Mirelo SFX 2.0 is live on HiAPI. The four clips below are real cases from the model page: open it, paste any description, and generate your own; new accounts get 200 credits on sign-up. The four were delivered at 1, 10, 2 and 3 seconds, each from a real request, and each is ready to play.
1. Film foley: a hammer on a steel beam

Delivered: 1.00 second · $0.0215 · hear this WAV
A single heavy hammer strike on a steel beam in a large empty warehouse, sharp transient, long metallic ring, close perspective.
Use this prompt → Set duration to 1 second after it opens.
Why it works: one sentence carries four layers — what is struck, what it is made of, how big the room is, and how close the listener stands. single is the load-bearing word, because it stops the model from adding a second hit. "sharp transient, long metallic ring" splits the event into an attack and a tail, which is how a full impact and its ring fit inside one second.
2. Ambience: rain on a metal roof at night

Delivered: 10.00 seconds · $0.215 · hear this WAV
Heavy rain at night on a corrugated metal roof, dense overlapping droplets, distant rolling thunder, water running into a gutter, close-to-mid perspective, steady ambience with no music and no voices.
Use this prompt → Set duration to 10 seconds after it opens.
Why it works: ambience needs depth, and depth here comes from three layers — droplets close up, thunder far away, and one moving stream of water in the gutter. steady ambience holds it from drifting, and the closing "no music and no voices" is the highest-value line in the whole prompt, because it removes the layers you never wanted before they appear.
3. Game UI: a sci-fi interface confirmation

Delivered: 2.00 seconds · $0.043 · hear this WAV
A short sci-fi interface confirmation in a quiet cockpit: a soft holographic tap, a bright two-tone digital chime, and a quick sub-bass pulse, clean and close, with a very short room tail.
Use this prompt → Set duration to 2 seconds after it opens.
Why it works: after the colon, three actions land in time order — a tap, a two-tone chime, a low pulse — which is exactly press, confirm, feedback. clean and close plus very short room tail squeeze the reverb, and that matters in a game: a long UI tail smears across every subsequent click. Naming the room as quiet at the start is what lets those three details read.
4. Creatures: a roar in a stone canyon

Delivered: 3.00 seconds · $0.0645 · hear this WAV
A deep guttural roar from a large creature in a stone canyon, raspy throat texture, sharp attack, chest-heavy low end, distant rocky echo, mid perspective.
Use this prompt → Set duration to 3 seconds after it opens.
Why it works: three adjectives build the body — deep, guttural, large — and chest-heavy low end says where the weight sits. The back half hands the space over to the canyon: distant rocky echo lets the rock explain how far away the creature is, and mid perspective puts the listener at a middle distance. The risk with creature audio is that it reads as human, and raspy throat texture is the clause that pulls it away from that.
One rule that covers all four
One description, one sound event. Every prompt above has a single subject with everything else describing material, space, attack and tail. Combinations like impact plus debris, or rain plus a bark, work better as separate requests layered in post.
Audition at 1–3 seconds, then stretch duration to the target once the direction is right. The longest of the four is the 10-second ambience at $0.215.
Pick whichever prompt is closest to your current project and open the Mirelo SFX 2.0 model page → to run it at its original length first, then swap in your own material and space.
Related: Mirelo SFX 2.0 pricing · vs ElevenLabs Sound Effects v2 · the 5-minute API guide



