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Gomo Sounds

Server Details

Game audio by chat: plan, generate and pick sound effects, music and voice lines.

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Status
Healthy
Uptime
66.7% over the last 24 hours
OAuth
Requires browser extension
Last Tested
Transport
Streamable HTTP · MCP 2025-11-25
URL
ChatGPT
–
Claude
–

TDQS

B3.4/5.0

Scored across 37 tools

Disambiguation4/5

Most tools have sharply distinct roles (create_game vs create_folder vs create_entity vs create_event, generate_sounds vs generate_music vs generate_voice), and the descriptions explicitly cross-reference each other to steer choice. A few clusters still require careful reading: export_game / get_manifest / save_sound all produce download links, and game_scenes / place_scenes / sync_scenes / mark_installed form a dense plugin sub-flow where an agent could pick the wrong step.

Naming Consistency4/5

Nearly everything is snake_case with a clear verb_noun shape (create_event, generate_music, choose_sound, move_entities, set_sound_direction). A handful of names are noun phrases instead (game_progress, game_scenes, job_status, godot_plugin, gomo_guide, sounds_for_folder), which is a minor but noticeable deviation from the dominant convention.

Tool Count3/5

37 tools is heavy and sits well above the comfortable 3-15 band; the surface covers asset hierarchy, generation, credits, voices, music, export and a Godot plugin, so most tools are justified rather than filler. Still, the plugin-specific quartet plus approval/terms tools make the set long enough that an agent must plan tool selection carefully.

Completeness4/5

The lifecycle is broadly covered: create games/folders/entities/events/tracks/voices, generate, choose, share, export, sync plugin scenes, and check progress and costs. Gaps exist on the destructive/editing side — no delete or rename for games, folders, entities or events (only delete_sound), and no edit for an event's loop/duration after creation — which an agent can partially work around but not fully.

Available Tools

37 tools
accept_termsAccept the Terms of UseA
Idempotent
Inspect

Accepts the current Terms of Use and Privacy Policy for the account, like the button on the site. Call it ONLY after a tool answered terms_required, you asked the user that exact question with the links and the user explicitly said yes in this conversation. Never call it on your own or because the user asked for something else. Then retry what you were doing.

Inputs: accepted (required).

approve_spendingApprove spending creditsAInspect

Records that the USER approved spending credits: valid until that total is spent, for up to 6 hours (a whole batch of tracks fits in one yes); generate_sounds, generate_voice, generate_music and sounds_for_folder refuse without it. Call it ONLY after you showed the user the whole plan with the total cost ("Posso gerar por créditos? Você tem .") and the user explicitly said yes to THAT cost in their last message. Never call it on your own, never because the user asked for a game or said 'do everything' before seeing the cost. credits = the total the user approved (it replaces any earlier approval).

Inputs: plan (required), credits (required), user_reply (required).

choose_soundChoose variationA
Idempotent
Inspect

Edits the event's LIST of sounds the game picks from at random. Pass generation_ids to set the whole list at once (2-3 is a good amount for variety); or generation_id with mode: 'add' adds one, 'remove' removes one, 'only' replaces the list with one, null empties it. After choosing, the UNCHOSEN variations of this event are DELETED to keep the account clean (favorites, edited sounds and sounds used in another event are always kept); emptying the list deletes nothing.

Inputs: event_id (required), mode, prune, generation_id, +1 more. Returns: deleted, eventId, chosenGenerationIds

create_entityCreate entityAInspect

Creates an entity in a game: a THING that exists in the game and makes noise (unit, enemy, building, object, block, character, button or screen). NEVER an action or moment: 'Undo', 'Snap', 'Level complete', 'Jump' are EVENTS of something (of Interface, of Blocks, of the Character), not entities. Inside a folder, it inherits the folder's events. On the site it is not a card: it shows as a label (image and name) on the cards of its sounds, so to the user say 'the Player's sounds', not 'entity'.

