actual generated duration and accepted outputs together so the next project can use a measured cost per asset.

Specified-duration credit workflowAt 40 credits / second
10 seconds400 credits
15 seconds600 credits
30 seconds1,200 credits
10 × 30-second attempts12,000 credits total
Same attempts, two accepted assets6,000 credits per accepted asset

Check commercial use and the finished audio

ElevenLabs’ terms restrict free-plan use to non-commercial purposes and allow commercial use under paid subscriptions, subject to the applicable terms and prohibited-use rules. Choose the plan for the intended distribution, including a monetized video, shipped game or client project. The API page’s royalty-free description should be read with those plan conditions.

Before exporting, listen for clipping, unintended voices or music, missing actions and an audible loop seam. Match loudness and placement to the rest of the soundtrack. A sample that sounds convincing on its own may mask dialogue or imply an action that is absent from the picture.

For a live conversational assistant, choose a speech-to-speech system such as Phonic-1 instead of generating a response as a sound effect. For a video generator with synchronized audio, MiniMax H3 is another workflow to compare; separate SFX gives you more control over replacement layers after the picture is chosen.

Before you use it

  • SFX v3 access depends on account and region; the endpoint default remains SFX v2 unless you name v3.
  • A generated sound scene needs listening and editing when exact event counts, timing or dialogue intelligibility matter.

How to get started

Start with a short prompt and a fixed duration. Listen before expanding the batch, record the actual model and charge, and compare cost per usable audio asset rather than cost per first attempt.

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