Sound Effect logo

Sound Effect

Organization
SummerEngine
sound-effect

Make sound effects (swings, hits, whooshes, reloads, UI): three versions to pick from, then wire them.

Overview

PublisherSummerEngine
Repositorysummer
Skill namesound-effect
Stars
91
Forks
8
Bundled files
1
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 1 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by SummerEngine on GitHub. Read the source before you install it.

Installation

Install the Sound Effect AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/SummerEngine/summer/tree/main/library/skills/sound-effect
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/SummerEngine/summer.git /tmp/summer
mkdir -p .claude/skills
cp -r /tmp/summer/library/skills/sound-effect .claude/skills/sound-effect
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Sound Effect in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Sound Effect on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Sound Effect is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

/sound-effect — Make a Sound Effect and Wire It

IMPORTANT — the first sound effect in a chat: before you generate it, ask the person one short question:

Do you want me to create three versions with three different models, and show them to you in a page where you pick?

Say why in one plain line: the best model changes a lot from one sound to the next, so picking by ear gives a better result.

  • Yes → assets.generate_sfx_choices, tell them where to listen (their Studio tab opens the page, else reviewUrl), then assets.choices until they decide. Import the approved clips and wire them. The model they approve becomes their default.
  • No → assets.generate_audio with capability: "sound_effects" and no modelId (it uses their approved default, else ElevenLabs).

Ask once per chat. After they answer, do not ask again in the same chat; follow their answer for the rest of it.

When to use

  • One-shots: swing, clash, scrape, hit, punch, impact, whoosh, pickup, jump, land, door, UI click.
  • Timed sequences tied to an animation: reload, attack combo, door unlock.
  • Short loops (hum, servo, energy field) up to a few seconds.

Not for: music or stingers (music-track), long location ambience (ambient-bed), voice (voice-line), the SFX vocabulary of the game (audio-direction).

Steps

1. Read the audio bible

Read .summer/audio-bible.md if it exists and map the request to one of its SFX classes; obey its character and DON'Ts. If it is missing, offer /audio-direction or go on with sensible defaults.

2. Reuse before you generate

Generation costs credits (dryRun: true on the generate call shows how many). assets.search({ query: "<subject>", assetType: "audio", scope: "all" }); if a clip fits, ask whether to use it.

3. Write the prompt

Describe the physical event, not a mood. The shape that tested well:

Foley one-shot: <physical event with materials>, <transient + tail described>, close-mic, dry, no reverb, no music, no voices.
  • Sword clash: Foley one-shot: two steel longswords strike edge to edge, bright sharp metallic impact, short ringing tail that dies in half a second, close-mic, dry, no reverb, no music, no voices.
  • Punch: Foley one-shot: a bare fist hits a heavy leather bag, deep thud with a slap on top, no tail, close-mic, dry, no reverb, no music, no voices.
  • Boulder drop: Foley one-shot: a large boulder drops onto packed dirt, heavy low thump with a short rumble and a few small stones settling, close-mic, dry, no music, no voices.

Whooshes and swings: say air movement only, no metal ring, no impact, or the model adds a clang.

Timed sequences: give the exact total length and the time of each event, and set durationSeconds to that length:

Foley sequence, exactly 2 seconds, three distinct mechanical sounds: at 0.2 s the empty magazine is released and pulled out with a metal click; at 1.0 s a full magazine is slammed in with a solid clack; at 1.6 s the charging handle is pulled back and released with a sharp metallic snap. Close-mic, dry, no gunshot, no music.

Loops: write seamless loop in the text and pass loop: true. Only ElevenLabs SFX v2 makes loops: use assets.generate_audio with modelId: "eleven_text_to_sound_v2", or include it in a choice set.

Avoid: vibe words (epic, cool, realistic), several unrelated events in one prompt (split them, unless it is a timed sequence), and no length.

4. Length

  • One-shots: 0.5-2 s.
  • Animation-synced sounds (reloads, attacks): durationSeconds = the animation length, with the event times written in the prompt.
  • Minimums: Stable Audio 3 SFX >= 1 s, Sonilo SFX 1.1 >= 0.5 s, ElevenLabs SFX v2 0.5-30 s. When a choice set includes Stable Audio 3, use at least 1 s and let the player use the front of the clip.

5. Pick the models

Model idNameUse it for
eleven_text_to_sound_v2ElevenLabs SFX v2Strong default on most sounds; the only one with seamless loops
sonilo-sfx-1.1Sonilo SFX 1.1Strong default on most sounds
stable-audio-3-sfxStable Audio 3 SFXSometimes the best on fast movement (swings, whooshes); less consistent

A choice set makes all three by default. To compare only two, pass models: ElevenLabs + Sonilo is the strong pair; include Stable Audio 3 for movement sounds.

6. Generate

Show the prompt and the length before you call; every version is a billed generation.

