Sound and music
Generate sound effects and background music from a prompt, then trim them — in the SFX and Music editors.
Games need two kinds of audio, and umicat has one tool for each:
- SFX Editor — short sounds. A jump, a hit, a coin, a UI click.
- Music Editor — background tracks and themes, the kind that loop.
Both work the same way: describe the sound, generate it, then trim and level it. Neither needs you to find a sample pack or open a DAW.
Generating a sound effect
Open the SFX Editor and you land on the list of the project's sounds, with a Generate action. Or skip the tool entirely and just ask:
Add a coin pickup sound and play it when the player collects one.The agent generates the clip, wires it into the game, and opens the editor so you can hear it. If you don't like it, generate another — describe what was wrong:
Too long and too bright. A short, soft "plink".Prompts that work well name the object and the material, not just the event: "heavy wooden door slamming shut", "small glass bottle shattering on stone", "retro arcade laser, short". You can also set a target duration — the presets run from half a second up to a few seconds, which is the range a game sound actually lives in.
Generating music
The Music Editor takes a longer prompt, because a track has more to describe: mood, instruments, tempo, and what the player is doing while it plays.
Calm exploration music for a forest village — acoustic guitar and soft
flute, slow, loops without an obvious seam.Music generation is slow compared to everything else on the platform — tens of seconds, sometimes longer. The page tells you it is working; leaving it open is the easiest way to wait.
Both generators cost credits per clip, and music costs more than a sound effect. Generate deliberately rather than in bulk — and reuse: one good loop under three levels is usually better game design than three mediocre ones.
Editing a clip
Click any clip in either editor and it opens in a waveform editor. You can:
- Trim — drag the start and end handles. Most generated clips have a little silence or tail you don't want.
- Set the volume — bake a level change into the file, so you are not correcting it in game code forever.
- Rename — the filename is the handle the game code uses, so a clear name pays off later.
- Play it back — repeatedly, which is the only real test.
Ask the agent to open a specific clip and it will, by name:
Open the jump sound so I can shorten it.Using audio in the game
You never write loading code. Name the clip in chat and say when it should play:
Play hit.mp3 when an enemy takes damage, and duck the music while the
boss intro plays.The game gets one volume for music and a separate one for effects, so a settings screen with two sliders is a normal request:
Add a settings dialog with music and sound-effect volume sliders, and
remember them between sessions.What to watch out for
The first press can be silent. Browsers refuse to start audio until the player has interacted with the page — that is a browser rule, not a platform one. The SDK unlocks audio on the first tap or key press, so put a title screen or a "tap to start" in front of your game rather than expecting sound during the very first frame.
Preload what has to be instant. A sound fetched at the moment it is needed is late the first time. If a hit sound must be tight, tell the agent it matters:
Preload the combat sounds so the first hit isn't silent.