generate_sound
Make an individual 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). For continuous environmental beds or instrumental background music, use generate_ambience or generate_music when offered. Needs an SFXMint API key and uses the account's 1 free try first, then credits or a plan on the account — a credit pack ($3.90 for 10 credits or $9.90 for 30, never expiring) or the unlimited plan ($19.90 for 30 days, unlimited sounds) — each up to 4 CC0 WAV takes of up to 10 s (with an OGG of each when credits or a plan made it); one that makes no take does not count; with neither it answers payment_required with buy_url and website_url (the website's page where the user can make it and hear it first). Returns CC0 WAV files (signed links valid 15 minutes) with SHA-256 and seed, and ogg_url (Ogg Vorbis, made from the WAV on its first request) for takes made with credits or a plan; 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
| Name | Required | Description | Default |
|---|---|---|---|
| prompt | Yes | For enhance=false, write the final audible description in plain English, usually 1-3 sentences, at most 400 characters. Start with 'TrackType: SFX,'. Name the source, action and relevant material; preserve requested count, intensity, pace and how the sound starts, develops and ends. Translate a use such as 'success' into the intended audible event, e.g. 'TrackType: SFX, three bright electronic tones rise in pitch, each fading quickly.' Preserve an explicitly requested sound: a confirmation click stays a click. Mention only sounds to be heard; omit excluded sounds entirely instead of writing 'no music' or 'without speech'. Avoid brands, character names and metaphors that name unwanted sources. Add perspective, environment or timbre only when requested or established by context; do not invent extra events. Keep simple sounds short. Put total length in duration_s. For enhance=true, a plain-language brief in any language is enough; SFXMint writes the model description. | |
| enhance | No | Default false. Prefer false when you can write the final English sound description using the prompt guidance: it skips the server AI rewrite. True asks SFXMint to expand or adapt a brief, as the website's AI Enhance does; the result includes enhanced_prompt. With false, non-Latin text may still trigger server translation, so write English to avoid that extra call. Neither setting guarantees audio quality; listen to the takes. | |
| 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) | |
| variations_of | No | A variation set instead of a new sound: four takes started from one finished take of this account's generation, close to it, for a game to play at random so the sound does not repeat (footsteps, hits, shots). The result adds engine files (a Godot AudioStreamRandomizer .tres and a Unity script) to save beside the WAVs. Uses one generation; prompt then only names the set. |