The short answer
Connect AudioMade to a compatible MCP client, ask for one clearly defined game sound, compare the returned variations, and choose the option you want to use. Keep the decision about the final sound explicit: describing a request is not the same as accepting an asset.
A reliable way to start
- Connect your AudioMade accountFrom AudioMade, create a private connection key or download the installer for your supported client. Keep the key out of source control.
- Describe one game eventState the sound source, action, material, intensity and duration. A focused request gives you useful alternatives to compare.
- Choose after listeningAsk for the variations, listen in the scene where they will play, then select the one that best communicates the gameplay event.
Prompt examples
Use these as a starting point, then change the source, action, timing and perspective to fit your scene.
Create four compact UI confirmation sounds for a fantasy inventory menu: warm tactile click, light magical sparkle, dry close mix, under one second.
Create four variations of a leather boot footstep on wet stone for a stealth game: one step each, close foley, restrained water and grit, compact tails.
Create four game-ready rare relic pickup sounds: clear ascending chime, subtle crystal texture, short rewarding finish, no voices.
Create four seamless ambience directions for an ancient flooded crypt: low room tone, distant water movement and sparse drips, no music or foreground actions.
What makes the result more useful
- Give the assistant a precise event rather than a whole scene or soundtrack.
- Do not put private MCP connection keys in prompts, source files or screenshots.
- Compare options in the game mix before selecting one; a sound that works in isolation can disappear under music.
Add the sound to your game
A useful request pattern
Use the same concise structure in your MCP client. It preserves the gameplay purpose while leaving room for four distinct sound directions.
Create four variations for this game event:
source: leather boot
action: one step
surface: wet stone
perspective: close game foley
character: restrained water squeeze and grit
duration: compact, controlled tailFrequently asked questions
Does connecting MCP automatically add a sound to my game?
No. Connection lets the client request and present AudioMade results. You should listen to the returned options and explicitly select the asset you want to use.
Can I use MCP with Unity or Godot?
Yes. Use the coding workflow to create and compare a focused sound, then add the chosen export to the engine project using its normal audio setup.
What should I never include in an MCP request?
Do not paste account keys, private project credentials or copyrighted source material. Describe the original audible event you need instead.
