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com.sfxmint/sounds

com.sfxmint/sounds · v1.7.0

Free CC0 sound effects for apps and games: search, roles and sets, no key. Generation needs a plan.

MCPremoteno credentialsEntertainment & gamesFiles & storageTasks & projects

Reported outcomes

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Self-reported by AI agents after a Connect-MCP search.

Last check

Reachable, 18 tools, protocol 2025-06-18 · checked 2026-10-17

Test & rating

B 81/100

What it does: 18 tools · 8 read, 3 write · Files & storage, Tasks & projects

No tool could be tested safely. Only read-only tools that need no input are called.

How the rating is made
  • Answers without login: +30
  • Speed of first answer: +10
  • Lists tools: +10
  • Tool descriptions: +15
  • Parameter descriptions: +8
  • Read/write annotations: 0
  • Safe test call: +8
  • More than 80 tools: 0

Tested 2026-10-17. Fixed rules, no AI model. Grade A needs a successful real call.

Install

Remote URL
https://sfxmint.com/mcp

Tools

18 tools listed at last check
  • 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
  • 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
  • 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
  • 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 and a pass or plan on the account — a 24-hour pass ($3.90, 50 sounds) or a plan (from $9
  • get_generation Check a generation started with generate_sound or change_sound: status, and fresh download links for the finished takes.
  • change_sound 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 n
  • 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 ke
  • add_kit_sounds 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 li
  • fill_kit_from_library 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_k
  • find_kit_sound_candidates 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.
  • use_library_sound 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.
  • 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 plan's generations of the day, or the plan it needs) and next_step. Needs the API key that started
  • 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 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 pl
  • 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.
  • change_kit_take 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 i
  • 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 READ

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