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Describe what your UI should sound like.
Preview it, tweak it, and download it from the browser.
UI Sound Design
Translate plain-English sound descriptions into working Web Audio API code. No audio engineering background needed — describe what you want to hear, and this skill provides the synthesis knowledge to make it real.
Workflow
Every sound follows this loop: Describe → Generate → Listen → Refine (with optional Review for auditing existing code)
1. Describe
The user describes the sound in plain language. Ask clarifying questions using this framework:
Four questions before generating any sound:
What triggers it? (click, hover, toggle, notification, transition, success, error)
What's the emotional tone? (satisfying, subtle, urgent, playful, professional, minimal)
How prominent should it be? (barely perceptible, noticeable, attention-grabbing)
Any reference points? (iOS keyboard, Slack notification, macOS trash, game UI, "like a bubble popping")
Have an audio reference file? If the user has a .wav or .mp3 file they want to match, direct them to run the analyzer:
node skills/ui-sound-design/tools/analyze-sound.mjs path/to/reference.wav
Then paste the output back. When a sound profile is provided:
- Load
references/audio-file-references.md for interpretation guidance
- Read the
synthesis_suggestion block for initial parameters
- Match to the closest sound category using
recipe_starting_point
- Load that recipe from
references/sound-recipes.md
- Override recipe defaults with the profile's suggested parameters
- Apply any vocabulary bridge terms from the profile's
VOCABULARY MATCH section
- Proceed to Generate as normal
If the user gives a vague request like "make a click sound", use sensible defaults from the recipes and generate immediately — don't over-ask.
2. Generate
- Match the description to a sound category (see quick reference below)
- Load the recipe from
references/sound-recipes.md
- Apply the vocabulary bridge to translate adjectives into parameter changes
- For novel sounds not covered by recipes, compose from building blocks in
references/web-audio-api.md
- Output format: HTML preview by default (adapt
assets/sound-preview.html), or ES module / React hook / class if requested
3. Listen
Provide the HTML preview file so the user can open it in a browser and hear the sound immediately. Each sound includes a download button that exports a .wav file for use in production code or handoff to developers. Include labeled buttons for each sound variation. The preview must:
- Handle AudioContext suspension (user gesture to start)
- Use the singleton AudioContext pattern
- Include visual feedback on play (the template handles this)
4. Refine
When the user gives feedback, translate it using the vocabulary bridge and adjust parameters. Common refinement patterns:
- "I like it but..." → tweak 1-2 parameters
- "Completely wrong" → try a different recipe/approach
- "Too much/little" → scale the relevant parameter up/down
- "More like X" → identify what makes X distinctive and match those characteristics
5. Review (optional)
Enter review mode when the user says "review", "audit", or "check my sound code", or pastes existing Web Audio code for evaluation.
Steps:
- Load rules from
references/audio-rules.md
- Scan the code against each rule, starting with Critical priority
- Report findings using the format in
audio-rules.md — one line per violation with file:line — [rule-id] description
- Provide a summary table (pass/fail counts by priority)
- Suggest concrete fixes for each failing rule
When to stay in generate mode: If the user's request is ambiguous (e.g., "here's my click sound" without asking for review), default to the generative workflow. Only enter review mode when the intent to audit is clear.
