MCP: Gomo Sounds inside your AI assistant

MCP gives your AI assistant access to your account: it lists your games, finds sounds, generates versions, picks the best ones and organizes folders, all by chat. It runs on the website itself: you install nothing. It works on every plan, free included; generating sounds uses credits, same as on the site.

What you can do

  • Start from scratch: create the game, folders and sounds by chatting, or follow the guided assistant.
  • Each sound is something that happens in the game (Move, Land, Click) and has versions: you pick which ones go to the game, and the game picks among them at random. The thing that makes the sound (Beetle Warrior, River stone, Play button) shows as a label, with its image and name, on the cards of its sounds. Undo, Victory and Level complete are sounds of the Interface folder.
  • Ask about anything's sounds: "the dragon's sounds" returns the sounds, each version and which ones go to the game.
  • Generate versions of a sound, with or without changing the description, and choose the best ones.
  • Create folders and sounds (and the label of each thing of the game), and move them between folders.

Connect

  1. Nothing to install: MCP lives at https://gomosounds.com/mcp.
  2. In Claude (app or website), paste the address and sign in with your account. In Claude Code, Cursor and VS Code, create an access key in Integrations (it's shown only once: copy it right away).
  3. Set up your client as shown below.

Address and key

https://gomosounds.com/mcp The MCP address. Your client talks to it over HTTP.
Authorization: Bearer gomo_... In Claude Code, Cursor and VS Code: the key created in Integrations, in the Authorization header. In Claude, you sign in with your account and need no key.

Configure the client

Claude (app and website)

Settings → Connectors → Add custom connector. Paste the address below, click connect and sign in with your Gomo Sounds account. A screen asks you to allow access: click Allow. To turn it off later, use Connected apps in Integrations.

https://gomosounds.com/mcp

Claude Code

One terminal command. Replace the key.

claude mcp add --transport http gomo-sounds https://gomosounds.com/mcp --header "Authorization: Bearer gomo_..."

Cursor, VS Code and others

Paste it into your client's MCP servers file (Cursor: .cursor/mcp.json; VS Code: .vscode/mcp.json). Works with any client that accepts an MCP server by address (HTTP).

{
    "mcpServers": {
        "gomo-sounds": {
            "type": "http",
            "url": "https://gomosounds.com/mcp",
            "headers": {
                "Authorization": "Bearer gomo_..."
            }
        }
    }
}

To check: ask the assistant "list my games on Gomo Sounds". It should call list_games and answer with your games.

Tools

These are the names the assistant calls. "?" marks an optional parameter.

Query

  • game_progressread-only

    game_id

    How much of the game already has a sound (what ships to the game), in % and per tab, and every missing event with its id. The assistant calls it at the end and asks whether to fill the rest.

  • find_soundsread-only

    query, include_images?

    Searches entities by name, game, event or description (accent-insensitive) and returns everything about each: image, events, every variation with id, prompt used, duration, cost, whether it's chosen and the audio URL. Also finds folder events (music, ambience, interface) by name, description or folder.

  • get_entityread-only

    entity_id, include_image?

    An entity's full profile by id.

  • list_gamesread-only

    The account's games with how many entities, events and sounds each has, the credit balance, the price per second of sounds (creditsPerSecond) and the price per minute of music per quality level, with your plan's maximum length.

  • get_gameread-only

    game_id

    A game's entities, with how many events already have a chosen sound.

  • list_voicesread-only

    The voice library for character lines: each voice with its name, who it is (man, woman, boy, girl), character or narrator style, a description, the registers it has (loose, conversational, read) and samples to listen to. Also the emotions, the languages (Portuguese and English), the longest line and the price.

  • list_foldersread-only

    game_id

    The game's folders and subfolders, with the events the entities inside inherit: duration, loop and, for a track, what is saved in Compose (mode, style, tempo, key, parts).