Inputs: name (required), game_id (required), folder_id, description, +1 more.

create_eventNew sound eventBInspect

Adds an event to an entity OR to a folder. The event name is WHAT happens (Move, Attack, Die, Land, Click, Undo, Level complete), never 'Sound' or 'Som'. A folder event applies to all entities inside it (e.g. 'Select' once for all units); an entity can have its own with the same name, which wins. Game actions with no owner (Undo, Victory, Level complete) go as events of the Interface folder. Ambience (wind, rain, forest) goes in the Ambience folder ("Ambiente" in Portuguese games). Always say whether it is a loop. LOOP OR ONE-SHOT, decided from what the sound is in the game: a LOOP is anything that lasts while something keeps happening and the game plays on repeat: ambience and weather, music, engines and machines, fire burning, flowing water, AND movement cycles: footsteps, walking, running, crawling, galloping, sustained wing flapping, rolling. Footsteps are a walk cycle with several steps (6-10 s), never a single step. A ONE-SHOT is one discrete action: hit, swing, click, cry, death, explosion, door, item, sting. DURATION: one-shots at least 2 s even for a tiny click, since shorter clips come out thin (hits, clicks and swings 2 s; cries, deaths, collapses and stings 3-5 s); movement loops 6-10 s; ambience, engine and fire loops 10-16 s. A music TRACK (Music folder) is not a sound effect: it is generated with generate_music and lasts up to the user's plan limit (generate_music duration_sec says it), usually 1-3 min for a theme and 30-60 s for a short loop. The server refuses one-shots under 2 s and loops under 6 s. COST = seconds rounded up × the account price per second (creditsPerSecond in list_games) × variations. Omit duration_sec and a loop is born at 12 s, a one-shot at 2 s. A TRACK in the Music folder follows the music limits instead (a longer prompt, duration up to the user's plan; see duration_sec; omitted: 1 min or the plan limit) and takes the same form as generate_music (genres, bpm, key_scale, time_signature...), saved on it so the site shows it before generating; the form is ignored for other sounds. Several tracks: create_tracks. Generate it with generate_music. On the site an event is a SOUND card (its variations are the versions): call it a sound when talking to the user.

Inputs: loop (required), name (required), prompt (required), bpm, +13 more.

create_folderNew folderBInspect

Creates a folder (free name) in the game, to GROUP several entities (Enemies, Items) or, in Ambience and Interface, sounds by place or screen. Never a folder for a single thing like the player: that is an entity (create_entity). inside a tab (section) or inside another folder (parent_id), optionally already holding entities. Every tab takes subfolders: ambience by place (Forest, Cave), interface by screen (Menus, HUD) and effects by kind of thing (Units, Weapons). A small game keeps ambience and interface events straight in the tab, without subfolders.

Inputs: name (required), game_id (required), section, parent_id, +1 more.

create_gameNew gameAInspect

Creates a game in the account. It's the FIRST step: without a game there are no folders or entities. A new project ALWAYS gets a new game: never reuse an existing game because its name matches the project. If the account has a game with the same or a similar name, the call is refused with the list: ask the user whether to use that game or create a new one (suggest a different name when it is the same, so the user can tell them apart in the lists), and only call again with new_game_confirmed=true after they say so. It's born with the root folders Ambience, Sound effects, Interface, Voices and Music (named in the game's language; template adds ready-made folders by genre). sound_direction is the style that EVERY generation in the game follows (e.g. 'cartoon, dry, no reverb'); profile describes the game (genre, camera, world, tone). language sets the language of the born folders and events (the root folders and the starter events, and the template's folders); set it to the game's own language, which is usually the one the user is writing in. Omit it to follow the account's saved language. folders: the reviewed proposal from suggest_game_setup (each folder with its tab and events), created exactly like the site's "maximum refinement"; with from_ai=true the game gets no starter events (the proposal already covers the tabs). Engine godot: before touching the project, ask the user whether to bring the sounds with the plugin or only through the conversation (see the instructions). entities: the things of the game (player, enemies, items) with their events and scene path, created in the same call, so everything the user approved exists at once. kind: 'project' for anything that is not a game (a video, a podcast, an app, an ad...): the same screen and folders on the site, under Projects, with no engine and no plugin, and it never shows in Explore; omitted, a game. Returns the id, the game page (url: share it with the user), the entities and the folders created.

