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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

NameRequiredDescriptionDefault
promptYesFor 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.
enhanceNoDefault 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_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)
variations_ofNoA 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.

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed1 schema field changed
    • addedInput schema / properties / variations_of / properties / order_id / description
      Added value: +"The generation, from generate_sound or get_generation"
  2. Changed2 schema fields changed
    • changedInput schema / properties / enhance / description
      Previous value: -"Recommended: SFXMint writes the prompt into the description the model gets, as the website's AI Enhance does, and the result gives that description. Default false: the prompt goes to the model exactly as written."New value: +"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."
    • changedInput schema / properties / prompt / description
      Previous value: -"The sound the user needs, in plain words and any language: what it is for and what should be heard. With enhance (recommended), SFXMint writes the description the model gets. Leave out lengths (use duration_s)."New value: +"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."
  3. Changed1 schema field changed
    • addedInput schema / properties / variations_of
      Added value: +{
      +  "description": "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.",
      +  "properties": {
      +    "order_id": {
      +      "type": "string"
      +    },
      +    "take": {
      +      "description": "Which of its takes (1-4)",
      +      "type": "number"
      +    }
      +  },
      +  "required": [
      +    "order_id",
      +    "take"
      +  ],
      +  "type": "object"
      +}
  4. Changed2 schema fields changed
    • changedInput schema / properties / enhance / description
      Previous 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."New value: +"Recommended: SFXMint writes the prompt into the description the model gets, as the website's AI Enhance does, and the result gives that description. Default false: the prompt goes to the model exactly as written."
    • 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. The model's weak spots: small ringing things written as one dense mass: a burst, shower, spill, pile or overlapping rush of coins, bells, ice, glass or gems: the rings blur into a hiss with no clear tone; write for a game reward (coins, gems, loot), a quick rising jingle of bright dings; for real things, separate hits you could count, each with its ring (four ice cubes dropping into a glass one at a time, each a clear clink). the ambience of a busy indoor public place: a train or metro station, an airport hall, a shopping mall: a muddy rumble or a noisy wash with nothing recognisable in it; write the place by one steady source with few events, the way a plane cabin, an office or a fireplace ambience is written. clear spoken words, lyrics, a song or a music track: a voice with indistinct words, or a short musical sound rather than a track; write a voice whose words are indistinct, or the closest short sound (a chord, a sting, a drum hit) with no key, tempo or other song terms. a seamless loop, or a sound that keeps going without an end: one sound with a start and an end, not a loop; write the sound as one take of the longest length, without loop words."New value: +"The sound the user needs, in plain words and any language: what it is for and what should be heard. With enhance (recommended), SFXMint writes the description the model gets. Leave out lengths (use duration_s)."
  5. 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. The model's weak spots: ${weakSpotGuide()}."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: small ringing things written as one dense mass: a burst, shower, spill, pile or overlapping rush of coins, bells, ice, glass or gems: the rings blur into a hiss with no clear tone; write for a game reward (coins, gems, loot), a quick rising jingle of bright dings; for real things, separate hits you could count, each with its ring (four ice cubes dropping into a glass one at a time, each a clear clink). the ambience of a busy indoor public place: a train or metro station, an airport hall, a shopping mall: a muddy rumble or a noisy wash with nothing recognisable in it; write the place by one steady source with few events, the way a plane cabin, an office or a fireplace ambience is written. clear spoken words, lyrics, a song or a music track: a voice with indistinct words, or a short musical sound rather than a track; write a voice whose words are indistinct, or the closest short sound (a chord, a sting, a drum hit) with no key, tempo or other song terms. a seamless loop, or a sound that keeps going without an end: one sound with a start and an end, not a loop; write the sound as one take of the longest length, without loop words."
  6. 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()}."
  7. 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)"
  8. 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."
  9. 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."
  10. Added
  11. Removed
  12. First observed

TDQS

A3.9/5.0
Behavior3/5

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

Annotations only declare write/non-open-world, so the description carries most of the burden and does add real value: API key requirement, the free-try-then-credits flow, the payment_required response with buy_url, and the 15-minute signed-link lifetime. However it buries pricing minutiae ('$3.90 for 10 credits or $9.90 for 30, never expiring... $19.90 for 30 days') that is commercial noise rather than behavior an agent needs to plan a call, and it doesn't state rate limits or whether a failed generation consumes credits beyond the one-line 'one that makes no take does not count'.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness3/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Front-loading is good — the core purpose and the sibling routing come first. But the body is a single ~230-word run-on with heavy em-dash and parenthetical chaining, and the credit-pack pricing sentence (

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

Completeness3/5

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

placeholder

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters3/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema description coverage is 100% and the prompt guidance is already exhaustively documented in the schema, so baseline 3 applies. The description adds only marginal parameter-level meaning ('each up to 4 CC0 WAV takes of up to 10 s', 'Uses one generation' for variations_of), which duplicates rather than extends what the schema already says.

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 resource ('Make an individual sound effect from a description') and immediately bounds the scope against the retrieval path ('when the library has nothing suitable... search_sounds has no full match... returns generate_available'). It also names the two siblings that cover the adjacent cases (generate_ambience, generate_music), so an agent can route without opening a 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 precondition for use (search failed and closest sounds don't suit), explicit exclusions routed to alternatives (continuous environmental beds → generate_ambience, instrumental background music → generate_music), and a fallback path (get_generation when takes exceed ~25s). Nothing about when-to-use is left to inference.

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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