One sound for each entity in the folder
sounds_for_folderCreates 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.
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": {
"folder_id": "<folder_id>",
"event_name": "<event_name>",
"prompt": "<prompt>",
"loop": "<loop>"
},
"name": "sounds_for_folder"
}
}Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| loop | Yes | Required. true for a continuous sound the game repeats (footsteps, running, flapping, engine); false for one discrete action. | |
| prompt | Yes | ||
| channels | No | Audio channels. auto (default): mono for everything the game positions (footsteps, hits, creatures, interface), stereo for Ambience backgrounds and for music in any folder. stereo: for a sound that does not come from a spot on the map (a sting, a screen whoosh). The choice is saved on the event. | |
| folder_id | Yes | ||
| event_name | Yes | ||
| variations | No | ||
| auto_choose | No | ||
| max_credits | No | ||
| duration_sec | No | One-shot at least 2 s; movement loops 6-10 s. Omitted: loop 12 s, one-shot 2 s. | |
| include_subfolders | No |