Inputs: name (required), kind, engine, folders, +8 more. Returns: id, url, name, folders

create_tracksCreate several tracksAInspect

Creates several tracks at once in the game's Music folder (created with the first track) or in one of its subfolders: free, nothing is generated. Each track has a name (what it is in the game: Main theme, Forest, Boss fight), a prompt (how it sounds, sent to the model as is: English comma-separated tags such as genre, mood, instruments, tempo), a duration, loop AND the same form as generate_music, saved on the track so the site shows it before generating: genres (musical style), bpm, key_scale, time_signature, mode, instrumental/lyrics/language, vocal_level, voice, quality (a genre and a voice are also written into the prompt as words, as the site does). A name that already exists there is UPDATED with what you send (prompt, duration, loop and the form; what you omit stays): use it to fill or fix existing tracks. Returns each track with its page and the cost of generating it, plus the total per quality level: show the user the plan and the total, and after their yes generate them (generate_music with wait=false for each, then job_status).

Inputs: tracks (required), game_id (required), folder_id.

create_voiceNew voice lineAInspect

Creates ONE voice sound (a character line) in a game, in its Voices folder ("Vozes" in Portuguese games), created with the first line. Free: nothing is generated yet. name = what the game calls it (e.g. "Victory line", "Groovy"); text = exactly what the character says, as written (up to maxChars of list_voices; split longer speeches into several lines). Pick the voice, register and emotion from list_voices; language defaults to the game's. Returns the sound page (url) and the cost per version; then ask the user and generate it with generate_voice.

Inputs: name (required), text (required), game_id (required), emotion, +3 more.

delete_soundDelete a sound or a trackA
Destructive
Inspect

Deletes a sound (event) or a track for good, with its versions, like the Delete button on its page: the game stops playing it. Versions that are favorites or also chosen in another sound stay there. While it has a generation queued or running, it is refused: wait for it (job_status). ONLY when the user asked, in this conversation, to delete THIS sound (say its name and game before); never to tidy up on your own, never several at once without listing them and getting a yes. name must be the sound's current name, as a check.

Inputs: name (required), event_id (required).

derive_musicRegenerate a section, extend or make a similar trackAInspect

Makes a NEW version of a track from an existing version (spends credits: refused until the user approved the cost, see approve_spending). origin=repaint regenerates only the section [start, end] seconds (at least 3 s) and keeps the rest; origin=extend adds seconds of new music after the end, in the same mood (the final length must fit the user's plan); origin=cover makes a similar track from this one (closeness: close, medium or loose). note says what should change and is added to the end of the source prompt as written, so write it in English tags. Lyrics, tempo and key come from the source version. Charges the generated seconds (the section, the tail; cover charges the whole track) at the version's quality level. Same response as generate_music.

Inputs: origin (required), version_id (required), end, note, +6 more. Returns: url, created, credits, refunded, +2 more

export_gameGame export linkA
Read-only
Inspect

For the user to download all the chosen sounds at once (other engines, or when they ask). Link to the .zip with the game's CHOSEN sounds and the manifest.json (neutral format for any engine): show it to the user, who opens it in any browser (it works for 24 hours). In Godot, the plugin installs it directly. An event with more than one sound (e.g. 3 sword hits) must be played by picking one of its files at random each time, never only the first: write the playback code that way and tell the user.

