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create-sound创造声音

Agent Skill

用于辅助音频、音乐、语音转写、语音合成或声音素材处理。它适合让 Agent 生成配乐说明、整理音频流程、调用语音工具或处理播客和视频配音素材。使用时需要确认输入音频来源、输出格式、时长和模型限制;涉及人声克隆、版权音乐或公开发布时,应先核对授权和合规边界。

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CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

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最后核验

2026-05-01

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来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:create-sound(创造声音)
来源仓库:https://github.com/raphaelsalaja/audio
仓库路径:skills/create-sound
安装命令:
npx skills add https://github.com/raphaelsalaja/audio --skill create-sound
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/raphaelsalaja/audio --skill create-sound

简介

create-sound 用于辅助音频处理全流程,包括语音转写、合成与声音素材生成。

  • 适用于 Codex、Claude、Cursor、Gemini CLI 等宿主环境,适合播客制作、视频配音等场景。
  • 支持多种输入模式识别与管道化处理,可生成配乐说明或调用外部语音工具。
  • 使用时需确认输入来源、输出格式及时长限制,涉及人声克隆或版权内容时应核对授权边界。
  • 适用宿主包括 Codex、Claude、Cursor、Gemini CLI,接入前应确认版本、权限和运行环境要求。

SKILL.md

Create Sound

Generated from rules/*.md by src/build.mjs. Do not edit by hand.

Pick a generation path with pipeline-detect-input, then walk the matching section.

1. Generation Pipeline

*Procedural steps the agent runs end-to-end. Start here when handling any create-sound request.*

1.1 Detect input mode and route the request *(CRITICAL)*

Decide which path to run based on what the user provided.

InputPath
Prompt only (no audio attachment)Skip interpret-*. Go to pipeline-pick-base-layer.
Audio file onlyRun all interpret-* rules. Skip event-* / mood-*.
Both prompt and audioRun interpret-* first, then treat the prompt as a refinement layer over the measured SoundDefinition.

Detecting audio

Look for attached files matching *.wav, *.mp3, *.flac, *.ogg, or any path the user references that resolves to an audio file. A JSON manifest (*.json next to a sprite) is also an audio-path signal.

Refinement examples (prompt + audio)

Prompt qualifierRefinement on measured definition
"warmer"add filter: {type: "lowpass", frequency: 2500}
"shorter" / "punchier"clamp envelope.decay to <= 0.06
"brighter"drop or raise any lowpass cutoff
"with reverb"append effects: [{type: "reverb", decay: 0.5, mix: 0.15}]
"lower octave"halve source.frequency (or both start/end)

Output of this step

Produce an internal note like:

Input: prompt + audio
Plan: run interpret-* on out/click.wav, then refine with mood-warm.

Then proceed to the next pipeline step.

1.2 Pick a base layer from the prompt's event class *(CRITICAL)*

Tokenize the prompt and find the strongest event-class signal. Match against the event-* rules.

Token map

Tokens in promptEvent rule
click, tap, key, press, buttonevent-click / event-tap
tick, scroll, snap, focusevent-tick
success, complete, win, achievement, level-up, confettievent-success / event-complete
error, fail, wrong, invalid, delete, destroyevent-error
modal, dialog, popup, drawer, sheet, sidebar, dropdown, menuevent-modal-open / event-modal-close
swoosh, slide, transition, page, tabevent-swoosh / event-whoosh
notification, alert, ding, bell, mention, badgeevent-notification
toggle, switch, on, offevent-toggle

Direction tokens (open vs close)

  • "open", "appear", "in", "show", "expand", "confirm" -> ascending pitch.
  • "close", "dismiss", "out", "hide", "collapse", "cancel" -> descending pitch.

Output

A starting SoundDefinition literal copied from the chosen event rule's example. The next step (pipeline-apply-mood) will mutate it.

If no event class fires confidently, default to event-click and let mood adjectives do the work.

1.3 Apply mood adjectives onto the base layer *(HIGH)*

After pipeline-pick-base-layer produces a starting SoundDefinition, scan the prompt for adjective tokens and apply each mood-* rule's mutation in order.

Order of application

  1. Source-shape adjectives (warm, bright, glassy, metallic, lofi, retro, organic) - mutate source.type, source.fm, or add filter.
  2. Envelope adjectives (punchy, airy) - mutate envelope.attack / envelope.decay.
  3. Effect adjectives (reverby, delayed, crushed) - append to effects.

Conflict resolution

  • warm + bright -> the later token wins.
  • lofi + glassy -> apply both, but cap effects at 2 entries.
  • punchy + airy -> they're orthogonal (envelope vs source); both apply.