Vocabulary Bridge
This is the core translation layer. When the user uses subjective language, map it to synthesis parameters:
| User Says |
Parameter Change |
Example |
| "Brighter" |
Raise frequency or filter cutoff |
Filter cutoff 1500 → 3000 Hz |
| "Warmer" |
Lower filter cutoff, use sine/triangle wave |
Switch sawtooth → sine, cutoff 3000 → 1200 |
| "Darker" |
Lower frequency, reduce high harmonics |
Add lowpass filter at 800 Hz |
| "Snappier" |
Shorter attack and decay |
Decay 0.15 → 0.05s |
| "Softer" |
Lower volume, longer attack, gentle envelope |
Volume 0.3 → 0.15, attack 0 → 0.01s |
| "Louder" / "More prominent" |
Raise volume (max 0.8) |
Volume 0.2 → 0.4 |
| "Fuller" / "Richer" |
Layer oscillators, add detune |
Add second osc detuned +7 cents |
| "Thinner" |
Remove layers, use sine wave, raise highpass |
Single sine, highpass at 500 Hz |
| "More metallic" |
FM synthesis, inharmonic ratios |
Mod ratio 1.4, increase mod depth |
| "More organic" / "Natural" |
Use noise components, subtle randomness |
Mix in filtered noise burst |
| "Shorter" / "Crisper" |
Reduce total duration |
Duration 0.15 → 0.06s |
| "Longer" / "More sustained" |
Increase duration and sustain |
Duration 0.1 → 0.3s, add sustain phase |
| "More playful" |
Higher pitch, bounce/overshoot |
Frequency +200 Hz, add pitch overshoot |
| "More professional" |
Subtle, clean, minimal |
Lower volume, sine wave, short duration |
| "Retro" / "8-bit" |
Square wave, quantized pitch |
Switch to square, use note frequencies |
| "Bubbly" |
Rapid pitch drop, sine wave |
startFreq 2000, quick exponential drop |
Sound Categories — Quick Reference
| Category |
Duration |
Recipe |
Trigger |
Key Character |
| Click |
10–80ms |
references/sound-recipes.md#click |
Button press, tap |
Noise burst, bandpass filtered |
| Toggle |
80–200ms |
references/sound-recipes.md#toggle |
Switch on/off |
Rising/falling pitch sweep |
| Hover |
30–80ms |
references/sound-recipes.md#hover |
Mouse enter |
Gentle, nearly subliminal |
| Success |
200–500ms |
references/sound-recipes.md#success |
Task complete, save |
Ascending major third |
| Error |
150–400ms |
references/sound-recipes.md#error |
Validation fail, rejected |
Descending, buzzy |
| Warning |
150–350ms |
references/sound-recipes.md#warning |
Caution state |
Double pulse, mid-range |
| Notification |
200–800ms |
references/sound-recipes.md#notification |
New message, alert |
Bell-like FM synthesis |
| Whoosh |
100–400ms |
references/sound-recipes.md#whoosh |
Page transition, slide |
Filtered noise sweep |
| Pop |
30–80ms |
references/sound-recipes.md#pop |
Add item, bubble, appear |
Sine with pitch drop |
| Custom |
varies |
references/web-audio-api.md |
Anything else |
Compose from building blocks |
Critical Implementation Rules
AudioContext user-gesture requirement
Browsers block audio until a user interaction (click, tap, keydown). Always initialize or resume the AudioContext inside an event handler. The singleton pattern in references/web-audio-api.md handles this.
Never ramp gain to zero
exponentialRampToValueAtTime(0, ...) throws an error. Always ramp to 0.001 — it's inaudible but mathematically valid. This applies to every sound. No exceptions.
Node cleanup
- OscillatorNodes auto-disconnect after
stop() — no manual cleanup needed
- BufferSourceNodes are one-shot — create a new one each play
- For long-lived filter/gain nodes, call
disconnect() when done
- Never create a new AudioContext per sound — use the singleton
Volume safety
- Default volume:
0.3 (gain value)
- Maximum volume:
0.8 — never exceed this
- Hover sounds:
0.03–0.08 (barely perceptible)
- UI sounds should complement, not dominate — err on the side of quiet
Scheduling precision
Capture const now = ctx.currentTime once at the start of each sound function. Derive all scheduling times from now. Never read currentTime multiple times.
Use exponential ramps by default
exponentialRampToValueAtTime sounds natural for both volume and frequency. linearRampToValueAtTime sounds mechanical. Only use linear for sub-50ms transitions.
