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How to create a sound effect and export it for Godot with Audio Studio MCP

Describe a sound by its source, action, material and space, then export it as OGG.

  • Content
  • Intermediate
  • 1 hour 15 minutes
  • From the README
  • Claude Code
  • Cursor

Who it is forA game developer using Godot who needs a specific sound effect, such as a door slam, and does not have a sound library that covers it.

The problemGeneric sound libraries rarely match the exact object, material and room a scene needs.

The outcomeA short sound effect file that matches the described source and space, peak normalized and exported as OGG for Godot.

What you need first

  • An Apple Silicon Mac (M1 or later) or a 64-bit Windows PC with an NVIDIA GPU (8 GB VRAM or more)
  • git and ffmpeg installed
  • About 6 GB of free disk on macOS or about 14 GB on Windows for the model and PyTorch
  • An MCP client such as Claude Code, Claude Desktop or Cursor
  • On Windows only: a free Hugging Face account with the Stable Audio 3 license accepted

Steps

  1. Set up the server with ./install.sh on macOS or powershell -ExecutionPolicy Bypass -File install.ps1 on Windows, then register it with claude mcp add --scope user audio-studio -- /path/to/audio-studio-mcp/.venv/bin/audio-studio-mcp.
  2. Ask the client: "I need a heavy wooden door slamming in a stone hallway. Export it as OGG for Godot."
  3. Check that the request uses the sfx type and fills the sound_source, sound_action, sound_material and sound_space fields, so the output is not generated as music.
  4. Ask the client to run process_audio with peak normalization and OGG export.
  5. Import the OGG file from outputs/ into your Godot project and test it in the scene.

Prompt for your agent

Using the audio-studio MCP server from the audio-studio-mcp repo, call generate_audio with audio_type sfx for a heavy wooden door slamming in a stone hallway, filling sound_source, sound_action, sound_material and sound_space. Then call process_audio with peak normalization and OGG output. Verify that the OGG file is in outputs/ and that its .json sidecar lists the sfx settings.

Caveat. The README warns that without the SFX prefix, sound effects often come out as music, so the sfx type and sound fields matter for good results.

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