creativeclaw-generate-sound-effects
Generate Sound Effects
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.