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Doseedo Film Score: spot a video, play your score on AI instruments, mix it to picture

Generate sound effects (SFX & foley)

doseedo_generate_sound

SOUND EFFECTS (SFX) from words with Stable Audio Open — SOUND DESIGN and FOLEY for game audio, apps and video: impacts, whooshes, door slams, footsteps, UI blips, creature and sci-fi sounds, ambiences ("rain on a tin roof", "busy café"), risers, drum one-shots. A one-shot hit ("punchy house kick", "snare with a short room", "a riser into the drop"), a loop on the tempo grid ("glitchy percussion"), or a texture ("vinyl crackle", "rain"). kind picks which (hit | loop | texture); omitted, the server reads it off the words. Don't put a tempo in a hit's prompt — tempo words make it write a loop. Wrong tool for a part with notes (doseedo_render_midi) or a piece of music (you write it; doseedo_render_score plays it). Async: job_id → doseedo_wait_task (typically 15–40 s) → audio URLs (pre-signed: curl -OJ , no auth header, valid 24 h). Cancel: a render that has not reached the GPU yet is stopped and its credits refunded; one already rendering finishes on the GPU (its credits are spent), the job ends as canceled and the output is discarded.

Input Schema

NameRequiredDescriptionDefault
bpmNoTempo a loop is cut to (default 120).
kindNohit = one sound (0.5–10 s), loop = 1–4 bars tiled at bpm, texture = a bed. Default: read off the prompt.
seedNoOptional random seed for reproducibility.
promptYesWhat it sounds like, e.g. "punchy house kick drum, single hit" or "dusty vinyl crackle". ≤ 300 characters.
time_signatureNoMeter a loop is cut to, e.g. "4/4" (default).
idempotency_keyNoOptional. Any unique string for THIS request (e.g. a UUID). Re-sending the same call with the same key after a timeout returns the same job instead of starting a second one.
duration_secondsNoLength in seconds. Default: 2 s for a hit, 4 bars at bpm for a loop, 8 s for a texture.

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observed

TDQS

A4.8/5.0
Behavior5/5

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

The description provides extremely high behavioral detail that is not in the schema or annotations, specifically regarding the asynchronous workflow, the use of `doseedo_wait_task`, URL handling (pre-signed, no auth), and a nuanced cancellation policy based on GPU state.

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?

While extensive, the detail is perfectly justified by the tool's complexity (handling asynchronous state, cancellation, and varied resource types). The information is front-loaded with high-value context.

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?

Given the need to manage an asynchronous job lifecycle, the description is exceptionally complete, covering request, waiting, retrieval, and termination in detail.

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?

Although schema coverage is 100%, the description adds vital semantic rules regarding parameter interaction, such as how omitting 'kind' defaults to prompt content, and the functional consequence of putting tempo words in a hit's prompt.

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 tool clearly states its purpose as generating sound effects (SFX) and Foley. It explicitly distinguishes itself from sibling tools by stating it is the wrong tool for music, thereby defining its operational scope precisely.

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 provides immediate, practical guidance on usage with extensive examples (impact, whooshes, UI blips). Crucially, it provides 'when not to use' guidance by referring the user to specific sibling tools for musical content.

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

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