com.sfxmint/sounds

sounds

Free CC0 sound effects: search, roles and sets with no key; generate new ones with an API key.

1.2.0
Version
remote
Transport
12
Tools

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Tools (12)

  • search_sounds

    Free-text search over the SFXMint library of free CC0 sound effects. Use it for sound descriptions, additional constraints or gaps left by another tool. Choose get_role_sound for a named event or get_sound_set for multiple events when that fits the task; these are task branches, not a fixed sequence. Hard constraints (duration, loop, format, excluded words) always apply. results hold sounds whose text has every word of the query. When there are none, closest lists the nearest sounds that meet every hard constraint, best first, each with missing_terms: judge them from title and description and let the user listen. library_fit says how well the library covers the request (full, close, weak, none); anything short of full also returns generation options. Returns direct, hotlinkable MP3/WAV URLs and verified OGG (Vorbis) URLs where available — no API key, no attribution required — plus measured acoustics (attack_ms, tail_ms, centroid_hz), character labels like 'bright · punchy · tight', loo

  • get_role_sound

    Choose this when the task calls for a sound for a named event or interaction — a button click, purchase success, error beep, level-up, dialogue blip, notification. Pass the role as plain words: role ids (click, success, purchase-success, dialogue-blip, notification…) and common aliases (button click, ka-ching, jump scare, text blip…) are all accepted. Returns a qualified candidate for that role when one satisfies the requested constraints, with MP3/WAV URLs, 2-3 alternates and the family page for browsing more. Five core game roles include content_check (verified/unverified/rejected), scoped to scene, role, format and exact file SHA256; unverified previews are not certified suitable. Download selected files locally and retain originals. Task-permitted processing requires a recipe, output SHA256, renewed file checks and a listening check; changed bytes do not inherit content review. Other task-permitted sources or local synthesis may be mixed in. Optional style: crisp (short, bright, dr

  • get_sound

    Get full metadata for one sound by slug, including download URLs, description and measured acoustics (attack/tail/brightness + character labels).

  • get_sound_set

    Get a coherent set of sounds for an app or game in one call — one sound per role, with format metadata, hashes and stable download URLs. Use it when the task needs a whole kit; use get_role_sound for one event. Check content_check: verified/unverified/rejected is bound to the exact role, format and file SHA256; unverified files still require listening in context. Sets include UI styles, game and app scenarios, acoustic-drum-kit, animal-calls (15 isolated calls), and dungeon-traps (6 isolated mechanisms).

  • generate_sound

    Make a new 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). Needs an SFXMint API key; free: 3 generations a day per account (50 to 200 with a plan), each up to 4 CC0 WAV takes of up to 10 s; one that makes no take does not count. Returns CC0 WAV files (signed links valid 15 minutes) with SHA-256 and seed; 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.

  • get_generation

    Check a generation started with generate_sound: status, and fresh download links for the finished takes.

  • start_game_kit

    Start a Game kit: SFXMint plans the sounds one game needs and makes them as CC0 takes to pick from — the same project the user sees on the website. Use it when the user wants sounds for a whole game or scene and the library (get_sound_set, get_role_sound) does not cover them. Needs an SFXMint API key. Planning and listing are free; each sound made uses one of the account's generations of the day: 3 free, or its plan's (from $9.90 for 30 days: 50 to 200 generations a day for the whole account), which the user buys in the browser (see get_game_kit). Returns kit_id and kit_url; call get_game_kit after about 15 seconds.

  • get_game_kit

    A Game kit's state: its scenes, its sounds (event key, when it plays, status, the takes made with short-lived file links, SHA-256 and length, and the take in use), how its makes are paid (the account's free generations of the day, or its plan's) and next_step. Needs the API key that started the kit.

  • list_kit_sounds

    List the sounds of a Game kit's scenes, free: after start_game_kit planned the scenes, show them to the user, then call this with the scenes to keep (all by default; the others are switched off). Call get_game_kit after about 15 seconds.

  • make_kit_sounds

    Make sounds in a Game kit: each sound gets up to four takes, and each sound made is one generation. Each uses one of the account's generations of the day, shared with generate_sound: 3 free, or its plan's. Nothing is charged. When none is left it answers with plans_url: the user chooses a plan on that page (from $9.90 for 30 days: 50 to 200 generations a day for the whole account), never the agent.

  • pick_kit_take

    Use one of a sound's takes in the kit (the first take is used until the user picks). Let the user listen to the takes first.

  • export_game_kit

    What to put in the project: every included sound's event key and the take in use (file link valid 15 minutes, SHA-256), the sounds not ready yet, and zip_url for one ZIP (download it with the same Authorization header) holding the files in the chosen format, sounds.json (event key → file) and a README. Wire the game's events to sounds.json and let the user check the sounds in the game.