  • gomo_guideread-only

    The assistant's full guide: every rule (how games, folders, sounds and versions work (and the label of each thing of the game), duration and cost, the yes before spending, Godot, links). The assistant reads it at the start of every conversation, since some apps cut the server instructions short.

Create and organize

  • create_game

    name, kind?, engine?, description?, profile?, sound_direction?, template?, language?, folders?, entities?, from_ai?, new_game_confirmed?

    Creates a game. It is the first step: it comes with the Ambience, Sound effects and Interface folders. sound_direction is the style every generation follows; template adds genre folders (strategy, platformer, board, puzzle).

  • create_tracks

    game_id, folder_id?, tracks

    Creates several tracks at once in the Music folder (or a subfolder of it), free, without generating: name, prompt, duration, loop and the screen form (style, parts, tempo, key, time signature, voice), shown on the site right away; the style and the voice go into the prompt as words. A track that already exists is updated with what is sent. Returns each track's page and the cost of generating each one and the batch, per quality level.

  • create_voice

    game_id, name, text, language?, voice_id?, register?, emotion?

    Creates ONE voice line (what a character says) in a game, in the Voices folder (a new game is born with it; an older one gets it with the first line), named in the game's language. Takes the name, the exact text, the language (the game's by default), the voice, the register and the emotion. Free: nothing is generated yet.

  • create_entity

    game_id, name, description?, folder_id?, external_id?

    Creates an entity: a thing in the game that makes noise (unit, building, block, object, button, screen). Actions like Undo or Level complete are not entities, they are events. Inside a folder, it inherits the folder's events.

  • create_event

    entity_id?, folder_id?, name, prompt, duration_sec?, quality?, mode?, genres?, bpm?, key_scale?, time_signature?, instrumental?, lyrics?, language?, vocal_level?, voice?, loop

    Creates an event on an entity (entity_id) or a folder (folder_id). The name is what happens (Move, Attack, Click), never "Sound": the game calls the sound by that name. Actions with no owner go in the Interface folder. loop is required: true for what repeats while something keeps happening (ambience, music, engine, fire and movements like footsteps, running and wings; footsteps are a 6-10 s cycle), false for a single action (hit, click, cry), at least 2 s. The server refuses one-shots under 2 s and loops under 6 s.

  • delete_sound

    event_id, name

    Deletes a sound or a track for good, with its versions, like the site's Delete button. Only when you ask, and the name must match (a mixed-up id never deletes the wrong sound). A favorite version or one chosen in another sound stays; with a generation running, it waits for it to finish.

  • set_sound_direction

    game_id?, folder_id?, text

    The sound direction of the game (game_id) or of a folder (folder_id): the style every generation there follows.

  • create_folder

    game_id, name, section?, parent_id?, entity_ids?

    Creates a folder in the game, in any tab (section: ambience, effects, interface, music) or inside another folder, optionally already holding entities. Ambience by place, interface by screen, effects by kind of thing.

  • move_entities

    entity_ids, folder_id?

    Moves entities into a folder. Without folder_id, removes them from their folder.

  • set_game_visibility

    game_id, visibility

    public shows in the Explore gallery; private is owner-only (paid plan required).

  • suggest_game_setup

    name, profile, rules?, language?, scenes?

    The same assistant as the site's "I want maximum refinement!": from the name and "what the game is like" (genre, world, tone, sound style, camera, what is in the game) come the description, the sound direction and the folders of each tab with their events. Nothing is created: you review and create_game creates.

Sounds

  • sounds_for_folder

    folder_id, event_name, prompt, loop, duration_sec?, variations?, include_subfolders?, max_credits?, channels?, auto_choose?

    One sound per entity in a folder (e.g. Footsteps for each unit). '{entity}' and '{description}' in the prompt become each one's name and description. loop is required, as in create_event. Without max_credits it only shows the list and the cost; with max_credits equal to the cost, it creates the events and generates. An event with no chosen sound gets all the new variations chosen. Accepts channels, like generate_sounds.