Inputs: game_id (required).

find_soundsFind soundsA
Read-only
Inspect

Searches entities (units, mobs, buildings, screens) by name, game, event or prompt, ignoring accents/case, and returns EVERYTHING about each one: image, events (Attack, Death...), each generated variation with id, prompt used, duration, cost, date, whether it's the chosen one, the audio URL and the editor link (editUrl), plus the page of the entity and of each event on the site (url). Also finds folder events (music, ambience, interface sounds like 'Main theme' or 'Click') by event name, prompt or folder name. Use it whenever the user talks about the sounds of something (e.g. 'the dragon sounds') or asks for the link of a sound: give the event's url. A track (Music folder) also shows what is saved in its form (track: mode, quality, genre, bpm, key) and the tags of its downloaded file (music: artist, title, album).

Inputs: query (required), include_images.

game_progressGame progressA
Read-only
Inspect

How much of the game already has a chosen sound (what goes into the game), in % and per tab (Ambience, Sound effects, Interface), and EVERY missing event, with its id. Call it at the end of any setup or bulk generation and whenever the user asks what's missing. Below 100%: show what's missing and the cost to complete it, and ask whether to generate.

Inputs: game_id (required).

game_scenesScenes the engine sentA
Read-only
Inspect

What the engine plugin synced into the game: when the last sync was, the scenes waiting in the Inbox (not in any tab yet; each has a suggested tab from its project path) and the scenes that are already entities, with their folder. Call it after the user clicks Sync in the plugin, to confirm it worked, and before creating entities by hand for a Godot game: a synced scene must not be created twice. Inbox not empty: place them with place_scenes.

Inputs: game_id (required). Returns: inbox, entities, syncedAt

generate_musicGenerate a trackAInspect

Generates ONE version of a track for an event of the Music tab (spends credits: refused until the user approved the cost in the conversation, see approve_spending). Without prompt/duration/loop, uses the event's. The prompt goes to the music model exactly as written (nothing is rewritten or added behind it), so write it in English as comma-separated tags: genre, mood, instruments, tempo, production (e.g. "medieval folk, lute, warm, 90 bpm, intimate"). A genre, voice or vocal_level you pass is written into the prompt as words (genre first, voice last). Parts, bpm, key_scale and time_signature are optional structure. Instrumental by default; with lyrics, pass them with [Verse]/[Chorus] tags, or ask the user to write them on the site. The duration must fit the user's plan: duration_sec says this account's limit, never ask for more. A track takes minutes: the tool waits up to 10 minutes and, if still generating, tells you to check later; with wait=false it only queues and returns a jobId for job_status (use it for several tracks: queue them all, the account generates one at a time). Before the FIRST track, the user must accept the rights notice on the site (the tool says so). Returns the new version (with the music page url), like generate_sounds. The game only plays chosen versions: if the event has none yet, the new one becomes chosen (auto_choose=false turns this off).

Inputs: event_id (required), bpm, loop, mode, +13 more. Returns: url, created, credits, refunded, +2 more

generate_soundsGenerate variationsAInspect

Generates sound variations for an event (spends credits: refused until the user approved the cost in the conversation, see approve_spending). Without prompt/duration/loop, uses the event's. LOOP OR ONE-SHOT, decided from what the sound is in the game: a LOOP is anything that lasts while something keeps happening and the game plays on repeat: ambience and weather, music, engines and machines, fire burning, flowing water, AND movement cycles: footsteps, walking, running, crawling, galloping, sustained wing flapping, rolling. Footsteps are a walk cycle with several steps (6-10 s), never a single step. A ONE-SHOT is one discrete action: hit, swing, click, cry, death, explosion, door, item, sting. DURATION: one-shots at least 2 s even for a tiny click, since shorter clips come out thin (hits, clicks and swings 2 s; cries, deaths, collapses and stings 3-5 s); movement loops 6-10 s; ambience, engine and fire loops 10-16 s. A music TRACK (Music folder) is not a sound effect: it is generated with generate_music and lasts up to the user's plan limit (generate_music duration_sec says it), usually 1-3 min for a theme and 30-60 s for a short loop. The server refuses one-shots under 2 s and loops under 6 s. COST = seconds rounded up × the account price per second (creditsPerSecond in list_games) × variations. The request can be in any language: the AI understands it and describes the sound for the generator (exact=true: translate only, literal). Returns the new variations (each with its editor link), the event page (url) and the game's studio (studioUrl). The game only plays chosen sounds: if the event has none yet, ALL the new variations become chosen and the game picks one at random (auto_choose=false turns this off; voice lines are never chosen automatically, generate them with generate_voice); an existing choice doesn't change. To switch or trim the list, use choose_sound.

