Generate a game sound effect
generate_sound_effectGenerate short sound effects from text prompts, including seamless loops for ambience. Returns local file paths or a job ID for asynchronous retrieval.
Instructions
SPENDS AUDIO CREDITS. Generates a short sound effect from a text description — weapon reports, impacts, footsteps, UI blips, or a seamless ambience loop. Set loop:true for anything that must tile without a seam. Each variation in quantity costs separately. Polls and downloads inline, returning local file paths; the wait is bounded, so a slow provider returns a job id to poll with get_asset_job rather than hanging. NOTE: the provider documents this request contract but not its response shape, so this path is UNVERIFIED against the live API — the first real call may need a client fix.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| loop | No | Request a seamless loop. Essential for ambience beds and engine tones. | |
| name | Yes | Short identifier, e.g. "plasma_rifle_fire". Becomes the workspace folder. | |
| prompt | Yes | What the sound is. Concrete physical description beats genre words. | |
| quantity | No | How many variations. Each costs credits. | |
| destination | No | Output root. Defaults to ASSET_OUTPUT_DIR. | |
| waitSeconds | No | Bounded wait before returning a job id instead. 0 returns immediately. | |
| durationSeconds | No | Whole seconds, 1-22. Provider default is 2. | |
| promptInfluence | No | 0..1. Higher follows the prompt more literally; lower explores. |