  • generate_sounds

    event_id, prompt?, duration_sec?, loop?, exact?, variations?, channels?, auto_choose?

    Generates variations for the event. Costs credits: seconds × price per second × variations. Without a prompt, uses the event's description. If the event has no chosen sound yet, all the new variations become chosen and the game picks one at random (auto_choose=false turns it off); a choice you already made never changes. channels: auto (mono for what the game positions, stereo for Ambience backgrounds and music), mono or stereo; it is saved on the event.

  • generate_music

    event_id, prompt?, duration_sec?, loop?, quality?, mode?, genres?, bpm?, key_scale?, time_signature?, instrumental?, lyrics?, language?, vocal_level?, voice?, auto_choose?, wait?

    Generates ONE version of a track for an event of the Music tab: the prompt goes to the model exactly as written (English comma-separated tags: genre, mood, instruments, tempo), duration, loop, quality level (draft to max, with a price per minute) and instrumental or with lyrics. Also the Compose mode (parts, tempo, key, time signature, style, voice); the style and the voice become words in the prompt itself. Waits up to 10 minutes; with wait=false it only queues and returns the id for job_status (for several tracks: the account generates one at a time and the rest wait their turn). Before the first track, the user accepts the rights notice on the site.

  • derive_music

    version_id, origin, start?, end?, seconds?, closeness?, note?, quality?, auto_choose?, wait?

    A new version from an existing one: regenerates only a section (repaint, with start and end in seconds), extends (extend, with the seconds to add) or makes a similar track (cover, with the closeness). Charges the generated seconds at the source version's level; lyrics, tempo and key come from the source, and the note is added to the end of its prompt as written.

  • job_status

    job_ids?

    Where the generations are: the ids from generate_music/derive_music with wait=false (or, without ids, every unfinished one of the account). Each one is waiting its turn, in the engine queue, generating, done (with the new versions, chosen if the sound had none) or failed (the reason; a failure is not charged).

  • generate_voice

    event_id, variations?

    Generates 1 to 4 versions of a voice line. Costs credits: the line's estimated seconds (characters ÷ characters per second, at least 1 s) × price per second × versions, with the same cost approval as generate_sounds. The versions are never chosen automatically: you listen to them on the site and pick the ones that go to the game.

  • choose_sound

    event_id, generation_id?, generation_ids?, mode?, prune?

    Marks the chosen variation. mode: add (adds to the chosen ones), remove (removes), only (just this one).

  • share_sound

    generation_id, event_ids?, same_name?

    Uses the same variation in other events (event_ids), or in every event with the same name (same_name), without generating again.

  • approve_spending

    credits, plan, user_reply

    Records your yes to the cost: it lasts until that total is spent, for up to 6 hours (a whole batch of tracks fits in one yes). The assistant shows the plan with the total ("May I generate this for 63 credits?") and only calls it after your answer; without it, generating is refused. In the plugin, the Generate button does not need it.

Take it out

  • save_sound

    audio_url, file_name?

    Returns a link to download an audio file from YOUR account (the audio URL from find_sounds or get_entity). The link opens in any browser for 24 hours, without signing in. Explore sounds belong to other people and don't go through MCP: download them on the website (free, with an account) or generate your own.

  • export_gameread-only

    game_id

    Returns the link to the .zip with the game's chosen sounds and the manifest.json. The link opens in any browser for 24 hours.

Engine plugin

  • get_manifestread-only

    game_id

    For engine plugins: the game's chosen sounds in the neutral format (manifest.json), each with a download link (24 hours) and the suggested path in the project.

  • sync_scenes

    game_id, items

    For engine plugins: sends the project's scenes (up to 20 at a time) to the game's Inbox. A scene that is already an entity only gets its image refreshed; sending again never duplicates.

  • mark_installed

    game_id

    For engine plugins: tells the site the chosen sounds were just installed in the project.

  • godot_pluginread-only

    game_id?