Inputs: event_id (required), loop, exact, prompt, +4 more. Returns: url, created, credits, refunded, +2 more

generate_voiceGenerate a voice lineAInspect

Generates versions (1 to 4) of a voice line created with create_voice, with its text, voice, register and emotion (spends credits: refused until the user approved the cost in the conversation, see approve_spending). A line costs its estimated seconds (characters / charsPerSecond of list_voices, at least 1 s) × creditsPerSecond × versions. Voice versions are NEVER chosen automatically, not even the first ones: the user must listen to them on the site and pick the ones that go to the game. Returns the new versions and the sound page (url): give the user that link and tell them to listen and choose there.

Inputs: event_id (required), variations.

get_entityEntity detailsC
Read-only
Inspect

Full details of an entity by id: image, events and all variations with prompt and URL, plus the pages on the site: the entity (url: opens the folder where its sound cards live), each event (url: opens the sound in the player to listen, choose, improve, trim, combine) and the editor of each variation (editUrl).

Inputs: entity_id (required), include_image. Returns: entity

get_gameGame entitiesC
Read-only
Inspect

A game's entities (id, name, type, image, how many events have a chosen sound), with the page of the game and of each entity on the site (url).

Inputs: game_id (required). Returns: game, inbox, entities

get_manifestGame sound manifestA
Read-only
Inspect

For engine plugins, and for you when the user chose to bring the sounds only through the conversation (save each sound to its suggested path, next to its scene; never before that choice): the game's CHOSEN sounds in the neutral manifest format (gomo-sounds/manifest@1), each with a download link valid for 24 hours and the suggested path in the project. To hand the user a ready .zip, use export_game. An event with more than one sound (e.g. 3 sword hits) must be played by picking one of its files at random each time, never only the first: write the playback code that way and tell the user.

Inputs: game_id (required). Returns: game, format, sounds

godot_pluginGodot plugin: install kitA
Read-only
Inspect

The kit to put the Gomo Sounds plugin into the user's Godot project, with the rules to do it without breaking anything, AND the version check: call it only when the user chose the plugin (it is optional: the conversation alone also works) or asks for it, and ALWAYS before telling the user to Sync or to Install sounds. Returns the current version, the versions the plugin of this account has reported (installed) with the verdict (status: up_to_date, outdated, blocked, unknown), the .zip link, the folder it goes to, whether the plan allows connecting it, and the steps: YOU download and extract it (after the user says yes), the USER enables it in Godot and connects (once per computer); then you offer to bring the project scenes in as entities (asking about images) and confirm with game_scenes. Also compare with addons/gomo_sounds/plugin.cfg in the project when you can read it. Never delete the addons folder or any project file.

Inputs: game_id. Returns: game, steps, folder, planOk, +7 more

gomo_guideFull guideA
Read-only
Inspect

The full rules of Gomo Sounds: how games, folders, entities and events work, loop and duration, cost and the yes before spending, the two doors of a new game, the quality bar, Godot (plugin or only the conversation), links and downloads. Call it FIRST in every conversation, before any other tool, and follow it.

