Effects by their job in a track
Risers build tension into a drop, downlifters release it, impacts mark the downbeat, and whooshes and transitions bridge two sections. Noise, vinyl crackle and glitches add texture, and zaps and lasers bring a sci-fi edge. Layering several, each in its own frequency range, is how most big transitions are made.
Timing is the trick
An effect lands when its loudest point hits the beat or the cut, not when it starts. Line up the peak of a whoosh with the downbeat, end a riser exactly where the drop begins, and start a downlifter together with an impact. Tempo-synced delays and reverbs help effects feel part of the music.
Also for video and games
The same effects serve video editors, podcasters and game developers. Many free libraries, such as Kenney's CC0 packs and the open sound communities, were made with games in mind. The licence verdict is the same question for any project: may this go into something you publish or sell?