    The kit to put the Godot plugin into the project: current version, whether the connected plugin is up to date (the assistant checks before asking you to sync or install), .zip link, folder, whether the plan allows connecting and the steps. The assistant downloads and extracts it (with your ok, deleting nothing); you enable the plugin, connect and click Sync.

  • game_scenesread-only

    game_id

    What the plugin sent from the project: when the last sync was, the scenes waiting in the Inbox (with the tab suggested by their path) and the ones that already are entities. The assistant checks here that the sync arrived.

  • place_scenes

    game_id, item_ids?, section?, folder_id?

    Puts Inbox scenes in a tab, like dragging on the site: automatic (by the scene path in the project) or into a chosen tab and folder. Each scene becomes an entity ready for events.

Account

  • accept_terms

    accepted

    Accepts the current Terms of Use and Privacy Policy, like the button on the site. When the Terms change, the assistant asks whether you accept (with the links) and only calls it after your yes.

Guided assistants

Ready-made scripts the assistant follows, asking before each step. In Claude Code, type the command below; in other clients, pick it from the server's prompt list.

new_game(name?, engine?)

New game, step by step, like the site: "I want maximum refinement!" (the assistant proposes the sound direction and the folders with events, you review) or "I want it quick". In Godot, asks whether you want the plugin or only the conversation and brings the project scenes in as entities. Then events, sounds (cost first), progress and into the game.

In Claude Code: /mcp__gomo-sounds__new_game

bulk_sounds(event, folder?, game?)

One sound for each entity in a folder, like a footstep sound for each unit. Asks whether it's one sound per entity or one for the folder, shows the cost and only generates with your ok.

In Claude Code: /mcp__gomo-sounds__bulk_sounds

Example requests, in order

From zero to the game playing. Talk like you would to a person; the assistant picks the tools and asks before spending credits.

  1. "Create the game Beetle Kingdom, a strategy game in Godot, with dry sounds and no echo." (or "I want maximum refinement": the assistant asks what the game is like and proposes the sound direction and the folders with sounds, the same as the site, for you to review) 1b. In Godot: "install the Gomo plugin in the project". After enabling, connecting and clicking Sync, "check that the scenes arrived and put each one in the right folder".
  2. "Inside Sound effects, create the folders Units, Buildings and Resources."
  3. "In Units, create Beetle, Ladybug and Spider. In Buildings, Barracks and Tower."
  4. "Add a Select sound to the Units folder, a short insect click, for all of them."
  5. "In Interface, add a short button click and a victory sound; in Ambience, a 20-second looping forest wind."
  6. "I want a footstep sound for each unit. Show me the cost first."
  7. "Generate 3 versions for the Beetle's footsteps, heavier, on dry leaves."
  8. "Pick the second version of the Spider's footsteps."
  9. "Use the same click sound in every sound called Click."
  10. "How much is left for the game to be complete? Generate whatever is missing."
  11. "Export the game to ~/Downloads/sounds.zip."

Credits and security

  • Generating sound spends the account's credits. Only generate_sounds charges; searching, choosing and organizing are free.
  • The key gives full access to the account, like a password. Don't put it in a repository or a message.
  • Revoke a key in Integrations at any time; the server stops immediately.
  • MCP runs on Gomo Sounds and acts only on your account, with your key: the same limits and credits as the website.
  • MCP only downloads files from your own account. Explore sounds are other creators': with an account, hear a preview and download the original for free on the website, logged in.
  • The audio and .zip links the assistant shows open in any browser for 24 hours. After that, ask for a new link.

If something doesn't work

"API key missing or invalid" (HTTP 401) The key wasn't sent in the Authorization header, or it was revoked. Create another in Integrations and update the config.
The client won't connect Check that it accepts an MCP server by address (HTTP or "streamable HTTP") and that the address ends in /mcp.
"No connection" or HTTP 404 The address is wrong. Use the one for the site where you created the key, ending in /mcp.
"Insufficient credits" The generation asked for more than the balance. The assistant says how much is missing; see the plans under Credits and plans.