Inputs: no named parameters.

job_statusGeneration statusAInspect

Where the user's generations are: pass the jobIds from generate_music/derive_music with wait=false (or omit job_ids to list every unfinished one of the account). Each job is waiting (its turn in the account's queue: the account generates one track at a time and the rest follow on their own), queued (with the engine), running, done (with the new versions; if the event had no chosen version, the new one was chosen when it finished, like wait=true) or failed (the reason; nothing is charged for a failure). A track takes minutes: check every few minutes, not in a loop, and tell the user the music pages meanwhile.

Inputs: job_ids.

list_foldersGame foldersC
Read-only
Inspect

The game's folders (free names chosen by the user, with subfolders) and each one's events, which the entities inside inherit: id, duration, loop and, for a track of the Music folder, what is saved in its form (mode, quality, genre, bpm, key, beats per bar, sung or instrumental).

Inputs: game_id (required).

list_gamesList gamesA
Read-only
Inspect

The account's games and projects (kind: game or project; a project is the same thing for anything that is not a game) with how much is in each (entities, events and generated sounds; a game can have every sound in folder events and no entity), the credit balance and the prices: account.creditsPerSecond for sounds, account.music.creditsPerMinute per quality level for tracks (cost = seconds × that ÷ 60, rounded up). Each game has its page on the site (url): when you mention a game, give the user its link.

Inputs: no named parameters. Returns: games, account

list_voicesList voicesA
Read-only
Inspect

The voice library for character lines (voice sounds): each voice with its id, name, who it is (person: homem = man, mulher = woman, menino = boy, menina = girl), style (personagem = character, narracao = narrator), a description in the user's language, the registers it has (coloquial = loose, the default; conversa = conversational; formal = read) and sample links per register and language. Also the emotions (calmo = calm, normal, intenso = intense), the languages (pt-BR, en), the longest line (maxChars) and the price (a line is charged by its estimated seconds: characters / charsPerSecond, at least 1 s, × creditsPerSecond × versions). available=false: voice is off, do not offer it. Use the ids in create_voice.

Inputs: no named parameters.

mark_installedSounds installed in the engineA
Idempotent
Inspect

For engine plugins: tells the site the chosen sounds were installed in the project now, so the site can show which changes already reached the game.

Inputs: game_id (required). Returns: id, installedAt

move_entitiesMove entitiesA
Idempotent
Inspect

Moves entities into a folder (folder_id), or out of their folder (empty folder_id: back to Sound effects).

Inputs: entity_ids (required), folder_id.

place_scenesPlace synced scenes in a tabAInspect

Turns scenes waiting in the game's Inbox (sent by the engine plugin; see game_scenes) into entities in a tab, exactly like dragging them on the site. section auto (default) puts each scene by its project path: ui/ or menus/ to Interface, maps/ or levels/ to Ambience, the rest in Sound effects inside a folder named after the project folder (res://units/x.tscn goes to Units). Or choose the tab (ambience, effects, interface) and, inside it, a folder_id. Without item_ids, every scene in the Inbox.

Inputs: game_id (required), section, item_ids, folder_id. Returns: placed, entities

save_soundAudio download linkAInspect

Only when the user asked for the file or chose to bring the sounds only through the conversation; never to put files into their project before that. Link to download an audio file FROM YOUR ACCOUNT (audio URL from find_sounds/get_entity): show it to the user, who opens it in the browser (it works without logging in, for 24 hours). Explore sounds belong to other accounts and do NOT come out through here: tell the user to open /explore on the site and download there (free, with an account) or generate their own. An event with more than one sound (e.g. 3 sword hits) must be played by picking one of its files at random each time, never only the first: write the playback code that way and tell the user.

Inputs: audio_url (required), file_name.

set_game_visibilityLock or open gameB
Idempotent
Inspect

public = shows up in the site's Explore gallery; private = only the owner sees it (requires a paid plan).

Inputs: game_id (required), visibility (required).

set_sound_directionSound directionA
Idempotent
Inspect

Sets the style rules every generation follows, so the game's sounds match (materials, what to avoid, duration, mixing). With game_id it applies to the whole game; with folder_id, to everything inside the folder (added to the game's). Empty text clears it.

