Game audio by chat: plan, generate and pick sound effects, music and voice lines.
Connect Remote server
claude mcp add --transport http gomo-sounds https://gomosounds.com/mcp
{
"mcpServers": {
"gomo-sounds": {
"url": "https://gomosounds.com/mcp"
}
}
}
{
"servers": {
"gomo-sounds": {
"type": "http",
"url": "https://gomosounds.com/mcp"
}
}
}
Settings > Connectors > Add custom connector
URL: https://gomosounds.com/mcp
Tools 37 found in our last check
create_gameCreates a game in the account. It's the FIRST step: without a game there are no folders or entities. A new project ALWAYS gets a new game: never reuse an existing game because its name matches the project. If the account has a game with the same or a similar name, the call is re…
game_progressHow much of the game already has a chosen sound (what goes into the game), in % and per tab (Ambience, Sound effects, Interface), and EVERY missing event, with its id. Call it at the end of any setup or bulk generation and whenever the user asks what's missing. Below 100%: show…
sounds_for_folderCreates the event event_name on EACH entity in a folder (and subfolders) and generates each one's sound, with its own prompt: {entity} and {description} in the prompt become each entity's name and description. WITHOUT max_credits it only plans: returns the entities, the total co…
find_soundsSearches entities (units, mobs, buildings, screens) by name, game, event or prompt, ignoring accents/case, and returns EVERYTHING about each one: image, events (Attack, Death...), each generated variation with id, prompt used, duration, cost, date, whether it's the chosen one, t…
get_entityReads one entity (a thing of the game that makes noise) with everything about its sounds: its image, its events and every generated variation of each event (prompt, duration, chosen or not, audio link). Also returns the site pages to give the user: the entity (url: opens it, wit…
list_gamesThe account's games and projects (kind: game or project; a project is the same thing for anything that is not a game) with how much is in each (entities, events and generated sounds; a game can have every sound in folder events and no entity), the credit balance and the prices:…
get_gameReads one game: its settings (engine, description, visibility, sound direction), its entities (the things that make noise, like the player or an enemy) with how many of their events already have a chosen sound, and the inbox (scenes the engine plugin sent that are not placed yet…
generate_soundsGenerates sound variations for an event (spends credits: refused until the user approved the cost in the conversation, see approve_spending). Without prompt/duration/loop, uses the event's. LOOP OR ONE-SHOT, decided from what the sound is in the game: a LOOP is anything that las…
generate_musicGenerates ONE version of a track for an event of the Music tab (spends credits: refused until the user approved the cost in the conversation, see approve_spending). Without prompt/duration/loop, uses the event's. The prompt goes to the music model exactly as written (nothing is…
derive_musicMakes a NEW version of a track from an existing version (spends credits: refused until the user approved the cost, see approve_spending). origin=repaint regenerates only the section [start, end] seconds (at least 3 s) and keeps the rest; origin=extend adds `seconds` of new music…
create_tracksCreates several tracks at once in the game's Music folder (created with the first track) or in one of its subfolders: free, nothing is generated. Each track has a name (what it is in the game: Main theme, Forest, Boss fight), a prompt (how it sounds, sent to the model as is: Eng…
job_statusWhere the user's generations are: pass the jobIds from generate_music/derive_music with wait=false (or omit job_ids to list every unfinished one of the account). Each job is waiting (its turn in the account's queue: the account generates one track at a time and the rest follow o…
list_voicesThe voice library for character lines (voice sounds): each voice with its id, name, who it is (person: homem = man, mulher = woman, menino = boy, menina = girl), style (personagem = character, narracao = narrator), a description in the user's language, the registers it has (colo…
create_voiceCreates ONE voice sound (a character line) in a game, in its Voices folder ("Vozes" in Portuguese games), created with the first line. Free: nothing is generated yet. name = what the game calls it (e.g. "Victory line", "Groovy"); text = exactly what the character says, as writte…
generate_voiceGenerates versions (1 to 4) of a voice line created with create_voice, with its text, voice, register and emotion (spends credits: refused until the user approved the cost in the conversation, see approve_spending). A line costs its estimated seconds (characters / charsPerSecond…
choose_soundEdits the event's LIST of sounds the game picks from at random. Pass generation_ids to set the whole list at once (2-3 is a good amount for variety); or generation_id with mode: 'add' adds one, 'remove' removes one, 'only' replaces the list with one, null empties it. After choos…
share_soundMakes several events of the same game play the sound of one variation's event (e.g. the same 'Building' sound on all buildings), instead of generating one sound per event. Live link: changing the sound on the original changes it everywhere; the variation joins the original's lis…
create_entityCreates an entity in a game: a THING that exists in the game and makes noise (unit, enemy, building, object, block, character, button or screen). NEVER an action or moment: 'Undo', 'Snap', 'Level complete', 'Jump' are EVENTS of something (of Interface, of Blocks, of the Characte…
