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Glama

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault

No arguments

Instructions

Guidance the server publishes about itself, which clients place ahead of the tool catalog so the model reads it before choosing anything.

This server publishes no instructions, or was last inspected before Glama recorded them.

Capabilities

Features and capabilities supported by this server

Protocol revision2025-11-25

CapabilityDetails
tools
{
  "listChanged": false
}
prompts
{
  "listChanged": false
}
resources
{
  "subscribe": false,
  "listChanged": false
}

Tools

Functions exposed to the LLM to take actions

NameDescription
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.

create_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.

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.

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.

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.

preview_soundB

Play a saved sound through the computer's speakers so the user can hear it.

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

TDQS

A3.9/5.0

Scored across 6 tools

Disambiguation4/5

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.

Naming Consistency5/5

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.

Tool Count5/5

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.

Completeness4/5

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.

Maintenance

ActivityMaintained
ResponsivenessNo issues