com.sfxmint/sounds
name:com.sfxmint/sounds
Free CC0 sound effects for apps and games: search, roles and sets, no key. Generation needs a plan.
- transport:
- remote
- credential class:
- self-provisionable
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- add_kit_soundsshallow
Add the user's own list of sounds to a kit (an app's or a game's events: names, optional moments and lengths), or a ready set's events with its library sounds already in use. Names, keys, order and lengths stay the user's; SFXMint writes how each sounds. Without kit_id it starts a new kit for the list. Free (no generation). Then call fill_kit_from_library to use free library sounds first, and make only the gaps.
- change_kit_takeshallow
Change a kit sound's take as it is, free: say what is off in the user's words (change, any language) or name the action. Three versions come back as new takes of the sound (a light, medium and strong change; for a loop, three seamless loops of 12-14 s for a steady sound), with file links; the take in use stays until pick_kit_take. No generation is used and no plan is needed. When the words ask for a different sound rather than a change to this one, it answers no_action with the writer's description: the user can make that at kit_url. Let the user listen and pick one.
- change_soundshallow
Change one take of a generation this account made, from the take itself: say what is off in the user's words (change, any language) or name the action. Three versions come back (a light, medium and strong change; for a loop, three seams) as CC0 WAV files. Free: no generation is used and no plan is needed. When the words ask for a different sound rather than a change to this one, it answers no_action with a description to pass to generate_sound. The user should listen and pick one.
- export_game_kitshallow
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.
- fill_kit_from_libraryshallow
Fill a kit's sounds from the free CC0 library first: each sound without a take is searched by its name and length, and a full match becomes its take in use, free. Answers what matched (let the user listen), the nearest sounds for others (use_library_sound to use one) and the gaps to make with make_kit_sounds.
- find_kit_sound_candidatesshallow
Up to five free library sounds for one kit sound, by its name or your own words, with their length, character and a listening URL. Nothing changes until use_library_sound.
- generate_soundshallow
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 and a pass or plan on the account — a 24-hour pass ($3.90, 50 sounds) or a plan (from $9.90 for 30 days, 50 to 200 a day); the 3 free tries are on the website only — each up to 4 CC0 WAV takes of up to 10 s; one that makes no take does not count; without a plan it answers payment_required with buy_url and website_url (the website's page where the user can make it and hear it first). 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_game_kitshallow
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 plan's generations of the day, or the plan it needs) and next_step. Needs the API key that started the kit.
- get_generationshallow
Check a generation started with generate_sound or change_sound: status, and fresh download links for the finished takes.
- get_jobshallow
Look up a historical generation job by job_id. New generation is no longer available.
- get_role_soundshallow
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, rain loop. Pass the role as plain words: role ids (click, success, purchase-success, dialogue-blip, rain-loop…) 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, dry), soft (darker, gentler), spacious (reverb, longer tail), balanced (default: most typical). Loop roles require prepared loop metadata; WAV seam evidence and MP3 padding are reported separately and may remain unknown. For multiple events consider get_sound_set; use search_sounds for a description or a gap. These are task branches, not a fixed sequence. Unknown roles return not_found with the full role list; GET https://sfxmint.com/api/v1/roles lists roles with aliases.
- get_soundshallow
Get full metadata for one sound by slug, including download URLs, generation prompt and measured acoustics (attack/tail/brightness + character labels).
- get_sound_setshallow
Get a coherent set of sounds for an app or game in one call — one sound per role (click, toggle, swipe, pop, alert, notification, confirm, success, error; or pickup/jump/hit/powerup/laser/explosion/gameover for retro-game), ordered by scoped listening eligibility before acoustic style ranks; acoustic measurements alone do not certify coherence. Use it when the user wants a whole kit rather than one event; for a single event use get_role_sound. Returns per-role slug, hotlinkable MP3/WAV URLs, acoustics, loopable, 2 alternates, plus a role → URL map. The platformer core includes jump/land/coin/hit/win. Check content_check: verified/unverified/rejected is bound to scene, role, format and file SHA256. Unknown previews are not accepted content. Prefer downloading the WAV files into the project; MP3 needs its own review. Style sets: ui-crisp (dry, tight, bright), ui-soft (darker, gentler), ui-spacious (room reverb, longer tails), retro-game. Scenario sets: chat-app, saas-app, checkout, learning, puzzle-game, platformer, horror-game, video-editing, smart-device, wellness, ai-coding-tool (started/done/failed/needs_input/warning/notification cues for agents, CLIs and coding tools).
- list_kit_soundsshallow
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_soundsshallow
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 plan generations of the day, shared with generate_sound; nothing is charged. Without a plan it answers payment_required with buy_url, and when the day's are used with plans_url: the user chooses a plan on that page (a 24-hour pass for $3.90 (50 sounds), or a plan from $9.90 for 30 days: 50 to 200 generations a day for the whole account), never the agent.
- pick_kit_takeshallow
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.
- search_soundsshallow
Free-text search over 4,600+ 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. Exact keyword matches come first, then semantic nearest neighbours; hard constraints are applied before the result limit and a request may validly return no qualified candidate with near-match diagnostics. Returns direct, hotlinkable MP3/WAV URLs — no API key, no attribution required — plus measured acoustics (attack_ms, tail_ms, centroid_hz), character labels like 'bright · punchy · tight', loop/file-QC status, and score/match as ranking evidence only (role = known role default, exact = all words hit, partial = some words hit, semantic = nearest by meaning).
- start_game_kitshallow
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 plan generations of the day (a 24-hour pass for $3.90 (50 sounds), or a plan from $9.90 for 30 days: 50 to 200 generations a day for the whole account), which the user buys in the browser: without a plan nothing is made (see get_game_kit). Returns kit_id and kit_url; call get_game_kit after about 15 seconds.
- use_library_soundshallow
Use a library sound (its slug) as a take of a kit sound, free. It becomes the take in use when the sound has none; otherwise it waits beside the others for the user to compare.
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