Output Formats
HTML Preview (default)
Adapt assets/sound-preview.html. Self-contained, no dependencies, opens in any browser. Best for the iterative listen-refine loop. Includes WAV download — click the download button on any sound to get a .wav file. Sound functions must use (ctx, dest) parameters with fallback defaults for download support, and each sound needs a matching entry in the durations map.
ES Module
// ui-sounds.js
export function playClick(options) { /* ... */ }
export function playSuccess(options) { /* ... */ }
React Hook
// useUISound.js
export function useUISound() {
const ctxRef = useRef(null);
const getCtx = useCallback(() => { /* singleton */ }, []);
return { playClick, playSuccess, /* ... */ };
}
Sound Library Class
Use the UISoundLibrary class from references/sound-recipes.md. Bundles all sounds with enable/disable and master volume control.
Resources
references/
web-audio-api.md — Core Web Audio API building blocks: oscillators, envelopes, filters, noise, FM synthesis, factory patterns, common mistakes. Load when building custom sounds or understanding low-level mechanics.
sound-recipes.md — Complete working implementations for all 9 sound categories plus a bundled UISoundLibrary class. Each recipe includes parameters, code, tuning guide, and variations. Start here for most requests.
audio-rules.md — Formal validation rules with IDs, priorities, and pass/fail examples. Load when reviewing existing code or when you need to verify generated output against best practices.
tone-js.md — Tone.js abstractions for faster prototyping. Simplified synth types, recipe equivalents, effects, and a conversion guide to vanilla Web Audio. Load when the user prefers Tone.js or wants rapid iteration.
audio-file-references.md — How to interpret sound profiles from the analyze-sound.mjs CLI tool. Maps audio analysis metrics to synthesis parameters and recipe selection. Load when the user provides a sound profile from an audio file reference.
assets/
sound-preview.html — Self-contained HTML template with all 10 default sounds, visual feedback, and AudioContext handling. Adapt this for every preview output.
tools/
analyze-sound.mjs — CLI script that analyzes .wav/.mp3 files and outputs a sound profile. Run with node tools/analyze-sound.mjs <file>. Zero dependencies — works with any Node.js installation. Supports .wav natively; other formats require ffmpeg. Outputs duration, envelope, spectral content, tonality, and a synthesis suggestion that maps directly to recipe parameters.
Source: dannyjpwilliams/ui-sound-design-skill — distributed by TomeVault.
1---2name: ui-sound-design3description: Programmatic UI sound design using Web Audio API and Tone.js. Use when creating click sounds, notification chimes, toggle feedback, hover sounds, success/error audio, whoosh effects, or building a sound library for UI interactions. Provides an iterative describe-generate-listen-refine workflow with audio engineering knowledge translated into plain English. Use when this capability is needed.4---56```7 ▁ ▃ ▅ ▇ ▅ ▃ ▁ ▁ ▃ ▅ ▇ ▅ ▃ ▁ ▁ ▃ ▅ ▇ ▅ ▃ ▁8██╗ ██╗██╗ ███████╗ ██████╗ ██╗ ██╗███╗ ██╗██████╗9██║ ██║██║ ██╔════╝██╔═══██╗██║ ██║████╗ ██║██╔══██╗10██║ ██║██║ ███████╗██║ ██║██║ ██║██╔██╗ ██║██║ ██║11██║ ██║██║ ╚════██║██║ ██║██║ ██║██║╚██╗██║██║ ██║12╚██████╔╝██║ ███████║╚██████╔╝╚██████╔╝██║ ╚████║██████╔╝13 ╚═════╝ ╚═╝ ╚══════╝ ╚═════╝ ╚═════╝ ╚═╝ ╚═══╝╚═════╝14 ░ ▒ ▓ █ ▓ ▒ ░ ░ ▒ ▓ █ ▓ ▒ ░ ░ ▒ ▓ █ ▓ ▒ ░15 ██████╗ ███████╗███████╗██╗ ██████╗ ███╗ ██╗16 ██╔══██╗██╔════╝██╔════╝██║██╔════╝ ████╗ ██║17 ██║ ██║█████╗ ███████╗██║██║ ███╗██╔██╗ ██║18 ██║ ██║██╔══╝ ╚════██║██║██║ ██║██║╚██╗██║19 ██████╔╝███████╗███████║██║╚██████╔╝██║ ╚████║20 ╚═════╝ ╚══════╝╚══════╝╚═╝ ╚═════╝ ╚═╝ ╚═══╝21 ▇ ▅ ▃ ▁ ▃ ▅ ▇ ▇ ▅ ▃ ▁ ▃ ▅ ▇ ▇ ▅ ▃ ▁ ▃ ▅ ▇22```2324Describe