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generate_sound

Make a new sound effect from a description when the library has nothing suitable (search_sounds has no full match and its closest sounds do not suit; it then returns generate_available). Needs an SFXMint API key; free: 3 generations a day per account (50 to 200 with a plan), each up to 4 CC0 WAV takes of up to 10 s; one that makes no take does not count. Returns CC0 WAV files (signed links valid 15 minutes) with SHA-256 and seed; if they are not ready within about 25 seconds, it returns the order id for get_generation. AI-generated: the user should listen before use.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
promptYesOne sound, in plain English: what makes it, what it does and how it develops, e.g. 'a heavy wooden door slams shut and rattles in its frame' or 'three bright notes rise quickly, then a soft sparkle'. Name what is heard, not what it is for. Write only what should be heard: the model reads 'no thunder' as thunder. Leave out lengths (use duration_s) and 'sound effect'; add a place (large hall, distant, outdoors) when it matters. For a one- or two-word idea, another language or words that exclude something, set enhance. The model's weak spots: ${weakSpotGuide()}.
enhanceNoLet SFXMint write the prompt into a full sound description first, as the website's AI Enhance does: a short idea ('coin', 'level complete'), another language, or words that leave something out. Default false: the prompt goes to the model exactly as written. The result gives the description it used.
duration_sNoLongest length in seconds. Leave it out and SFXMint chooses from the description; either way the silence before and after the sound is cut, so a take can be shorter
variationsNoHow many takes to make (default 4; one generation either way)

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed1 schema field changed
    • changedInput schema / properties / prompt / description
      Previous value: -"One sound, in plain English: what makes it, what it does and how it develops, e.g. 'a heavy wooden door slams shut and rattles in its frame' or 'three bright notes rise quickly, then a soft sparkle'. Name what is heard, not what it is for. Write only what should be heard: the model reads 'no thunder' as thunder. Leave out lengths (use duration_s) and 'sound effect'; add a place (large hall, distant, outdoors) when it matters. For a one- or two-word idea, another language or words that exclude something, set enhance."New value: +"One sound, in plain English: what makes it, what it does and how it develops, e.g. 'a heavy wooden door slams shut and rattles in its frame' or 'three bright notes rise quickly, then a soft sparkle'. Name what is heard, not what it is for. Write only what should be heard: the model reads 'no thunder' as thunder. Leave out lengths (use duration_s) and 'sound effect'; add a place (large hall, distant, outdoors) when it matters. For a one- or two-word idea, another language or words that exclude something, set enhance. The model's weak spots: ${weakSpotGuide()}."
  2. Changed1 schema field changed
    • changedInput schema / properties / variations / description
      Previous value: -"How many takes to make (default 4; the price is the same)"New value: +"How many takes to make (default 4; one generation either way)"
  3. Changed1 schema field changed
    • changedInput schema / properties / enhance / description
      Previous value: -"Let SFXMint rewrite a short or unclear idea ('coin', 'level complete') into a full sound description first; a clear description still goes as written (default false: the prompt is used as written). The result gives the rewrite it used, if any."New value: +"Let SFXMint write the prompt into a full sound description first, as the website's AI Enhance does: a short idea ('coin', 'level complete'), another language, or words that leave something out. Default false: the prompt goes to the model exactly as written. The result gives the description it used."
  4. Changed1 schema field changed
    • changedInput schema / properties / prompt / description
      Previous value: -"One sound, in English: a short noun phrase that ends with the sound itself, e.g. 'heavy wooden door slam' or 'bright rising three-note chime'. Name what is heard, not what it is for; leave out no/not/without, lengths (use duration_s) and 'sound effect'. Add a place (large hall, distant, outdoors) only when it matters. For a one- or two-word idea, set enhance."New value: +"One sound, in plain English: what makes it, what it does and how it develops, e.g. 'a heavy wooden door slams shut and rattles in its frame' or 'three bright notes rise quickly, then a soft sparkle'. Name what is heard, not what it is for. Write only what should be heard: the model reads 'no thunder' as thunder. Leave out lengths (use duration_s) and 'sound effect'; add a place (large hall, distant, outdoors) when it matters. For a one- or two-word idea, another language or words that exclude something, set enhance."
  5. Added
  6. Removed
  7. First observed

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