What's new in MCP

Current version: 0.22.0

0.22.0 2026-11-07

  • Music is now priced per minute: list_games shows music.creditsPerMinute (instead of music.creditsPerSecond), and a track costs seconds × that ÷ 60, rounded up. Sounds stay per second.

0.21.0 2026-11-07

  • generate_music sends the prompt to the model exactly as written, with no AI rewrite and no hidden phrases. Write it in English as comma-separated tags (genre, mood, instruments, tempo). The prompt goes up to 512 characters.
  • A requested genre and voice become words in the prompt itself (genre first, voice last), as the site does in plain sight. The exact and style parameters are gone.
  • Track parts (parts) are gone from generate_music, create_tracks and create_event: write the structure in the prompt itself.

0.20.0 2026-11-05

  • Projects: create_game gets kind=project, for anything that is not a game (a video, a podcast, an app). It is the same screen as a game on the site, under Projects, with no engine and no plugin, and it stays out of Explore.
  • list_games shows games and projects, with each one's kind. The Godot plugin still sees only games.
  • New games and projects are born with all five folders: Ambience, Sound effects, Interface, Voices and Music. Older games still get Voices and Music with their first sound.

0.19.0 2026-11-04

  • create_tracks and create_event (in the Music folder) take the track form, the same as generate_music: musical style, parts, tempo, key, time signature, mode, voice, lyrics and quality. It is saved on the track and shows on the site before generating.
  • create_tracks with the name of an existing track updates it (prompt, duration, loop and the form; what you omit stays): the tracks created before can be filled in, for free.

0.18.0 2026-11-04

  • A whole soundtrack without holding the conversation: generate_music and derive_music with wait=false only queue the track and return its id; job_status says which are waiting their turn, generating, done or failed. The account generates one track at a time and the rest wait their turn (on the site too; it used to refuse with "you already have a track generating").
  • The yes to the cost (approve_spending) lasts until the approved total is spent, for up to 6 hours (it was 30 minutes): a batch of tracks fits in one yes.
  • The music price before generating: list_games has the credits per second of each quality level and the plan's maximum length; create_event of a track and create_tracks answer with the cost of generating.
  • create_tracks creates several tracks at once; delete_sound deletes a sound or a track (only when you ask, with the name checked).
  • list_folders and find_sounds show the duration, the loop and what is saved in Compose for each track (mode, style, tempo, key, parts).
  • Every response carries the MCP version (mcpVersion) and, when the app kept the tool list of an older version, a notice to reconnect.

0.17.0 2026-11-04

  • generate_music shows the real maximum duration (your plan's, the same as the screen) and the text length the panel allows; it used to announce 10 min and the track was refused.
  • generate_music got the screen's Compose mode: parts (name, text, energy and length), tempo, key, time signature, the folder style, vocal level and voice.
  • create_event in the Music folder creates the track with the music limits (longer text and the plan's duration), not the sound effect ones (which cut it at 30 s).
  • Downloaded music (save_sound, get_manifest, export_game and the site) carries artist, title and album in the file; the artist is set in Settings (empty means your name). find_sounds, get_entity and the manifest show artist and title.

0.16.0 2026-11-03

  • Character lines through the assistant: list_voices shows the voices (registers, emotions, languages and price), create_voice creates the line in the game's Voices folder (free) and generate_voice generates 1 to 4 versions, with the same cost approval as generate_sounds.
  • The versions of a voice line are never chosen automatically, not even the first ones (not by generate_sounds either): the assistant tells you to listen on the site and pick the ones that go to the game, with the line's link.
  • The Voices and Music folders are born in the game's language (they used to follow the account's, and an English game got "Vozes").

0.15.0 2026-11-03

  • get_manifest and the export carry the tempo of each music file (bpms, next to loops; null when it is not music or the engine did not give one): the game syncs its visuals to the beat. The Godot plugin 0.7.0 stores it in the catalog (bpm of each file).

