NoiseSmith
Click on "Deploy Server".
Wait a few minutes for the server to deploy. Once ready, it will show a "Started" state.
In the chat, type
@followed by the MCP server name and your instructions, e.g., "@NoiseSmithmake a 20 second seamless loop of gusty wind, as an OGG at game loudness"
That's it! The server will respond to your query, and you can continue using it as needed.
Here is a step-by-step guide with screenshots.
NoiseSmith
Describe a sound in plain words inside Claude, and get an audio file saved in your project.
"an old creaky door" · "wind, from a slight breeze to a hurricane" · "a heavy iron gate slamming" · "light drizzle"
Status: early development (Phase 1). NoiseSmith can make wind, whooshes, door and floor creaks, impacts, rain and game blips today, and loop, layer and export them. Animal sounds (a barking dog) are planned for a later AI-powered upgrade. See PROJECT_PLAN.md.
Free and open source (MIT). Everything the built-in engine makes is CC0: use it anywhere, including commercial projects, no credit needed. Most sounds are synthesized from scratch. The creaks are made from real recordings (also CC0, see credits) that are reshaped, because creaks proved too hard to synthesize convincingly.
What it can make
Recipe | Examples | Settings |
| breeze, gale, hurricane (steady, gusty or howling) | strength |
| swish, sword swing, passing car, jet fly-by | power, object size |
| cupboard, old door, heavy gate, long horror-movie creak | how worn, door size |
| creaking floorboards, stairs, old wood | how worn, size |
| wood knock, metal clang, glass clink, stone thud, boom | how hard, object size |
| drizzle to downpour | strength |
| beep, click, coin, jump, error, success, power-up, laser | harshness, pitch |
Ask for several versions at once ("give me 5 variations") and pick your favourite. Every sound also gets a small .json file recording exactly how it was made, so it can be re-created.
Related MCP server: soundgrep
Loops, scenes and files
Seamless loops: "a 20 second loop of strong wind". WAV loops carry loop points that game engines read.
Scenes: "a storm with gusty wind, heavy rain and a distant boom every 8 seconds" layers several sounds with their own volume, timing and repeats. You can also add custom noise or tone generators for machinery and sci-fi sounds.
Formats and loudness: save as WAV, FLAC, OGG or MP3, and match a loudness target:
game(-16 LUFS),web(-14),broadcast(-23), or any number.Existing files: convert, trim, resample or loop any WAV, FLAC, OGG or MP3 file.
Install
You need uv installed. Then, for Claude Code:
claude plugin install noisesmith --marketplace zimba7768/noisesmithNow just ask Claude: "make the sound of a strong wind howling" or "3 variations of a small wooden door creaking". Files are saved in a sounds folder in your project.
Prefer a plain MCP server (works in Cursor, VS Code and others too)?
claude mcp add noisesmith -- uvx --from git+https://github.com/zimba7768/noisesmith noisesmithA one-click Claude Desktop extension (.mcpb) can be built with uv run python scripts/build_mcpb.py; downloads will be attached to releases later.
Development
uv sync
uv run pytestAdding a new sound recipe is meant to be approachable: copy a file in src/noisesmith/recipes/, change the sound, and list it in recipes/__init__.py.
Available Tools
6 toolscreate_soundA
Create a sound effect and save it as an audio file (plus a small .json notes file).
Choose the closest recipe (see list_recipes) and translate the user's words into numbers:
intensity (0 to 1) is how strong or hard the sound is, size (0 to 1) is how big the
source is, style picks a variant. For example "a slight breeze" is recipe wind with
intensity 0.1, and "a hurricane" is wind with intensity 1.0. What intensity and size
mean depends on the recipe.
variations makes several different versions (1 to 20) so the user can pick one.
seed repeats an earlier result exactly. description is the user's original request,
saved in the notes file. Files go in ./sounds by default and never overwrite older ones.
loop=True makes a seamless loop of duration_s seconds (default 10), good for ambience
such as wind, rain or hums; it is the wrong choice for one-off hits. WAV loops also carry
loop points that game engines use. format is wav (default), flac, ogg or mp3.
loudness matches a loudness target: "game" (-16 LUFS), "web" (-14), "broadcast" (-23),
or a number such as -18. Leave it out to keep the recipe's natural level.
