Generate a sound effect
generate_sfxGenerate a sound effect from a description: an impact, a boom, a whoosh, a riser, a swoosh, a click, a pop, a camera shutter, footsteps, a crowd, an ambience. Describe the one sound you want, as a sound designer would; each call makes one sound. Ask for clean, tonal sounds (a soft crystal chime, a soft metal tap, a low swell): words like shimmer, sparkle, static, hiss or electric give white noise. 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 0.76 credits a second: a 3-second hit uses 3 credits.
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. | |
| prompt | Yes | 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. | |
| 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: 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. |