what your UI should sound like.25Preview it, tweak it, and download it from the browser.2627# UI Sound Design2829Translate plain-English sound descriptions into working Web Audio API code. No audio engineering background needed — describe what you want to hear, and this skill provides the synthesis knowledge to make it real.3031## Workflow3233Every sound follows this loop: **Describe → Generate → Listen → Refine** (with optional **Review** for auditing existing code)3435### 1. Describe3637The user describes the sound in plain language. Ask clarifying questions using this framework:3839**Four questions before generating any sound:**40411. **What triggers it?** (click, hover, toggle, notification, transition, success, error)422. **What's the emotional tone?** (satisfying, subtle, urgent, playful, professional, minimal)433. **How prominent should it be?** (barely perceptible, noticeable, attention-grabbing)444. **Any reference points?** (iOS keyboard, Slack notification, macOS trash, game UI, "like a bubble popping")455. **Have an audio reference file?** If the user has a .wav or .mp3 file they want to match, direct them to run the analyzer:4647 ```48 node skills/ui-sound-design/tools/analyze-sound.mjs path/to/reference.wav49 ```5051 Then paste the output back. When a sound profile is provided:52 1. Load `references/audio-file-references.md` for interpretation guidance53 2. Read the `synthesis_suggestion` block for initial parameters54 3. Match to the closest **sound category** using `recipe_starting_point`55 4. Load that recipe from `references/sound-recipes.md`56 5. Override recipe defaults with the profile's suggested parameters57 6. Apply any vocabulary bridge terms from the profile's `VOCABULARY MATCH` section58 7. Proceed to Generate as normal5960If the user gives a vague request like "make a click sound", use sensible defaults from the recipes and generate immediately — don't over-ask.6162### 2. Generate63641. Match the description to a **sound category** (see quick reference below)652. Load the recipe from `references/sound-recipes.md`663. Apply the **vocabulary bridge** to translate adjectives into parameter changes674. For novel sounds not covered by recipes, compose from building blocks in `references/web-audio-api.md`685. Output format: **HTML preview** by default (adapt `assets/sound-preview.html`), or ES module / React hook / class if requested6970### 3. Listen7172Provide the HTML preview file so the user can open it in a browser and hear the sound immediately. Each sound includes a download button that exports a .wav file for use in production code or handoff to developers. Include labeled buttons for each sound variation. The preview must:73- Handle AudioContext suspension (user gesture to start)74- Use the singleton AudioContext pattern75- Include visual feedback on play (the template handles this)7677### 4. Refine7879When the user gives feedback, translate it using the vocabulary bridge and adjust parameters. Common refinement patterns:80- "I like it but..." → tweak 1-2 parameters81- "Completely wrong" → try a different recipe/approach82- "Too much/little" → scale the relevant parameter up/down83- "More like X" → identify what makes X distinctive and match those characteristics8485### 5. Review (optional)8687Enter review mode when the user says "review", "audit", or "check my sound code", or pastes existing Web Audio code for evaluation.8889**Steps:**901. Load rules from `references/audio-rules.md`912. Scan the code against each rule, starting with Critical priority923. Report findings using the format in `audio-rules.md` — one line per violation with `file:line — [rule-id] description`934. Provide a summary table (pass/fail counts by priority)945. Suggest concrete fixes for each failing