ui-sound-design

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.

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Install skill "ui-sound-design" with this command: npx skills add dannyjpwilliams/ui-sound-design-skill/dannyjpwilliams-ui-sound-design-skill-ui-sound-design

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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:

  1. What triggers it? (click, hover, toggle, notification, transition, success, error)
  2. What's the emotional tone? (satisfying, subtle, urgent, playful, professional, minimal)
  3. How prominent should it be? (barely perceptible, noticeable, attention-grabbing)
  4. Any reference points? (iOS keyboard, Slack notification, macOS trash, game UI, "like a bubble popping")

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

  1. Match the description to a sound category (see quick reference below)
  2. Load the recipe from references/sound-recipes.md
  3. Apply the vocabulary bridge to translate adjectives into parameter changes
  4. For novel sounds not covered by recipes, compose from building blocks in references/web-audio-api.md
  5. 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:

  1. Load rules from references/audio-rules.md
  2. Scan the code against each rule, starting with Critical priority
  3. Report findings using the format in audio-rules.md — one line per violation with file:line — [rule-id] description
  4. Provide a summary table (pass/fail counts by priority)
  5. 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 SaysParameter ChangeExample
"Brighter"Raise frequency or filter cutoffFilter cutoff 1500 → 3000 Hz
"Warmer"Lower filter cutoff, use sine/triangle waveSwitch sawtooth → sine, cutoff 3000 → 1200
"Darker"Lower frequency, reduce high harmonicsAdd lowpass filter at 800 Hz
"Snappier"Shorter attack and decayDecay 0.15 → 0.05s
"Softer"Lower volume, longer attack, gentle envelopeVolume 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 detuneAdd second osc detuned +7 cents
"Thinner"Remove layers, use sine wave, raise highpassSingle sine, highpass at 500 Hz
"More metallic"FM synthesis, inharmonic ratiosMod ratio 1.4, increase mod depth
"More organic" / "Natural"Use noise components, subtle randomnessMix in filtered noise burst
"Shorter" / "Crisper"Reduce total durationDuration 0.15 → 0.06s
"Longer" / "More sustained"Increase duration and sustainDuration 0.1 → 0.3s, add sustain phase
"More playful"Higher pitch, bounce/overshootFrequency +200 Hz, add pitch overshoot
"More professional"Subtle, clean, minimalLower volume, sine wave, short duration
"Retro" / "8-bit"Square wave, quantized pitchSwitch to square, use note frequencies
"Bubbly"Rapid pitch drop, sine wavestartFreq 2000, quick exponential drop

Sound Categories — Quick Reference

CategoryDurationRecipeTriggerKey Character
Click10–80msreferences/sound-recipes.md#clickButton press, tapNoise burst, bandpass filtered
Toggle80–200msreferences/sound-recipes.md#toggleSwitch on/offRising/falling pitch sweep
Hover30–80msreferences/sound-recipes.md#hoverMouse enterGentle, nearly subliminal
Success200–500msreferences/sound-recipes.md#successTask complete, saveAscending major third
Error150–400msreferences/sound-recipes.md#errorValidation fail, rejectedDescending, buzzy
Warning150–350msreferences/sound-recipes.md#warningCaution stateDouble pulse, mid-range
Notification200–800msreferences/sound-recipes.md#notificationNew message, alertBell-like FM synthesis
Whoosh100–400msreferences/sound-recipes.md#whooshPage transition, slideFiltered noise sweep
Pop30–80msreferences/sound-recipes.md#popAdd item, bubble, appearSine with pitch drop
Customvariesreferences/web-audio-api.mdAnything elseCompose 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.

assets/

  • sound-preview.html — Self-contained HTML template with all 10 default sounds, visual feedback, and AudioContext handling. Adapt this for every preview output.

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