Returns the saved file paths and levels. The sounds are made by NoiseSmith's built-in engine (synthesis, plus reshaped CC0 recordings for the creaks) and are CC0: free to use anywhere, including commercial projects.
| Name | Required | Description | Default |
|---|---|---|---|
| loop | No | ||
| name | No | ||
| seed | No | ||
| size | No | ||
| style | No | ||
| format | No | wav | |
| recipe | Yes | ||
| loudness | No | ||
| intensity | No | ||
| duration_s | No | ||
| output_dir | No | ||
| variations | No | ||
| description | No | ||
| loop_crossfade_s | No |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
Annotations are absent, so the description carries the full behavioral burden. It does well: non-destructive output ('never overwrite older ones'), default location ./sounds, return value ('saved file paths and levels'), synthesis provenance and CC0 licensing, and mid-side effects like WAV loop points for game engines. Remaining gaps are loop_crossfade_s and what duration_s means when loop=False, plus no timing/performance expectations for generating up to 20 variations.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
Front-loaded with the core action, and most paragraphs carry real information (loop guidance, loudness table, licensing). Still, the multi-paragraph layout with heavy backtick parameter naming reads like inline documentation and could be tightened; the example sentences and license sentence are nice-to-have rather than decision-critical.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For a 14-parameter creation tool with no annotations and no output schema, this is close to sufficient: it explains the main knobs, the file destination, the return value in prose, and the licensing/engine context. Dropping `name` and `loop_crossfade_s`, and not stating how this differs from make_loop, are the notable holes.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is 0% across 14 parameters, so this is the description's main chance to add meaning — and it does for most: intensity, size, style, variations, seed, description, loop, duration_s, format, loudness, recipe, output_dir. It gives a semantic definition for intensity/size and a lookup table for loudness values, which is genuinely useful. But `name` and `loop_crossfade_s` are never mentioned, and the numeric ranges stated ('1 to 20', '0 to 1') aren't enforced anywhere, so the coverage is strong yet incomplete.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
States a specific verb and resource: 'Create a sound effect and save it as an audio file (plus a small .json notes file)'. The output side effect and file layout are named, which is far more than a tautology. It does not, however, distinguish itself from the sibling make_loop, which overlaps heavily with its own loop=True behavior, so an agent still has to guess which path to take.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
Explicitly routes part of the workflow: 'Choose the closest recipe (see list_recipes)' and gives a concrete translation procedure with worked examples ('a slight breeze' → wind, intensity 0.1). It also gives a clear exclusion: loop=True 'is the wrong choice for one-off hits'. Missing is any guidance versus preview_sound, mix_sounds, export_sound, or make_loop, so alternative selection is incomplete.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
export_soundA
Convert a sound file to another format, level or length, saving a new file.
path is any wav, flac, ogg or mp3 file. format is wav, flac, ogg or mp3.
loudness is "game" (-16 LUFS), "web" (-14), "broadcast" (-23) or a number of LUFS;
peaks are kept 1 dB below full scale, so a very peaky sound may come out quieter than the
target (the result says so). sample_rate resamples (for example 44100). trim_silence
removes silence at both ends, and the fades are in seconds. The original file is untouched.
| Name | Required | Description | Default |
|---|---|---|---|
| name | No | ||
| path | Yes | ||
| format | No | wav | |
| loudness | No | ||
| fade_in_s | No | ||
| fade_out_s | No | ||
| output_dir | No | ||
| sample_rate | No | ||
| trim_silence | No |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
With no annotations, the description carries the full burden and does well: it discloses that the original is untouched, that a new file is written, and even an edge case (peaky material may land quieter than the LUFS target and the result reports it). What it omits is failure behavior and the destination path of the written file.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
Front-loaded with the core action, then one clause per parameter, with no filler. Minor deductions for the loosely attached 'and the fades are in seconds' clause and a slightly tangled run-on around the peak-ceiling caveat.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For a 9-parameter mutation tool with no annotations and no output schema, the description covers the transformation parameters thoroughly but leaves two parameters entirely undescribed. Since `output_dir` and `name` determine where the new file lands, an agent cannot fully predict the side effect of the call from the description alone.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema coverage is 0%, so the description has to compensate, and it largely does: path input types, format values, the four loudness presets with their LUFS numbers plus numeric override, the 1 dB peak ceiling, sample_rate semantics, trim_silence behavior, and that fades are in seconds. The remaining gap is that `name` and `output_dir` are never mentioned, leaving the agent unsure how the output file is located or named.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The opening sentence gives a specific verb and resource (convert a sound file) plus three transformation axes (format, level, length) and the outcome (saving a new file). That is enough for an agent to distinguish it from mix_sounds or make_loop, though it never explicitly contrasts itself with create_sound or preview_sound.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
Usage is implied by 'saving a new file' and 'The original file is untouched', which suggests a non-destructive derive-a-copy operation. However, there is no explicit statement about when to choose this over preview_sound (to audition) or create_sound (to originate), so the alternative-selection logic must be inferred from sibling names.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
list_recipesA
List every sound recipe NoiseSmith can make, with what each setting means.
