Guide

Sound design for motion graphics: put every sound on the frame.

Short answer: sync each sound effect to the frame where its motion happens, not to the time a storyboard planned. Sound the arrivals of small elements (a card landing, a chip appearing, a number settling), place each sound by its loudest point 0 to 20 ms after the frame, keep it sparse (about 1.7 sounds a second), and let the music carry the big moves. A clean 15-second product film we measured puts 88% of its sounds within 2 frames of visible motion; by chance it would be 38%.

TeaserKit guide · Updated 11 October 2026

Why does sound sync matter so much?

A sound is believable when the eye causes it. Three frames of offset (about 50 ms at 60 fps) is enough for a click to feel pasted on. We assumed our own films were synced, because every click in the storyboard had a click in the score. Then we measured: on the full mix, our two shipped launch films scored at or barely above chance. The storyboard said "pop at 4.21 s"; the element actually finished landing at 4.30 s.

What do well-sounding films actually do?

Bar chart: a clean SaaS demo has 88% of its sounds on visible motion vs 38% by chance; a film scored from its storyboard 68%; the same film re-scored from the picture 89%.
Film Sounds per second Sounds within 2 frames of motion Chance level
A clean 15 s SaaS demo (195K views) 1.7 88% 38%
heyclicky spec film, scored from the storyboard 1.4 68% of planned moments
The same film, re-scored from the picture 1.7 89% of 65 moments

What the clean one does:

How do you measure sound sync in your own film?

  1. What moves: split each frame into a 16×9 grid of tiles. A tile "starts" when it moves after three still frames and "lands" when its motion stops. A cut is the whole frame changing at once.
  2. What sounds: take the 1.5–12 kHz band (clicks, ticks, pops and whooshes live there; kicks and bass don't) and find the transients.
  3. Match: a sound counts as synced if a visual event sits within ±2 frames. Compare against the same audio shifted by 0.37 s: that is what chance looks like.
ffmpeg -i film.mp4 -vn -ac 1 -ar 24000 -af "highpass=f=1500,highpass=f=1500,lowpass=f=11000" -f f32le sfx-band.raw
ffmpeg -i film.mp4 -vf "fps=60,scale=192:108:flags=area,format=gray" -f rawvideo frames.raw
A film frame split into a 16 by 9 grid, with the tiles that just stopped moving outlined, and a motion curve showing a sound moved from 28.62 s to 28.71 s where the card lands.
The storyboard said 28.62 s; the card lands at 28.70 s. The sound moves to the landing, 12 ms after.

What are the rules for placing each sound?

  1. Plan in the storyboard, place from the render. Render a draft, then move each sound to the real frame within ±0.2 s.
  2. Arrivals (a slam, a stamp, a card settling): where the element stops moving.
  3. Presses and pop-ins: where the element starts to move.
  4. Whooshes: peak on the fastest frame of the move.
  5. The drop: on the cut. Sounds planned together (a drop and its impact) move together.
  6. Fill the silent arrivals, quietly: a tick for small elements, a soft thock for medium ones. Stop at about 1.7 a second, keep 0.15 s between sounds, and leave typing and counting alone.
  7. Place by the peak, not the file start. A click peaks a few milliseconds in; a whoosh peaks in its middle.
  8. Audit before you ship: at least 85% of planned sound moments within 2 frames of visible motion.

Which UI sounds work best?

How do you make calm music with no bass?

Use the soft passages of a good song instead of hunting for a calm one:

On one song, the automatic pick chose the same middle passage, to the bar, that a human editor had chosen by ear.

Want it done for you?

TeaserKit does all of this automatically: it re-scores every film from its own draft render, places each sound on the frame it belongs to, audits the result, and has a Calm mode for soft, bass-free music.

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Questions people ask

How do you sync sound effects to animation?

Render a draft, find the frames where elements start and stop moving, and move each planned sound onto the nearest real event within about 0.2 seconds: arrivals for landings and stamps, motion starts for presses and pop-ins, the fastest frame for whooshes. Place each sound by its peak, slightly after the frame.

How many sound effects should a 30-second motion graphic have?

The clean films we measured use about 1.7 sounds per second, around 50 in 30 seconds, mostly short UI sounds on small arrivals. Busier films at 4 to 5 per second were music-led, with the UI sounds riding the beat.

Should a sound come before or after the visual?

After, by a hair. The best film we measured put its sounds a median 13 ms after the frame. A sound that comes before its picture reads as fake.

How loud should a motion graphics video be?

Around −14 LUFS integrated with a true peak at or below −1 dBFS, which is where the viral films sit and what feeds play at. Keep effects under the music: no click or tick spiking 10 dB above it.

What if the client wants calm music with no bass?

Use the soft passages of a good song rather than hunting for a calm one: the bars at or under its median loudness, spliced on bar lines, with each join starting at the previous passage's level and easing over 3 seconds, plus a high-pass around 95 Hz to remove the kick and bass.

Keep reading

Make a launch video with Claude or ChatGPTStep by step, on the plan you already pay for: what you need, how long it takes, what you get.11 motion design styles for launch videosWhat each look is, how it moves, and which product it suits.Turn any coding agent into a motion studioThe full method: the stage, a rules file, six checks with commands, sound from motion, the loops, ten traps.Research: 74 viral AI launch films, measuredThe numbers behind the films that went viral: length, cuts, stillness, loudness.