Refinement on existing definition (audio + prompt path)

When the input mode is prompt + audio, treat each adjective as a refinement on the measured definition rather than from scratch:

AdjectiveRefinement
warmeradd or lower filter.frequency (lowpass at ~2500 Hz)
brighterremove lowpass or raise its cutoff above 6 kHz
punchierclamp envelope.decay <= 0.06, set envelope.attack: 0
longerextend envelope.decay and add release if missing
crisperraise gain slightly and add fm: {ratio: 0.5, depth: 50}

Output

A mutated SoundDefinition. Hand off to pipeline-decide-layering.

1.4 Decide single-layer vs multi-layer *(MEDIUM-HIGH)*

Event classDefault
click, tap, tick, hover, focus, swoosh1 layer (Layer)
toggle, copy, send, sync2 layers (paired pitches with delay)
success, complete, level-up, confetti3+ layers (chord with cascading delay)
error, delete2 layers (sawtooth + square)

See layer-single, layer-octave-pair, layer-ascending-chord, layer-click-plus-body for the concrete shapes.

Promoting a single Layer to MultiLayerSound

If the prompt or refinement requires more than one layer, wrap:

{
  layers: [<existing layer>, <new layer>],
  // optional global effects, e.g. sidechain compressor, master EQ
}

Per-layer gain values should sum to no more than ~0.6 (see validate-gain-budget).

Demoting MultiLayerSound to a single Layer

If only one layer survives mood application, emit the inner Layer directly rather than a one-element MultiLayerSound. Both validate, but the single-layer form is the canonical compact shape.

1.5 Emit, optionally render, optionally round-trip *(HIGH)*

1. Emit

Always return a TypeScript snippet ready to paste into a .web-kits/<patch>.ts file:

import type { SoundDefinition } from "@web-kits/audio";

export const myClick: SoundDefinition = {
  source: { type: "sine", frequency: 1300, fm: { ratio: 0.5, depth: 60 } },
  envelope: { decay: 0.012, release: 0.004 },
  gain: 0.18,
};

Plus a one-line rationale that names the prompt tokens you acted on:

"click" -> base from event-click; "warm" -> kept default sine, no extra filter needed at 1.3 kHz.

2. Optional preview render

If the user asked for a WAV (or you want to grade your own output), use packages/audio/src/offline.ts:

import { renderToWav } from "@web-kits/audio";
import { writeFile } from "node:fs/promises";

const blob = await renderToWav(myClick, { duration: 0.3 });
await writeFile("preview.wav", Buffer.from(await blob.arrayBuffer()));

duration should be attack + decay + release + 0.05 (small tail) or longer if reverb is present.

3. Optional round-trip validation

If you generated from a prompt and want to confirm the result matches intent, run the interpret-* rules against the rendered WAV and diff measured vs intended values:

FieldAcceptable drift
Fundamental Hz±5%
Attack±2 ms
Decay±10%
Spectral centroid±20% of expected for the chosen waveform

If drift exceeds tolerance, refine the definition (often by raising/lowering gain, tightening envelope, or adjusting filter.frequency) and render again.

2. Audio Interpretation

*FFT analysis sub-steps that fire when the user shares an audio file.*

2.1 Acquire and split source audio *(HIGH)*

The user shared a single file or a sprite (one file containing many sounds). Before any FFT work, get one mono WAV per sound on disk.

Sprite from an npm package

npm pack <package-name> --pack-destination /tmp
tar -xzf /tmp/<package-name>-*.tgz -C /tmp

Look for the MP3/WAV plus any JSON manifest mapping sound names to time offsets.

Manifest-driven slicing

ffmpeg -i sprite.mp3 \
  -ss <start_seconds> -t <duration_seconds> \
  -acodec pcm_s16le -ar 44100 \
  output/<name>.wav

Silence-detection slicing (no manifest)

ffmpeg -i sprite.mp3 -af silencedetect=noise=-40dB:d=0.05 -f null -

Read the silence_start/silence_end lines and slice between gaps.

Output convention

Per-sound WAVs go in out/<name>.wav (mono, 44.1 kHz, 16-bit PCM). Downstream interpret rules call analyze.load_mono(path) from src/analyze.py.

2.2 Extract fundamental frequency and pitch sweep *(HIGH)*

Sample the spectrum at multiple time slices to detect both the static pitch and any sweep.

from analyze import load_mono, analyze_slice

sample_rate, data = load_mono("out/click.wav")

slices = [0, 5, 10, 20, 50]  # ms
freqs_over_time = [analyze_slice(data, sample_rate, t) for t in slices]

Mapping

ObservationOutput
All slices within ±5%source.frequency: <Hz> (static)
Decreasing across slicessource.frequency: {start: <high>, end: <low>}
Increasing across slicessource.frequency: {start: <low>, end: <high>}

Tips

  • Skip the first 1-2 ms if the onset is a click transient; it pollutes the FFT.
  • For very short sounds (< 20 ms) use fewer slices and a smaller window.
  • Use a Hanning window before FFT (already applied in analyze_slice) to reduce spectral leakage.