create_eventAdds an event to an entity OR to a folder. The event name is WHAT happens (Move, Attack, Die, Land, Click, Undo, Level complete), never 'Sound' or 'Som'. A folder event applies to all entities inside it (e.g. 'Select' once for all units); an entity can have its own with the same…
delete_soundDeletes a sound (event) or a track for good, with its versions, like the Delete button on its page: the game stops playing it. Versions that are favorites or also chosen in another sound stay there. While it has a generation queued or running, it is refused: wait for it (job_sta…
list_foldersReads the folder tree of one game, one line per folder (path and id), with each folder's events: name, id, ✓ when a sound is chosen, duration and loop, and for a Music track the settings saved in its form (mode, quality, genre, bpm, key, beats per bar, sung or instrumental). Ent…
set_sound_directionSets the style rules every generation follows, so the game's sounds match (materials, what to avoid, duration, mixing). With game_id it applies to the whole game; with folder_id, to everything inside the folder (added to the game's). Empty text clears it. The text replaces what…
create_folderCreates a folder (free name) in a game, to GROUP several entities (Enemies, Items) or, in Ambience and Interface, sounds by place or screen. Never a folder for a single thing like the player: that is an entity (create_entity). It goes at the root of a tab (section) or inside ano…
move_entitiesMoves entities of one game into a folder (folder_id), or out of their folder (empty folder_id: back to Sound effects). In the new folder they inherit its events and stop inheriting the old folder's; their own events and sounds stay. Spends no credits, and moving again to the sam…
set_game_visibilityChanges who can see a game. public: anyone can open it and it shows up in the site's Explore gallery. private: only the owner sees it; needs a paid plan, and on the free plan the call fails with a message to show the user. Doesn't touch the sounds or spend credits, and calling i…
save_soundOnly when the user asked for the file or chose to bring the sounds only through the conversation; never to put files into their project before that. Link to download an audio file FROM YOUR ACCOUNT (audio URL from find_sounds/get_entity): show it to the user, who opens it in the…
export_gameFor the user to download all the chosen sounds at once (other engines, or when they ask). Link to the .zip with the game's CHOSEN sounds and the manifest.json (neutral format for any engine): show it to the user, who opens it in any browser (it works for 24 hours). In Godot, the…
get_manifestFor engine plugins, and for you when the user chose to bring the sounds only through the conversation (save each sound to its suggested path, next to its scene; never before that choice): the game's CHOSEN sounds in the neutral manifest format (gomo-sounds/manifest@1), each with…
sync_scenesFor engine plugins: sends the project's scenes (up to 20 per call) to the game's Inbox, matching by the engine id (externalId, e.g. res://units/spider.tscn). A scene that is already an entity only gets its image refreshed; a new one waits in the Inbox until the user places it in…
mark_installedFor engine plugins: tells the site the chosen sounds were installed in the project now, so the site can show which changes already reached the game. Plugin flow, in order: sync_scenes (the plugin sends its scenes), game_scenes (see what arrived), place_scenes (turn them into ent…
godot_pluginThe kit to put the Gomo Sounds plugin into the user's Godot project, with the rules to do it without breaking anything, AND the version check: call it only when the user chose the plugin (it is optional: the conversation alone also works) or asks for it, and ALWAYS before tellin…
game_scenesWhat the engine plugin synced into the game: when the last sync was, the scenes waiting in the Inbox (not in any tab yet; each has a suggested tab from its project path) and the scenes that are already entities, with their folder. Call it after the user clicks Sync in the plugin…
place_scenesTurns scenes waiting in the game's Inbox (sent by the engine plugin; see game_scenes) into entities in a tab, exactly like dragging them on the site. section auto (default) puts each scene by its project path: ui/ or menus/ to Interface, maps/ or levels/ to Ambience, the rest in…
suggest_game_setupCall it only after the USER picked "maximum refinement" and answered or confirmed the six fields. Make each field rich and concrete (the look and palette, every character and what it is made of, the mood, reference games), read from the project when you can, and review the resul…
accept_termsAccepts the current Terms of Use and Privacy Policy for the account, like the button on the site. Call it ONLY after a tool answered terms_required, you asked the user that exact question with the links and the user explicitly said yes in this conversation. Never call it on your…
approve_spendingRecords that the USER approved spending credits: valid until that total is spent, for up to 6 hours (a whole batch of tracks fits in one yes); generate_sounds, generate_voice, generate_music and sounds_for_folder refuse without it. Call it ONLY after you showed the user the whol…
gomo_guideThe full rules of Gomo Sounds: how games, folders, entities and events work, loop and duration, cost and the yes before spending, the two doors of a new game, the quality bar, Godot (plugin or only the conversation), links and downloads. Call it FIRST in every conversation, befo…
Details
| Endpoint | https://gomosounds.com/mcp (Streamable HTTP) |
| First published | 12 Nov 2026 |
| Last updated | 12 Nov 2026 |
| Registry name | com.gomosounds/gomo-sounds |
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