Choice set (the person said yes):

assets.generate_sfx_choices({ text: "<prompt>", durationSeconds: 1.0 })

The answer has choiceSetId, reviewUrl, the clips and studioTabOpened. The page opens in their open Summer Studio tab; if studioTabOpened is false, give them reviewUrl. Do not pick for them. Then:

assets.choices({ choiceSetId: "<id>", waitSeconds: 50 })

Call it again while status is pending. When it is decided, each clip with approved: true has audioUrl, assetId and the person's note. If they approved none, ask what to change and make a new set.

One version (the person said no, or later sounds after a decided set):

assets.generate_audio({ capability: "sound_effects", text: "<prompt>", durationSeconds: 1.0 })

Leave out modelId so their approved default runs. The description goes in text, not prompt (without text the call is refused: text_required). The answer's asset has assetId, fileUrl and durationSeconds.

No Summer project (an asset-only request, or the engine is not installed or not running): stop here. The clips are in the person's Summer library; give them the audioUrl of each approved version and skip steps 7 and 8.

7. Import

summer_import_from_url(url: "<audioUrl>", path: "res://audio/sfx/sword_clash_01.<ext>")

or summer_import_asset_by_id(assetId: "<assetId>", path: "res://audio/sfx/sword_clash_01.<ext>"). Keep the extension of the file you got (the end of audioUrl or fileUrl). When the person approved several versions, import each one (_01, _02, …) and play a random one per event for variety.

One-shots keep loop OFF in the Import dock; looping a one-shot clicks. For a loop: WAV uses Edit > Loop Mode = Forward; OGG/MP3 use Loop = on.

8. Wire

NodeUse for
AudioStreamPlayerUI and non-positional sounds
AudioStreamPlayer2D2D positional
AudioStreamPlayer3D3D positional (weapon swing in the world, footstep)

One script adds the player with its settings; scenePath is the exact scene to change:

summer_run_script(scenePath="res://main.tscn", source="""
func run(ctx):
    ctx.add_node("AudioStreamPlayer3D", "SwingSFX", ctx.find("Player"), {
        "stream": load("res://audio/sfx/sword_swing_01.wav"),
        "bus": "SFX",
        "max_distance": 25.0,
    })
    ctx.save_scene()
""")

The bus must match the bible (SFX, UI, Ambient, …); the default bus is Master. If the bus does not exist, run /audio-direction.

Fire animation-synced sounds from the animation's Call Method Track (play()), not from _process.

For a sound that must outlive its emitter (a death blow), spawn a self-freeing player at runtime:

gdscript
# scripts/audio/SfxOneShot.gd
extends AudioStreamPlayer3D

func _ready() -> void:
	finished.connect(queue_free)
	play()

Save it as a .tscn and instantiate it per event in GDScript (preload(...).instantiate() + add_child).

9. Check

summer_inspect_node(path="Player/SwingSFX"): verify stream, bus, volume_db. Too quiet: raise volume_db (+3 to +9, never past +12), else regenerate with a heavier description. Too long: stop() on a timer.

Without Summer Engine

In a session without Summer Engine tools (the assets profile; the summer-assets skill has the whole loop), do steps 1-6 and skip steps 7-9 (import, wiring, scene check). With assets.generate_sfx_choices, the person picks in the page; then save each approved clip where the person asked with assets.get and out (the summer-assets skill says how), and tell them the path and format.

Fallback (no MCP)

Print the prompt, the length and the target path (res://audio/sfx/<name>.wav), and tell the person to make it in Summer Studio, then import it.

See also

  • audio-direction — the SFX vocabulary this skill obeys
  • ambient-bed — long looping textures
  • music-track — music
  • voice-line — speech
  • summer_docs_read id reference/mcp-tools-reference

From a shell

No Summer MCP tools in this session? Run each one as a command; when summer --version is missing or below 4.0, use npx -y summer-engine@latest in place of summer. Fields are flags in kebab-case (--scene-path res://main.tscn) or one --input '<json>', and summer ops describe <op> prints the exact input. The summer-cli skill has the rest.

In this skillCommand
assets.choices, summer_assets_choicessummer assets choices
assets.generate_audio, summer_assets_generate_audiosummer assets generate-audio
assets.generate_sfx_choices, summer_assets_generate_sfx_choicessummer assets generate-sfx-choices
assets.getsummer assets get
assets.search, summer_assets_searchsummer assets search
summer_docs_readsummer docs read
summer_add_nodesummer engine add-node
summer_get_scene_treesummer engine get-scene-tree
summer_import_asset_by_idsummer engine import-asset-by-id
summer_import_from_urlsummer engine import-from-url
summer_inspect_nodesummer engine inspect-node
summer_instantiate_scenesummer engine instantiate-scene
summer_run_scriptsummer engine run-script
summer_set_propsummer engine set-prop

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Sound Effect AI skill do?

Make sound effects (swings, hits, whooshes, reloads, UI): three versions to pick from, then wire them.

Why use Sound Effect on TypingMind?

Because you install it once and use it with any model. Sound Effect is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Sound Effect in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/SummerEngine/summer/tree/main/library/skills/sound-effect. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Sound Effect?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Sound Effect?

As many as you like. As long as a model supports skills, you can use Sound Effect with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Sound Effect AI skill free?

Yes. It is published on GitHub by SummerEngine under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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