rule9596**When to stay in generate mode:** If the user's request is ambiguous (e.g., "here's my click sound" without asking for review), default to the generative workflow. Only enter review mode when the intent to audit is clear.9798## Vocabulary Bridge99100This is the core translation layer. When the user uses subjective language, map it to synthesis parameters:101102| User Says | Parameter Change | Example |103|-----------|-----------------|---------|104| "Brighter" | Raise frequency or filter cutoff | Filter cutoff 1500 → 3000 Hz |105| "Warmer" | Lower filter cutoff, use sine/triangle wave | Switch sawtooth → sine, cutoff 3000 → 1200 |106| "Darker" | Lower frequency, reduce high harmonics | Add lowpass filter at 800 Hz |107| "Snappier" | Shorter attack and decay | Decay 0.15 → 0.05s |108| "Softer" | Lower volume, longer attack, gentle envelope | Volume 0.3 → 0.15, attack 0 → 0.01s |109| "Louder" / "More prominent" | Raise volume (max 0.8) | Volume 0.2 → 0.4 |110| "Fuller" / "Richer" | Layer oscillators, add detune | Add second osc detuned +7 cents |111| "Thinner" | Remove layers, use sine wave, raise highpass | Single sine, highpass at 500 Hz |112| "More metallic" | FM synthesis, inharmonic ratios | Mod ratio 1.4, increase mod depth |113| "More organic" / "Natural" | Use noise components, subtle randomness | Mix in filtered noise burst |114| "Shorter" / "Crisper" | Reduce total duration | Duration 0.15 → 0.06s |115| "Longer" / "More sustained" | Increase duration and sustain | Duration 0.1 → 0.3s, add sustain phase |116| "More playful" | Higher pitch, bounce/overshoot | Frequency +200 Hz, add pitch overshoot |117| "More professional" | Subtle, clean, minimal | Lower volume, sine wave, short duration |118| "Retro" / "8-bit" | Square wave, quantized pitch | Switch to square, use note frequencies |119| "Bubbly" | Rapid pitch drop, sine wave | startFreq 2000, quick exponential drop |120121## Sound Categories — Quick Reference122123| Category | Duration | Recipe | Trigger | Key Character |124|----------|----------|--------|---------|---------------|125| Click | 10–80ms | `references/sound-recipes.md#click` | Button press, tap | Noise burst, bandpass filtered |126| Toggle | 80–200ms | `references/sound-recipes.md#toggle` | Switch on/off | Rising/falling pitch sweep |127| Hover | 30–80ms | `references/sound-recipes.md#hover` | Mouse enter | Gentle, nearly subliminal |128| Success | 200–500ms | `references/sound-recipes.md#success` | Task complete, save | Ascending major third |129| Error | 150–400ms | `references/sound-recipes.md#error` | Validation fail, rejected | Descending, buzzy |130| Warning | 150–350ms | `references/sound-recipes.md#warning` | Caution state | Double pulse, mid-range |131| Notification | 200–800ms | `references/sound-recipes.md#notification` | New message, alert | Bell-like FM synthesis |132| Whoosh | 100–400ms | `references/sound-recipes.md#whoosh` | Page transition, slide | Filtered noise sweep |133| Pop | 30–80ms | `references/sound-recipes.md#pop` | Add item, bubble, appear | Sine with pitch drop |134| Custom | varies | `references/web-audio-api.md` | Anything else | Compose from building blocks |135136## Critical Implementation Rules137138### AudioContext user-gesture requirement139Browsers block audio until a user interaction (click, tap, keydown). Always initialize or resume the AudioContext inside an event handler. The singleton pattern in `references/web-audio-api.md` handles this.140141### Never ramp gain to zero142`exponentialRampToValueAtTime(0, ...)