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Gomo Sounds

One sound for each entity in the folder

sounds_for_folder

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.

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

NameRequiredDescriptionDefault
loopYesRequired. true for a continuous sound the game repeats (footsteps, running, flapping, engine); false for one discrete action.
promptYes
channelsNoAudio 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_idYes
event_nameYes
variationsNo
auto_chooseNo
max_creditsNo
duration_secNoOne-shot at least 2 s; movement loops 6-10 s. Omitted: loop 12 s, one-shot 2 s.
include_subfoldersNo

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observed

TDQS

A4.7/5.0
Behavior5/5

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

Annotations carry only a title, so the description bears the full burden and does: dry-run behavior and exactly what is returned, the cost formula, server-side rejection of one-shots under 2 s and loops under 6 s, reuse of an existing event with the same name, and the auto_choose randomness behavior. This is substantially more than any structured field provides.

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?

The operational essentials (what it does, the plan/confirm flow, the sibling alternative) are front-loaded in the first three sentences. The remaining loop/one-shot and duration guidance is long and largely uppercase-emphasized prose, but every clause is actionable; a bulleted split would read better than one dense block.

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

Completeness4/5

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

For a 10-parameter batch-generation tool with no output schema and no meaningful annotations, the description covers cost, planning returns, idempotence on existing events, and duration/loop constraints. It does not describe what the real (spending) call returns, such as job identifiers or per-entity status, which is the main remaining hole.

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 only 30%, and the description compensates well: max_credits as the plan-vs-spend switch, auto_choose as the 'choose all variations so the game picks randomly' toggle, include_subfolders via '(and subfolders)', variations via the cost formula, and the {entity}/{description} placeholders in prompt. Minor gaps remain (event_name's 60-char identity semantics is only implied by the reuse sentence).

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?

States a specific verb and scope: 'Creates the event event_name on EACH entity in a folder (and subfolders) and generates each one's sound.' It also explicitly contrasts with the sibling create_event with folder_id, so an agent can pick between the batch-per-entity tool and the single-folder-sound tool without opening either schema.

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?

Gives an explicit two-step workflow: without max_credits it only plans, show the user, then call again with max_credits equal to the cost. It also names the alternative (create_event with folder_id) and the condition for it, plus the loop/one-shot selection rule.

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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