Sound Effects & Speech

Generate game sound effects, ambient loops and expressive character dialogue through the 3D AI Studio MCP connector, with prompting tips, voices, audio tags, WAV output and costs.

Updated October 2026

Your assistant can create sound effects and spoken dialogue for your projects: footsteps, impacts, UI clicks, ambient loops, NPC lines, narration and more. This makes it easy to build a game with an AI agent: the agent writes the code, generates the 3D models, and now also creates the sounds and voices and drops them into your project.

Both tools spend your normal credits. Every result is saved to your dashboard and cleared for commercial use.

At a glance

ToolWhat it makesCost
Sound effects
generate_sound_effect
Sound effects, ambiences, seamless loops and short musical stingers from a description, 0.5 to 22 seconds1 credit per started 2 seconds (5 seconds = 3 credits)
Speech
generate_speech
Expressive speech in 90+ languages with 21 voices, directed with audio tags1 credit per started 100 characters

You can ask for 1 to 4 variations of the same request. Each variation costs the same as a single result, so 3 versions of a 5 second sound cost 9 credits.

Audio needs a new permission. If you connected your assistant before audio was available, it will ask you to reconnect the first time it tries to make a sound. Connect again from your assistant and approve Generate sound effects and speech using your credits. Your other tools keep working either way. See Troubleshooting.

Where the result shows up

  • Claude, ChatGPT and other chat apps with interactive cards show a player right in the conversation, with one player per variation.
  • Coding agents (Claude Code, Cursor, Codex, VS Code, OpenCode) receive a direct file link and can download the file straight into your project, for example into assets/audio/.
  • Every client can open the result in your dashboard.

MP3 or WAV

FormatUse it for
MP3 (default)Previews, websites, quick listening. Small files
WAVGame engines and anything that loops. Unity, Unreal and Godot import WAV directly, and WAV loops play without the small gap MP3 can leave at the loop point. About 10 times larger

Both formats cost the same. Ask for it in plain words: "as WAV for my game".

Sound effects

How to describe a sound

Describe the sound itself, not the scene or the story. A good description names what makes the sound, what happens, the material or surface, and the space it happens in.

Instead ofTry
"a scary castle""heavy oak door creaking open slowly, stone hallway reverb"
"a battle""two steel swords clashing, sharp metallic ring"
"a menu sound""soft UI click, short and clean"
"rain""steady light rain on leaves, seamless loop"

Tips that make a big difference:

  • Use sound design words: impact, whoosh, riser, braam (a big cinematic hit), glitch, drone, ambience, foley, stinger, one shot.
  • Describe sequences in order: "footsteps on gravel, then a metal gate slams shut". For exact timing, make the parts separately.
  • Music works for short pieces: name the style, instrument and tempo, for example "90s hip hop drum loop, 90 BPM" or "vintage brass stab in F minor". It is not meant for full songs, vocals or dialogue.
  • Describe characteristics, not famous sounds. "Humming energy blade with a low buzz" works; naming a film or franchise does not.
  • One sound per request. For sounds a game repeats (footsteps, hits, pickups), ask for 3 or 4 variations so the game does not repeat the same clip.

Length and loops

SoundGood length
UI clicks, impacts, hits0.5 to 2 seconds
Whooshes, stingers, pickups1 to 4 seconds
Ambiences and background loops10 to 22 seconds

A length that is too long for a short sound adds silence or repetition. Ask for a seamless loop for ambiences, engine hums and background beds, and get it as WAV.

Example prompts

  • "Make 4 variations of footsteps on wet stone for my player character, as WAV."
  • "Create a 20 second seamless forest ambience loop with birds and wind."
  • "Generate a short coin pickup sound and a level complete stinger."
  • "Make a heavy sci-fi door opening sound with a hydraulic hiss."

Speech and dialogue

One voice per request

Each speech request is spoken by one voice. For a dialogue between characters, your assistant makes one request per line (or per group of lines from the same character) and keeps the same voice for each character throughout. Speaker names like "GUARD:" are never written into the text, because the voice would read them out. Each line gets its own name, such as guard_03_warning, so the files stay in order.

Directing the performance with audio tags

Write short directions in square brackets right before the words they affect. They shape the delivery and are not spoken.

KindExamples
Emotion[excited] [sarcastic] [curious] [nervously] [angry] [sad] [mischievously] [deadpan]
Voice quality[whispers] [shouting] [low, gravelly voice] [quietly, with controlled fear]
Sounds a person makes[laughs] [chuckles] [sighs] [exhales sharply] [clears throat] [gulps] [crying]
Pacing[short pause] [long pause], an ellipsis (...) for hesitation, a dash for an interruption
Accent (experimental)[strong French accent]

Example dialogue (two requests):

Voice Callum: "[low, gravelly voice] Keep the lantern covered. [short pause] If they see the light... they'll know we crossed the river."

Voice Lily: "[quietly, with controlled fear] I heard them at the bridge. Not soldiers. [gulps] Something else."

Tips:

  • Be explicit. A vague tag can be performed as a sound effect instead of a way of speaking. [low, gravelly voice] works better than a single word.
  • Match tags to the voice. A calm narrator voice will not shout convincingly.
  • Use one to three tags per sentence. Capital letters add emphasis: "It was a VERY long day."
  • Names and invented words: your assistant can write the pronunciation in phonetic symbols between slashes, for example "/ˈkeɪlən/", for a name like Kaelen.
  • Numbers, prices and dates are read more reliably when written out in words.
  • Long scripts are split into requests of up to 5,000 characters, with the same voice and settings for each part.

Voices

VoiceCharacter
Rachel (default)Female, American, calm and clear. Narration
AriaFemale, American, expressive. Characters
SarahFemale, American, soft and reassuring
LauraFemale, American, upbeat and quirky
JessicaFemale, American, expressive and young
MatildaFemale, American, warm and friendly
AliceFemale, British, confident
LilyFemale, British, warm. Narration, audiobooks
CharlotteFemale, Swedish accent, smooth. Characters
RogerMale, American, confident
LiamMale, American, articulate and young
WillMale, American, friendly and young
EricMale, American, smooth and friendly
ChrisMale, American, casual
BrianMale, American, deep and resonant. Trailers
BillMale, American, older and trustworthy
GeorgeMale, British, warm and mature. Storytelling
DanielMale, British, authoritative. Announcements
CharlieMale, Australian, natural and casual
CallumMale, transatlantic, gravelly and intense. Game characters
RiverNon binary, American, calm and neutral

You can also ask for a stability setting: lower values give a more expressive, tag driven performance, higher values a steadier narration. Ask for 2 or 3 variations of important lines to pick the best take.

Example prompts

  • "Write and voice 5 short barks for a grumpy blacksmith NPC, one file each, as WAV."
  • "Voice this tutorial script with a friendly female voice."
  • "Create a dialogue between a nervous scout and a stern captain for my intro scene."
  • "Narrate this paragraph in German."

Example workflow: a game with sound

"I'm building a small dungeon crawler in Godot. Generate 3 variations of footsteps on stone, a sword swing, a torch crackle loop and a door creak as WAV, plus voice lines for the gatekeeper NPC, and put them into res://assets/audio."

A coding agent generates each sound, downloads the files into your project and can wire them into your scenes.

Commercial use

Sounds and speech you generate can be used commercially, including in games and videos you sell. A few rules come from the model provider and always apply:

  • Do not imitate the voice of a real person, or make it sound like a real person said something they did not.
  • Say that a voice is AI generated wherever the law requires it.
  • Do not use the results to train other AI models.

Frequently Asked Questions

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