Inputs: text (required), game_id, folder_id.

share_soundUse the same sound in several eventsBInspect

Makes several events play the sound of this variation's event (e.g. the same 'Building' on all buildings). Live link: changing the sound on the original changes it everywhere; the variation joins the original's list if it wasn't there yet. The sounds the events had are removed from their lists. Doesn't generate or spend credits. same_name=true applies it to every event in the game with the same name as the source event.

Inputs: generation_id (required), event_ids, same_name.

sounds_for_folderOne sound for each entity in the folderAInspect

Creates the event event_name on EACH entity in a folder (and subfolders) and generates each one's sound, with its own prompt: {entity} and {description} in the prompt become each entity's name and description. WITHOUT max_credits it only plans: returns the entities, the total cost and the balance, without spending anything. Show the user and, with their OK, call again with max_credits equal to the cost. An entity that already has an event with that name uses the existing one. An event with no chosen sound gets ALL the new variations chosen, so the game picks one at random (auto_choose=false turns this off). For ONE sound that applies to the whole folder, use create_event with folder_id. Always say whether it is a loop. LOOP OR ONE-SHOT, decided from what the sound is in the game: a LOOP is anything that lasts while something keeps happening and the game plays on repeat: ambience and weather, music, engines and machines, fire burning, flowing water, AND movement cycles: footsteps, walking, running, crawling, galloping, sustained wing flapping, rolling. Footsteps are a walk cycle with several steps (6-10 s), never a single step. A ONE-SHOT is one discrete action: hit, swing, click, cry, death, explosion, door, item, sting. DURATION: one-shots at least 2 s even for a tiny click, since shorter clips come out thin (hits, clicks and swings 2 s; cries, deaths, collapses and stings 3-5 s); movement loops 6-10 s; ambience, engine and fire loops 10-16 s. A music TRACK (Music folder) is not a sound effect: it is generated with generate_music and lasts up to the user's plan limit (generate_music duration_sec says it), usually 1-3 min for a theme and 30-60 s for a short loop. The server refuses one-shots under 2 s and loops under 6 s. COST = seconds rounded up × the account price per second (creditsPerSecond in list_games) × variations.

Inputs: loop (required), prompt (required), folder_id (required), event_name (required), +6 more.

suggest_game_setupMaximum refinement: the site's setup assistantAInspect

Call it only after the USER picked "maximum refinement" and answered or confirmed the six fields. Make each field rich and concrete (the look and palette, every character and what it is made of, the mood, reference games), read from the project when you can, and review the result before showing it (see the QUALITY BAR in the instructions). The same assistant as the site's "I want maximum refinement": from the name and "what the game is like" (one line per field: Genre, World, Tone, Sound style, Camera, What's in the game) it writes the description, the sound direction (with the rules every sound follows) and the folders of each tab with the events this game needs, loop and duration decided. Nothing is created: show the result to the user, let them change it, then call create_game with name, engine, description, profile, sound_direction and these folders, with from_ai=true. Uses the account's AI quota (a few per minute).

Inputs: name (required), profile (required), rules, scenes, +1 more.

sync_scenesSend engine scenesA
Idempotent
Inspect

For engine plugins: sends the project's scenes (up to 20 per call) to the game's Inbox, matching by the engine id (externalId, e.g. res://units/spider.tscn). A scene that is already an entity only gets its image refreshed; a new one waits in the Inbox until the user places it in a tab on the site. Sending again never duplicates.

Inputs: items (required), game_id (required). Returns: skipped, entities, inboxMax

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      maintenance
      Enables AI coding assistants to inspect a game project, plan its sound needs, generate and refine sound effects through a user’s ElevenLabs account, and prepare engine-ready audio files. It also provides a local browser sound board for auditioning, keeping, rejecting, and organizing takes.
      Apache 2.0
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    Glama MCP Gateway

    Add one secure layer between your agents and this server.

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