Skip to main content
Glama

Generate a sound effect

generate_sfx

Generate 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

NameRequiredDescriptionDefault
loopYestrue 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.
roleYesWhat 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.
promptYesThe 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.
projectIdYesThe 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.
durationSecondsYesLength 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.

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed2 schema fields changed
    • changedInput schema / properties / durationSeconds / description
      Previous value: -"Length in seconds, 0.5 to 22: a click, pop or shutter 0.5, a slap 0.6, a ding 0.8, a swell into a cut 1.2, a hit 1 to 1.5, a whoosh made as several swishes 2, a riser the build plus 0.5, an ambience or a bed up to 22. The sound comes back trimmed to its onset."New value: +"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."
    • changedInput schema / properties / prompt / description
      Previous value: -"One sound, as a foley or sound library description with the recording: \"A stiff playing card flicked and slapped flat onto a wooden table, one sharp crisp slap, close-mic studio foley, dry\". For a whoosh, name the action in the plural (\"Several fast swishes of a thin cane cutting through the air, close-mic foley recording\"); the best single swish is kept. Never deep, heavy, sub, boom, low, huge, thick or taiko for a sound people must hear on a phone: they give sub-bass a phone cannot play. Make the weight of a hit as a separate sub layer. No negations (\"no hiss\" adds hiss), no breath, whisper or vocal words. Shimmer, sparkle, static or electric give white noise. Up to 1000 characters."New value: +"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."
  2. Changed4 schema fields changed
    • changedInput schema / properties / durationSeconds / description
      Previous value: -"Length in seconds, 0.5 to 22: a click or a pop 0.5 to 1, a hit or a whoosh 1 to 3, a boom with its tail 3 to 5, a riser as long as the build, an ambience or a bed up to 22."New value: +"Length in seconds, 0.5 to 22: a click, pop or shutter 0.5, a slap 0.6, a ding 0.8, a swell into a cut 1.2, a hit 1 to 1.5, a whoosh made as several swishes 2, a riser the build plus 0.5, an ambience or a bed up to 22. The sound comes back trimmed to its onset."
    • changedInput schema / properties / prompt / description
      Previous value: -"The sound, in plain words: what makes it, how it starts, moves and ends, and that it is clean and tonal. \"A soft crystal chime ringing out over 1 s, clean and tonal, no noise or static\", \"a soft metal tap\", \"a low swell\", \"a deep cinematic boom with a long sub-bass tail\". Words like shimmer, sparkle, static, hiss or electric give white noise. Up to 1000 characters."New value: +"One sound, as a foley or sound library description with the recording: \"A stiff playing card flicked and slapped flat onto a wooden table, one sharp crisp slap, close-mic studio foley, dry\". For a whoosh, name the action in the plural (\"Several fast swishes of a thin cane cutting through the air, close-mic foley recording\"); the best single swish is kept. Never deep, heavy, sub, boom, low, huge, thick or taiko for a sound people must hear on a phone: they give sub-bass a phone cannot play. Make the weight of a hit as a separate sub layer. No negations (\"no hiss\" adds hiss), no breath, whisper or vocal words. Shimmer, sparkle, static or electric give white noise. Up to 1000 characters."
    • addedInput schema / properties / role
      Added value: +{
      +  "anyOf": [
      +    {
      +      "enum": [
      +        "whip",
      +        "swell",
      +        "pop",
      +        "click",
      +        "slap",
      +        "slam",
      +        "riser",
      +        "shutter",
      +        "ding",
      +        "glitch"
      +      ],
      +      "type": "string"
      +    },
      +    {
      +      "type": "null"
      +    }
      +  ],
      +  "description": "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."
      +}
    • changedInput schema / required
      Previous value: -[
      -  "prompt",
      -  "durationSeconds",
      -  "loop",
      -  "projectId"
      -]New value: +[
      +  "prompt",
      +  "durationSeconds",
      +  "loop",
      +  "role",
      +  "projectId"
      +]
  3. Changed1 schema field changed
    • changedInput schema / properties / prompt / description
      Previous value: -"The sound, in plain words: what makes it, its character, and how it starts and ends. \"A deep cinematic boom, a trailer impact with a long sub-bass rumble tail\", \"a fast airy whoosh, left to right\", \"a soft UI pop\", \"a crowd of thousands cheering in a stadium\". Up to 1000 characters."New value: +"The sound, in plain words: what makes it, how it starts, moves and ends, and that it is clean and tonal. \"A soft crystal chime ringing out over 1 s, clean and tonal, no noise or static\", \"a soft metal tap\", \"a low swell\", \"a deep cinematic boom with a long sub-bass tail\". Words like shimmer, sparkle, static, hiss or electric give white noise. Up to 1000 characters."
  4. First observed

TDQS

A4.8/5.0
Behavior5/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

Annotations only declare non-readonly, open-world, non-idempotent, non-destructive; the description adds far more: the call is asynchronous and returns a Job ID at once with rendering in the background, one sound per call, and a concrete cost model (~0.97 credits/second, a 3-second hit ≈ 3 credits). It also discloses what comes back with the Asset ID — measured loudest-point placement and a volume calibrated to sit under music or be level with it — which the annotations cannot convey.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Purpose and library-first guidance are front-loaded, then workflow, then cost — a sensible order with no filler sentences. It is on the long side for a tool description, and the library inventory list ('whooshes, impacts, risers, pops, clicks, dings, shutters, glitches and more') is the most expendable part, but each remaining sentence carries actionable information.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

There is no output schema, yet the description fully covers the return path: immediate Job ID, background rendering, Asset ID retrieval via wait_for_jobs, and the measured placement/volume metadata used by patch_film. Combined with the credit cost and the projectId behavior (runs on a project without changing the open one), an agent has everything needed to call it correctly and chain the result.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 100% and the schema itself is unusually rich (loop, role enum meanings, duration ranges, prompt examples), so the baseline is 3. The description earns above that by tying durationSeconds to cost ('about 0.97 credits a second: a 3-second hit uses 3 credits') and by framing the returned placement/volume in terms of how the sound lands, adding meaning the schema does not.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The opening sentence states a specific verb and resource (generate a sound effect from a description) and immediately distinguishes the tool from search_stock and import_stock, which it explicitly routes the agent to first. The scope constraint 'Generate only a sound the library does not have' sharpens the boundary further.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines5/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

It gives an explicit decision order: search_stock with kind sound first, import_stock for zero-cost library assets, and generate only when the library lacks the sound, with a concrete meme/gaming-cue example. It also prescribes the follow-up workflow (start every generation, keep working, then call wait_for_jobs with all Job IDs to get Asset IDs for patch_film), so both when-to-use and what-to-do-next are covered.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

Try in Browser

Glama MCP Gateway

Add one secure layer between your agents and this server.