Generate a sound effect
generate_sfxGenerate a sound effect from a description. First search_stock with kind sound: Vidova's designed sound effects library has whooshes, impacts, risers, pops, clicks, dings, shutters, glitches and more, and import_stock adds one at no cost. For a recognizable meme reaction or gaming cue, search kind sound with meme and the cue name. Generate only a sound the library does not have. Each call makes one sound, as the model made it. It answers at once with a Job ID and the media is made in the background: start every generation you need, keep working, then call wait_for_jobs with all their Job IDs to get each Asset ID for patch_film. With its Asset ID comes its measured placement and volume: where its loudest point is, so it lands on the action, and the volume that puts it under the music, level with it or on the one hero hit. Uses about 0.97 credits a second: a 3-second hit uses 3 credits.
Tool call template
Replace each placeholder with a value matching the input schema. Only required parameters are included; add optional parameters as needed.
{
"id": 1,
"jsonrpc": "2.0",
"method": "tools/call",
"params": {
"arguments": {
"prompt": "<prompt>",
"durationSeconds": "<durationSeconds>",
"loop": "<loop>",
"role": "<role>",
"projectId": "<projectId>"
},
"name": "generate_sfx"
}
}Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| loop | Yes | true makes a sound that repeats without a seam, for an ambience or a bed under a long scene. false for a hit, a whoosh or a riser. | |
| role | Yes | What the sound does in the edit. The job makes three takes and keeps the one that measures best for this role: whip (a whip pan or a fast swish on a cut), swell (a suck-in into a cut), pop (text or an item that appears), click (a tap or a button), slap (a card or a photo that lands), slam (a title hit, or its punch or sub layer), riser (a build into a reveal), shutter (a camera snap), ding (a tick or a check), glitch (a digital stutter). null when none of these fits, and for an ambience or a bed: the job then reads the role from the prompt's words. | |
| prompt | Yes | The sound in a clear, concise description, with sound terms where they fit: impact, whoosh, braam, riser, glitch, drone, ambience, one-shot, loop. "Glass shattering on concrete", "Fast whoosh transition, cinematic", "Cinematic impact hit, punchy", "Braam, big brassy cinematic hit". For a sequence, say the events in order ("Footsteps on gravel, then a metallic door opens"); for music, say the style and tempo ("90s hip-hop drum loop, 90 BPM"). Up to 1000 characters. | |
| projectId | Yes | The project this call runs on without changing the open project. null (or leaving it out) uses the open project. wait_for_jobs takes the projectId of the calls that started the jobs. | |
| durationSeconds | Yes | Length in seconds, 0.5 to 22: as long as the sound runs with its tail, for example a click or pop 0.5 to 1, a whoosh 1 to 2, a hit 2 to 3, a riser as long as the build, an ambience or a bed up to 22. |