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
| Name | Required | Description | Default |
|---|---|---|---|
| prompt | Yes | 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()}. | |
| enhance | No | 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. | |
| duration_s | No | Longest 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 | |
| variations | No | How many takes to make (default 4; one generation either way) |