Call this first if you are unsure which recipe fits, or what intensity and size mean.
| Name | Required | Description | Default |
|---|---|---|---|
No parameters | |||
Output Schema
| Name | Required | Description |
|---|---|---|
| result | Yes |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
No annotations are provided, so the description must carry the behavioral load. It implies a safe discovery/read operation and discloses that the response describes settings, but it says nothing about return volume, ordering, or whether the list is static.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
Two short sentences with no waste: the first defines the operation and payload, the second front-loads the usage trigger. Every sentence earns its place.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
With no parameters and an output schema that documents the return shape, the description needs only to say what the tool yields and when to reach for it — both are covered.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
The tool takes zero parameters, so there is nothing to disambiguate; the description correctly focuses on what the call yields rather than parameter meaning. Baseline 4 applies.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
States a specific verb (list) and resource (sound recipes) plus the added value of explaining each setting's meaning. The resource is clearly distinct from siblings like create_sound, mix_sounds, and export_sound, though no sibling is named explicitly.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
'Call this first if you are unsure which recipe fits, or what intensity and size mean' gives a concrete trigger condition and sequencing advice. It stops short of stating when not to call it (e.g., if the recipe is already known), keeping it just below a 5.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
make_loopA
Turn an existing sound file into a seamless loop, saving a new file.
The last crossfade_s seconds are blended into the start so it repeats with no click.
Use trim_s to cut that many seconds off both ends first (to drop a fade-in or fade-out).
The result is shorter than the original by the crossfade plus the trims, and the sound
should be at least three times the crossfade long. Works best on ambience such as wind,
rain or hums. format defaults to the source file's format; WAV loops carry loop points.
| Name | Required | Description | Default |
|---|---|---|---|
| name | No | ||
| path | Yes | ||
| format | No | ||
| trim_s | No | ||
| loudness | No | ||
| output_dir | No | ||
| crossfade_s | No |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
With no annotations, the description carries the burden well: it states that a new file is saved rather than the original being overwritten, explains how crossfade and trim affect result length, gives a minimum source length, and notes format defaults and WAV loop points. It still omits details such as output naming, loudness handling, and failure behavior.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is front-loaded with the core action, then gives operational details in a compact sequence. Each sentence adds useful information about the transformation or its constraints.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
The core looping behavior is well covered, but for a 7-parameter tool with no annotations or output schema, the description should do more to document output location/naming and the meaning of loudness. It is adequate but incomplete.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is 0%, so the description must compensate. It meaningfully explains crossfade_s, trim_s, format, and the role of the source path, but leaves name, loudness, and output_dir undocumented, so compensation is only partial.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description states a specific verb and resource: turning an existing sound file into a seamless loop and saving a new file. This clearly distinguishes it from sibling tools like mix_sounds, create_sound, export_sound, and preview_sound.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
It provides clear usage context, including that it works best on ambience such as wind, rain, or hums, and explains when to use trim_s to remove fades. It does not explicitly name alternatives or state when not to use the tool, so it falls short of a 5.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
mix_soundsA
Layer several sounds into one scene, such as a storm, a busy street or a haunted room.
layers is a list of dictionaries. Each has exactly ONE source:
{"recipe": "wind", "intensity": 1.0, "style": "howling"} a NoiseSmith recipe
{"file": "sounds/thunder.wav"} an audio file (wav, flac, ogg, mp3)
{"generator": {"type": "noise", "color": "brown", "duration_s": 3, ...}} a custom sound
A recipe layer also takes that recipe's intensity, size, style, duration_s and seed.
Every layer can set: gain_db (volume in decibels, 0 default, -6 half as loud), start_s,
length_s, fade_in_s, fade_out_s, speed (below 1 lower and slower), and repeat_every_s with
repeat_jitter (0 to 1, uneven spacing), repeat_count and speed_jitter to repeat the sound
through the scene. Example, a storm:
[{"recipe": "wind", "intensity": 0.9, "style": "gusty", "duration_s": 20, "gain_db": -3},
{"recipe": "rain", "intensity": 0.8, "duration_s": 20, "gain_db": -6},
{"recipe": "impact", "style": "stone", "size": 1.0, "intensity": 0.6, "gain_db": -12,
"start_s": 4, "repeat_every_s": 9, "repeat_jitter": 0.6}]
A custom generator is {"type": "noise" or "tone", "duration_s", "color" (white/pink/brown),
"wave" (sine/triangle/square/saw), "freq_hz" (a number or {"from": hz, "to": hz}),
"filters" (a list of lowpass/highpass/bandpass with freq_hz and q) and "envelope"
(attack_s, hold_s, decay_s, release_s)}. Generators are for machinery, sci-fi and similar
sounds, not animals or voices.