0.14.0 2026-10-30

  • generate_music: generates one version of a track (description, duration, loop, quality level, one musical style, instrumental or with lyrics), with the same cost approval as generate_sounds. derive_music: a new version from an existing one (regenerate a section of up to 90 s, extend, or make a similar track).
  • Music lives in the Music folder, created with the first track (section "music" in create_game and create_folder), outside the sounds progress. suggest_game_setup proposes the tracks there.
  • get_manifest and the export carry each sound's type (section); the Godot plugin plays the chosen tracks in sequence, with crossfade.

0.13.0 2026-10-27

  • The assistant talks like the new game screen: folders, sounds and versions. What it used to call an entity (the player, an enemy, a game scene) shows on the site as a label, with its image and name, on the cards of its sounds.
  • The assistant's links open the new screen: a sound link opens the sound in the player; an entity link opens the folder where its sounds are.

0.12.0 2026-10-19

  • The server instructions are short now (some apps cut them at ~2,000 characters, and the assistant missed most rules) and the full guide became the gomo_guide tool, which the assistant reads at the start of every conversation.
  • create_game takes entities: each thing of the game with its events and scene path, created in the same call. Everything you approved is born together.
  • create_entity takes external_id (the scene, e.g. res://player/player.tscn): the plugin sync merges into the entity instead of creating another.
  • suggest_game_setup takes scenes, the project scene list, and also returns entities: each thing of the game (player, each enemy, projectile, coin) with its events and scene. It adds music in a Sound effects folder when the game has it, and truly different ambience layers.

0.11.4 2026-10-19

  • Quality bar always on: the assistant builds a rich profile from the project (look, characters and what they are made of, mood, reference games), a sound direction with timbre families, reviews the site assistant's proposal (splits events, covers every action, adds music) and shows durations within the rules and the exact cost.
  • create_game refuses events shorter than the rules (one-shot 2 s, loop 6 s): before, the game was born and only generating refused.

0.11.3 2026-10-19

  • The assistant no longer searches the account for a similar game before creating: create_game already refuses a similar name and shows which one.
  • New game: the assistant offers the two doors ("maximum refinement" or "quick") and waits for your pick; with maximum refinement, it asks (or confirms) the six fields before calling the site's assistant.

0.11.2 2026-10-19

  • Every thing in the game is an entity, even when there is only one (the player becomes the entity "Player", not a folder). A folder only groups several entities (Enemies, Items) or, in Ambience and Interface, sounds by place or screen. create_event warns when the event goes to a Sound effects folder with no entity.
  • Each tool's warnings and next steps also go in the JSON (note field): some AI apps only show the structured response and missed them.

0.11.1 2026-10-19

  • The assistant explains that an event can have several chosen sounds (e.g. 3 sword hits) and that the game must pick one at random each time: the plugin already does it (play_event); without the plugin, the playback code must pick among all the files of the event. The rule is also in the download tools (get_manifest, export_game, save_sound).

0.11.0 2026-10-19

  • In Godot the plugin is optional: the assistant asks once, at the start, whether to bring the sounds with the plugin (install once, update with the Install button) or only through the conversation (it downloads the files into the scene folders and writes the code that plays them), and follows that choice to the end.

0.10.0 2026-10-18

  • Spending credits now needs your yes in the conversation: the assistant shows the plan with the total ("May I generate this for 63 credits?") and only after your answer calls the new approve_spending. Without it, generate_sounds and sounds_for_folder generate nothing. The plugin's Generate button stays direct.
  • A game already linked to the project (in project.godot) is not permission: the assistant asks whether to use it or create a new one.
  • The assistant no longer downloads sounds into the project on its own: it asks whether you want the plugin or for it to download them.

