A tool by Firecrawl · uses 11 tools · Game Development
Game sound effects cue sheet
Use when a game developer or sound designer needs sound effects for a list of in-game events and must know each one is licensed for a commercial game. Searches BigSoundBank, SoundBible, Free Sounds Library, Openverse and the NPS sound libraries, keeps only clips whose licence allows commercial use and editing, and returns a cue sheet with file links and a ready-to-paste credits block.
Save a copy for your teamTools it calls
Each tool's price and track record across every agent today. Empty means the call worked and found nothing.
ToolPriceMedianSuccessEmpty
BigSoundBankSearch soundsPrice5 creditsMedian531 msSuccess99.1%Empty0%
SoundBibleSearch soundsPrice5 creditsMedian–Success–Empty–
Free Sounds LibrarySearch soundsPrice5 creditsMedian–Success–Empty–
OpenverseSearch audioPrice5 creditsMedian1.0 sSuccess100%Empty0%
National Park Service Sound LibrariesSearch soundsPrice5 creditsMedian–Success–Empty–
BigSoundBankGet soundPrice5 creditsMedian–Success–Empty–
SoundBibleGet soundPrice5 creditsMedian–Success–Empty–
Free Sounds LibraryGet soundPrice5 creditsMedian–Success–Empty–
OpenverseGet audioPrice5 creditsMedian–Success–Empty–
National Park Service Sound LibrariesGet soundPrice5 creditsMedian–Success–Empty–
OpenverseRelated audioPrice5 creditsMedian–Success–Empty–
Instructions
What your agent follows when it runs this tool. Paste them into any assistant connected to Firecrawl.
# Game sound effects cue sheet For a list of cues, such as "door creak, footsteps on gravel, sword hit, UI click, forest ambience loop". Agree the licence policy before searching: - **Shippable:** CC0, public domain, U.S. Government work, CC BY. CC BY needs a credit line in the game. - **Not shippable in a commercial game:** CC BY-NC, personal use only, fair use, unknown. Sampling+ allows reuse in a new work but not the clip on its own; flag it rather than use it as a raw effect. - A game always edits (trims, layers, pitches) its sounds, so the licence must allow modification: ND licences fail. ## 1. Search each cue Work through the sources in this order, and stop for a cue once you have two shippable candidates. 1. @[BigSoundBank · Search sounds](alexandria:bigsoundbank-com/sound-effects/search_sounds) with the cue as `query`. Use `sound_type` (single, foley, soundscape), `duration` (max_1s for UI clicks and impacts, min_1min for ambience) and `sample_rate: 48000` when the project mixes at 48 kHz. The catalogue is CC0. 2. @[SoundBible · Search sounds](alexandria:soundbible-com/sound-effects/search_sounds) with the cue as `query`. Leave `include_restricted` false so personal-use and noncommercial clips are dropped; pass `license: public-domain` first, then `CC-BY-3.0`. 3. @[Free Sounds Library · Search sounds](alexandria:freesoundslibrary-com/sound-effects/search_sounds) with the cue as `query`, `include_restricted` false. Shippable clips here are CC BY 4.0, and the site asks for "Downloaded from www.freesoundslibrary.com" in the credit. 4. @[Openverse · Search audio](alexandria:openverse-org/audio-assets/search_audio) with the cue as `query`, `commercial_use: true`, `modification_allowed: true` and `source: ["freesound"]` for effects (most Freesound effects carry no category). Add `length: ["shortest"]` for one-shots. 5. For nature and outdoor ambience (birds, wind, rivers, geysers, thunder), @[NPS · Search sounds](alexandria:nps-gov/sound-effects/search_sounds) with the cue as `query` and `library: all`. Gallery, Yellowstone and Rocky Mountain recordings are public domain. ## 2. Confirm each pick 6. Read the record of every clip you keep: @[BigSoundBank · Get sound](alexandria:bigsoundbank-com/sound-effects/get_sound), @[SoundBible · Get sound](alexandria:soundbible-com/sound-effects/get_sound), @[Free Sounds Library · Get sound](alexandria:freesoundslibrary-com/sound-effects/get_sound), @[Openverse · Get audio](alexandria:openverse-org/audio-assets/get_audio) or @[NPS · Get sound](alexandria:nps-gov/sound-effects/get_sound). Take `license` (code, `commercial_use`, `attribution_required`, `restricted`, and `modification_allowed` on Openverse records), `attribution`, `duration_seconds`, `sample_rate`, format and the download URL from the detail read, not the search hit. 7. For an Openverse pick, also read @[Openverse · Related audio](alexandria:openverse-org/audio-assets/related_audio) when the cue needs variations (three footstep takes, several sword hits), and confirm each variation's licence the same way. Always drop a clip when its detail read reports `modification_allowed: false`, an ND code, or no licence, even if the search hit looked fine. For a commercial game, also drop it on `restricted: true`, `commercial_use: false` or a noncommercial code. A null `commercial_use` (a BigSoundBank label other than CC0, an NPS page that states no licence) is shippable only when the code is CC0-1.0, public-domain or us-government-work; otherwise drop it as unknown. For a noncommercial game the user has confirmed, a noncommercial clip may stay, flagged in the cue table. A personal-use-only clip never ships, because a released game is distribution. ## Write the cue sheet - **Cue table:** cue, chosen clip title, source, licence, attribution required yes/no, duration, sample rate, format, download URL, page URL. Give a backup clip per cue where one was found. - **Credits block:** one line per CC BY or credited clip, using each record's `attribution` text verbatim, grouped by source. CC0 and public-domain clips need no credit; list them under "Additional sounds (CC0 / public domain)" so provenance is kept. - **Gaps:** cues with no shippable clip, and what was found but rejected (and why: NC, personal use, unknown licence). - **Sources:** cite every clip to the capability and record it came from. Never relabel a licence or assume a site-wide licence for a clip whose own record says otherwise.
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