duration_s is the length of the whole scene (up to 120 s). loop, loop_crossfade_s,
format and loudness work as in create_sound. If the layers add up too loud, the mix is
turned down to stay clear of clipping. Scenes made only from recipes and generators are
CC0; a file layer carries whatever license that file has.
| Name | Required | Description | Default |
|---|---|---|---|
| loop | No | ||
| name | No | ||
| seed | No | ||
| format | No | wav | |
| layers | Yes | ||
| loudness | No | ||
| duration_s | Yes | ||
| output_dir | No | ||
| description | No | ||
| loop_crossfade_s | No |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
With no annotations, the description carries the load and does well: it discloses the 120s scene cap, automatic gain reduction to avoid clipping ("the mix is turned down to stay clear of clipping"), and per-layer licensing (CC0 for recipes/generators, inherited for file layers). It does not state whether the scene is written to disk or previewed, nor what the call returns.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
Front-loaded with a one-line purpose, then organized into layer kinds, shared layer fields, a worked example, generator sub-spec, and scene-level caveats. Despite its length every block carries information an agent cannot get from the empty-coverage schema.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For a 10-param, no-annotation, no-output-schema tool this is unusually complete on inputs and constraints. The remaining gap is output behavior — no indication of what is produced, where it lands, or how output_dir/name/description affect the result.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema coverage is 0%, so the description must compensate, and it does for most of the 10 params: `layers` gets a detailed union spec (recipe/file/generator) plus shared fields (gain_db, start_s, length_s, fades, speed, repeat_*), and duration_s, loop, loop_crossfade_s, format and loudness are all addressed. `name`, `description` and `output_dir` are never mentioned, leaving three params entirely undocumented.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
Opens with a specific verb and resource: "Layer several sounds into one scene," and immediately grounds it with concrete scene examples (storm, busy street, haunted room). This is clearly distinguishable from create_sound (single sound) and make_loop (looping) without opening any schema.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
Use cases are given concretely and a full worked storm example shows the intended call shape, plus a negative rule ("Generators are for machinery, sci-fi and similar sounds, not animals or voices"). It never explicitly says when to prefer create_sound or make_loop instead, so routing between siblings 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.
preview_soundB
Play a saved sound through the computer's speakers so the user can hear it.
| Name | Required | Description | Default |
|---|---|---|---|
| path | Yes |
Output Schema
| Name | Required | Description |
|---|---|---|
| result | Yes |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
With no annotations, the description carries the full burden, and it does disclose the key side effect: audio is emitted on the user's machine and will be heard. It leaves out whether playback blocks the call, what happens if a sound is already playing, how long it lasts, and any file-existence or permission failure mode.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
One front-loaded sentence with no filler; every clause adds information (action, target, output destination, purpose).
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
The tool is simple and an output schema exists, so return values need no explanation. Still, with no annotations and an undocumented path parameter, the description falls short on playback behavior and input format for a tool whose entire job is a side-effecting action.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
The single required parameter has 0% schema description coverage, so the description must compensate, and it only implies that the path refers to a "saved sound". It says nothing about path format (absolute vs. relative), acceptable file extensions, or whether an ID could substitute for a file path.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description states a concrete verb and resource ("play a saved sound") and adds the observable effect ("through the computer's speakers so the user can hear it"), which separates it from create_sound, export_sound, and mix_sounds. It never names a sibling to contrast with, but the resource is specific enough that an agent can pick it out of the list.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
Usage is only implied: the word "saved" hints that the sound must already exist, and "so the user can hear it" hints at auditioning. There is no explicit when-to-use, no when-not-to-use, and no mention of the sibling tools (e.g., mixing before previewing, or exporting instead).
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
Tool Schema Changelog
Recent tool additions, removals, and schema changes observed during successful MCP inspections.
6 tool updates
v0.3.0- First observed
create_sound - First observed
export_sound - First observed
list_recipes - First observed
make_loop - First observed
mix_sounds - First observed
preview_sound
TDQS
Scored across 6 tools
Each tool targets a distinct stage of the sound workflow: recipe discovery, single-sound creation, multi-layer mixing, export/conversion, looping, and playback. There is minor overlap between create_sound's loop option and make_loop, and between mix_sounds and create_sound for complex layered sounds, but the descriptions clarify the different inputs and use cases.
All tool names follow a consistent snake_case verb_noun pattern: list_recipes, mix_sounds, create_sound, export_sound, make_loop, preview_sound. No mixed conventions or vague verbs.
Six tools are well-scoped for a sound-design utility, with each tool covering a clear, non-redundant stage of the workflow. The count avoids both bloat and thinness.
The set covers the core lifecycle: discovering recipes, creating sounds, mixing scenes, converting/exporting, looping, and previewing. Minor gaps exist around managing saved files—there is no tool to list, delete, or rename generated sounds—but these are workaroundable and do not block primary workflows.
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