0.9.0 2026-10-18

  • A new project is always a new game: the assistant no longer uses a game just because its name matches the project. With a game of the same or a similar name in the account, create_game refuses and the assistant asks whether to use that one or create another (new_game_confirmed).
  • Links to the site everywhere: game, folder, entity and event (url), each variation's editor (editUrl) and the game's studio (studioUrl). The assistant sends the link of what it created, the sound page after generating (to improve, trim and combine) and the studio at the end of the first round, to listen to everything before it goes into the game.
  • New Terms: instead of "sign in on the website", the assistant asks "To continue, you need to accept the Terms of Use (link). Do you accept?" and, with your yes, the new accept_terms accepts right away.
  • Godot: the assistant explains that connecting is once per computer, never reads the plugin key, offers to sync the scenes (.tscn) as entities (itself, with sync_scenes, or you in the dock) and asks whether to send the images. With plugin 0.5.0 the dock opens with no game picked: you pick the game in the list.

0.8.0 2026-10-18

  • The new game walkthrough (new_game) has the site's two doors: "I want maximum refinement!" (the new suggest_game_setup is the same assistant as the site: it proposes description, sound direction and the folders with events; you review and create_game creates them with folders and from_ai) or "I want it quick".
  • Godot: godot_plugin hands over the install kit (zip link, folder, steps and the rules of what the assistant may do in the project: download and extract, never delete) and says whether the connected plugin is current (status: up to date, outdated, blocked): the assistant checks before asking you to sync or install sounds. You enable, connect and click Sync; game_scenes confirms the scenes arrived and place_scenes puts each one in the right tab, like dragging on the site.
  • A plugin that shows up as 0.0.0 (incomplete addons folder) gets the right fix instead of "too old"; the old /api/v1 tells non-plugin callers the API is gone and points to the MCP.

0.7.0 2026-10-18

  • The Music tab is back to "coming soon": the tracks are not good enough yet. A game is born again with three roots (Ambience, Sound effects, Interface) and the Music folder of existing games became a regular folder inside Sound effects, with the tracks it had. A new track goes in a folder of your own inside Sound effects, as before.
  • create_folder: section takes ambience, effects and interface. game_progress counts the three tabs.

0.6.0 2026-10-17

  • Every game has the Music root folder (Música in Portuguese games): the soundtrack by moment of the game, 30 s stereo loops. A new game is born with Main theme and Battle; all music goes there, never in Sound effects.
  • game_progress counts the Music tab.
  • create_folder gained section: it creates the folder in any tab (Music by moment, Ambience by place, Interface by screen). Music stings (victory, game over) are one-shots.
  • A new game is born with starter folders in each tab: Ambience / Weather, Interface / Menus and, in Music, Menu, Combat and Stings.

0.5.0 2026-10-17

  • create_event and sounds_for_folder always ask for loop: the assistant decides from context whether the sound repeats (ambience, music, engine, fire and movements like footsteps, running and wings) or is a single action (hit, click, cry).
  • Minimum durations: 2 s for a one-shot (shorter comes out thin) and 6 s for a loop; footsteps are a 6-10 s cycle, never a single step.
  • list_games shows creditsPerSecond, the account price per second, so the cost comes out right.
  • generate_sounds and sounds_for_folder choose all the new variations when the event has no sound yet: the game picks among them, no choose_sound needed.
  • In auto mode, music comes out in stereo in any folder (before, only Ambience backgrounds).
  • find_sounds also finds folder events (music, ambience, interface), by name, description or folder.

0.4.0 2026-10-17

  • list_games gained eventCount and soundCount: a game with every sound in folder events (and no entity) looked empty.

0.3.0 2026-10-16

  • generate_sounds and sounds_for_folder gained channels: auto (the default: mono for everything the game positions, stereo only for Ambience backgrounds), mono or stereo. The choice is saved on the event.

0.2.0 2026-10-15

  • MCP now runs on the new site, with the same rules as the site in every tool.
  • improve_prompt is gone: the sound description is already improved by the AI when generating.
  • New: get_manifest, sync_scenes and mark_installed, for the engine plugin.
  • choose_sound gained prune: with false, the unchosen variations stay.
  • Audio and .zip links open in any browser for 24 hours.