For each Creative Claw tool call that exposes it, pass the optional skills_used array with creativeclaw-generate-sound-effects, any other Creative Claw skills actually followed, and guide entries in the form <skill-name>/<relative-guide-path> (for example, creativeclaw-generate-sound-effects/references/workflow-basics.md). Include only skills and guides followed for that call. Omit attribution if the user declines tracking or the field is unavailable. Never send other plugin names, private data, or local paths.
Not connected yet? If no Creative Claw tools (such as list_models or generate_image) are available, the plugin is installed but the server is not connected. Stop and tell the user to open the plugin's Connectors tab in their app (or the MCP server list in a terminal client), connect Creative Claw, sign in, and ask again. Do not substitute other tools or describe a result that was not generated.
Read shared execution guidance once per task before using tools. It covers existing authorization, model discovery, optional cost checks, imports, and recovery.
Create one finished non-speech sound asset with generate_sound_effect and sfx/elevenlabs-sound-v2. Route full music, scores, jingles, and songs to creativeclaw-generate-music. Route narration, dialogue, and character performance to creativeclaw-generate-voiceover.
What Sound Effects v2 does well
The model generates cinematic effects, game audio, Foley, environmental ambience, UI feedback, impacts, whooshes, drones, glitches, and short musical components. It understands natural-language descriptions and audio terminology, can infer a natural duration, can target 0.5 to 30 seconds, and can generate a seamless loop. Prompt influence controls the tradeoff between literal adherence and variation.
Use the Music model for a complete musical track even though Sound Effects v2 can make drum loops, stabs, bass lines, and pads.
Workflow
- Identify the audible event or environment, its use, required duration, whether it must loop, and whether it must match picture. Ask only for missing choices that materially change the result.
- Use
get_model_params({ model: "sfx/elevenlabs-sound-v2" })when the live schema is not already known. Uselist_models({ category: "audio" })only when discovery is needed. - Write the prompt as described under Prompting below.
- Use
estimate_generationwithoperation: "audio"only when the user asks about cost, balance, affordability, or sets a budget. An estimate-only request does not authorize generation. - State consequential settings briefly, then call
generate_sound_effect. Generate separate effects separately unless the requested output is genuinely one chronological sequence. - Listen for source accuracy, timing, perspective, room character, transient shape, unwanted speech or music, clipping, noise, decay, and loop seams. Propose a focused revision when needed, but do not create an unrequested paid take.
- Return the permanent audio asset. Keep it separate until approved before adding it to video or another edit. Follow media assembly:
merge_mediamerge_audio_videowithaudio_mode: "mix"keeps the clip's own sound; the defaultreplacediscards it.
Tool contract
Call generate_sound_effect with:
model:sfx/elevenlabs-sound-v2.prompt: 1 to 450 characters. Concise, concrete audible direction is usually more effective than a long visual narrative.duration_seconds: optional, 0.5 to 30. Omit it when the natural event length matters more than exact timing. Set it for sync cues, UI sounds, loops, or a fixed editorial slot.loop: optional. Settrueonly for a stable sound field intended to repeat without a perceptible beginning or end.prompt_influence: optional, 0 to 1, default 0.3. Raise it for literal source and timing adherence with less variation. Lower it when a broader, more inventive interpretation is acceptable.output_format: optional. Supported values aremp3_44100_128,mp3_44100_192,pcm_44100, andpcm_48000. The normal sound-effect default ismp3_44100_128.
Do not send music fields such as music_length_ms or force_instrumental. Do not send the SFX model to generate_music or generate_speech.
Prompting
Read sound-effect prompting for prompt shape, one-shots, Foley, ambience, loops, prompt influence and troubleshooting. In short:
- Describe what is heard, not what a camera sees: source, action, material, timing, perspective, space, texture, and a few focused exclusions ("no speech, no music").
- Generate complex scenes as separate clean cues and assemble them later.
- Set
loop: trueonly for a steady texture with no unique events; never for a one-shot. - Improve an ambiguous prompt before changing
prompt_influence.
Completion standard
Return the permanent URL and identify the model, duration choice, loop setting, prompt influence when non-default, and intended use. Mention any audible mismatch found during review. When synchronized or merged media is requested, distinguish the approved sound asset from the separately rendered result.