# Gomo Sounds

> These figures are automated measurements with timestamps. They are not a review, rating, grade, or recommendation.

Game audio by chat: plan, generate and pick sound effects, music and voice lines.

- Status: Up
- Checks passed: 13 of 22
- Uptime: Not measured
- Latency: 1157 ms
- Tools: 37
- Last probe: 2026-11-12T10:52:50.914Z
- Publisher: gomosounds.com (https://mcpheartbeat.com/p/com.gomosounds)
- Endpoint: https://gomosounds.com/mcp
- Transport: streamable-http

## Tools

Showing 37.

- **accept_terms**: Accepts 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 t
- **approve_spending**: Records 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,
- **choose_sound**: Edits 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 generat
- **create_entity**: Creates 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 actio
- **create_event**: Adds 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 fold
- **create_folder**: Creates 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
- **create_game**: Creates 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 existi
- **create_tracks**: Creates 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
- **create_voice**: Creates 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 generate
- **delete_sound**: Deletes 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 al
- **derive_music**: Makes a NEW version of a track from an existing version (spends credits: refused until the user approved the cost, see approve_spending). origin=repaint regener
- **export_game**: For 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 (
- **find_sounds**: Searches entities (units, mobs, buildings, screens) by name, game, event or prompt, ignoring accents/case, and returns EVERYTHING about each one: image, events
- **game_progress**: How 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
- **game_scenes**: What 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 proj
- **generate_music**: Generates 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_spendi
- **generate_sounds**: Generates sound variations for an event (spends credits: refused until the user approved the cost in the conversation, see approve_spending). Without prompt/dur
- **generate_voice**: Generates 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 approv
- **get_entity**: Reads 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 (pro
- **get_game**: Reads one game: its settings (engine, description, visibility, sound direction), its entities (the things that make noise, like the player or an enemy) with how
- **get_manifest**: For 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;
- **godot_plugin**: The 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
- **gomo_guide**: The 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, t
- **job_status**: Where 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)
- **list_folders**: Reads 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
- **list_games**: The 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
- **list_voices**: The 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)
- **mark_installed**: For 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
- **move_entities**: Moves 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
- **place_scenes**: Turns 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 au
- **save_sound**: Only 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 dow
- **set_game_visibility**: Changes 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
- **set_sound_direction**: Sets 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 gam
- **share_sound**: Makes 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
- **sounds_for_folder**: Creates 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
- **suggest_game_setup**: Call 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
- **sync_scenes**: For 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

## Recent probes

- 2026-11-12T10:52:50.914Z: Connected, 1157 ms, 37 tools

## Links

- HTML: https://mcpheartbeat.com/s/com.gomosounds/gomo-sounds/status
- Markdown: https://mcpheartbeat.com/s/com.gomosounds/gomo-sounds/status.md
- MCP: https://mcpheartbeat.com/mcp
- API: https://mcpheartbeat.com/api/v1/servers
- Tools API: https://mcpheartbeat.com/api/v1/tools
- Server API: https://mcpheartbeat.com/api/v1/health?server=com.gomosounds%2Fgomo-sounds