` throws an error. Always ramp to `0.001` — it's inaudible but mathematically valid. This applies to every sound. No exceptions.143144### Node cleanup145- OscillatorNodes auto-disconnect after `stop()` — no manual cleanup needed146- BufferSourceNodes are one-shot — create a new one each play147- For long-lived filter/gain nodes, call `disconnect()` when done148- Never create a new AudioContext per sound — use the singleton149150### Volume safety151- Default volume: `0.3` (gain value)152- Maximum volume: `0.8` — never exceed this153- Hover sounds: `0.03–0.08` (barely perceptible)154- UI sounds should complement, not dominate — err on the side of quiet155156### Scheduling precision157Capture `const now = ctx.currentTime` once at the start of each sound function. Derive all scheduling times from `now`. Never read `currentTime` multiple times.158159### Use exponential ramps by default160`exponentialRampToValueAtTime` sounds natural for both volume and frequency. `linearRampToValueAtTime` sounds mechanical. Only use linear for sub-50ms transitions.161162## Output Formats163164### HTML Preview (default)165Adapt `assets/sound-preview.html`. Self-contained, no dependencies, opens in any browser. Best for the iterative listen-refine loop. Includes WAV download — click the download button on any sound to get a .wav file. Sound functions must use `(ctx, dest)` parameters with fallback defaults for download support, and each sound needs a matching entry in the `durations` map.166167### ES Module168```javascript169// ui-sounds.js170export function playClick(options) { /* ... */ }171export function playSuccess(options) { /* ... */ }172```173174### React Hook175```javascript176// useUISound.js177export function useUISound() {178 const ctxRef = useRef(null);179 const getCtx = useCallback(() => { /* singleton */ }, []);180 return { playClick, playSuccess, /* ... */ };181}182```183184### Sound Library Class185Use the `UISoundLibrary` class from `references/sound-recipes.md`. Bundles all sounds with enable/disable and master volume control.186187## Resources188189### references/190- **`web-audio-api.md`** — Core Web Audio API building blocks: oscillators, envelopes, filters, noise, FM synthesis, factory patterns, common mistakes. Load when building custom sounds or understanding low-level mechanics.191- **`sound-recipes.md`** — Complete working implementations for all 9 sound categories plus a bundled `UISoundLibrary` class. Each recipe includes parameters, code, tuning guide, and variations. **Start here for most requests.**192- **`audio-rules.md`** — Formal validation rules with IDs, priorities, and pass/fail examples. Load when reviewing existing code or when you need to verify generated output against best practices.193- **`tone-js.md`** — Tone.js abstractions for faster prototyping. Simplified synth types, recipe equivalents, effects, and a conversion guide to vanilla Web Audio. Load when the user prefers Tone.js or wants rapid iteration.194- **`audio-file-references.md`** — How to interpret sound profiles from the `analyze-sound.mjs` CLI tool. Maps audio analysis metrics to synthesis parameters and recipe selection. Load when the user provides a sound profile from an audio file reference.195196### assets/197- **`sound-preview.html`** — Self-contained HTML template with all 10 default sounds, visual feedback, and AudioContext handling. Adapt this for every preview output.198199### tools/200- **`analyze-sound.mjs`** — CLI script that analyzes .wav/.mp3 files and outputs a sound profile. Run with `node tools/analyze-sound.mjs <file>`. Zero dependencies — works with any Node.js installation. Supports .wav natively; other formats require ffmpeg. Outputs duration, envelope, spectral content, tonality, and a synthesis suggestion that maps directly to recipe parameters.201202---203> Source: [dannyjpwilliams/ui-sound-design-skill](https://github.com/dannyjpwilliams/ui-sound-design-skill) — distributed by [TomeVault](https://tomevault.io).204<!-- tomevault:4.0:skill_md:2026-06-24 -->