2.3 Extract ADSR envelope from amplitude *(HIGH)*

Smooth the time-domain amplitude, find onset/peak/sustain/end, and derive each ADSR stage.

from analyze import load_mono, extract_envelope

sample_rate, data = load_mono("out/click.wav")
env = extract_envelope(data, sample_rate)
# -> { "attack": 0.0008, "decay": 0.012, "sustain": 0.0, "release": 0.005 }

Output shape

The dict maps 1:1 to the Envelope type:

envelope: {
  attack: env.attack,    // 0 if percussive
  decay: env.decay,
  sustain: env.sustain,  // 0 for transient sounds, 0-1 for sustained
  release: env.release,
}

Heuristics

  • sustain < 0.01 -> drop the field; the sound is percussive.
  • attack < 0.001 -> set attack: 0.
  • release < 0.005 -> clamp to 0.005 to avoid clicks at the end.

2.4 Classify oscillator waveform from harmonics *(HIGH)*

Compare the amplitude of the first 8 harmonics against the fundamental.

import numpy as np
from scipy.fft import rfft, rfftfreq
from analyze import classify_waveform

segment = data[:int(sample_rate * 0.02)].astype(float)
segment *= np.hanning(len(segment))
spectrum = np.abs(rfft(segment))
freqs = rfftfreq(len(segment), 1 / sample_rate)

waveform = classify_waveform(spectrum, freqs, fundamental_freq)
# -> "sine" | "triangle" | "square" | "sawtooth" | "wavetable"

Mapping

Patternsource.type
Fundamental only, harmonics < -40 dBsine
Odd harmonics rolling off as 1/ntriangle
Odd harmonics at roughly equal amplitudesquare
All harmonics rolling off as 1/nsawtooth
Custom harmonic profile (none of the above)wavetable
No clear harmonic structure, broadband energynoise

When to fall back to wavetable

If the harmonic profile doesn't match a clean oscillator, extract the harmonic series instead:

from analyze import extract_harmonics
harmonics = extract_harmonics(spectrum, freqs, fundamental_freq, num_harmonics=16)
# -> { source: { type: "wavetable", harmonics, frequency: fundamental_freq } }

Noise color

For broadband signals with no fundamental, classify by spectral slope:

from analyze import classify_noise_color
color = classify_noise_color(spectrum, freqs)  # "white" | "pink" | "brown"
# -> { source: { type: "noise", color } }

2.5 Detect filter type, cutoff, and resonance *(MEDIUM-HIGH)*

Compare the measured spectrum against the expected spectrum for the identified oscillator.

Cutoff via spectral centroid

from analyze import spectral_centroid
centroid = spectral_centroid(spectrum, freqs)

Expected centroids at a 440 Hz fundamental: sine ~440, triangle ~880, sawtooth ~2200, square ~1760. If the measured centroid is significantly lower than expected, a lowpass is present; estimate cutoff at the -3 dB point.

Filter type from rolloff

Observationfilter.type
High-frequency rolloff steeper than the source would producelowpass
Low-frequency rolloffhighpass
Narrow band of frequencies passes throughbandpass
Narrow notch removednotch
Resonant peak near cutoffHigh resonance

Resonance (Q)

from analyze import estimate_resonance
q = estimate_resonance(spectrum, freqs, cutoff_hz)
# Returns 0.1 - 20.0

Filter envelope

If brightness changes over time (bright attack fading to dull), there's a filter envelope:

from analyze import detect_filter_envelope
env = detect_filter_envelope(data, sample_rate)
# -> { "peak": 4000, "resting": 800, "decay_ms": 50 } or None

Maps to:

filter: {
  type: "lowpass",
  frequency: env.resting,
  envelope: { attack: 0, peak: env.peak, decay: env.decay_ms / 1000 },
}

2.6 Detect post-source effects *(MEDIUM)*

Each detector returns a confidence-flavored hint, not a guarantee. Effects are harder to extract than source/envelope - report low confidence when ambiguous.

Reverb

from analyze import detect_reverb
result = detect_reverb(data, sample_rate, envelope_end_ms=120)
# -> { "type": "reverb", "decay": 0.6 } or None

Delay (autocorrelation)

from analyze import detect_delay
result = detect_delay(data, sample_rate)
# -> { "type": "delay", "time": 0.25, "feedback": 0.3 } or None

FM synthesis

Spectral sidebands at non-integer ratios of the fundamental indicate FM:

from analyze import detect_fm
fm = detect_fm(spectrum, freqs, fundamental_freq)
# -> { "fm": { "ratio": 0.5, "depth": 80 } } or None

Maps to source.fm: {ratio, depth} (not a separate effect).

Tremolo and vibrato

Periodic amplitude or frequency modulation in the 1-20 Hz band suggests tremolo/vibrato. Track amplitude or pitch over time and call detect_lfo (see interpret-detect-lfo).

Bitcrusher / distortion

Time-domain signatureEffect
Stepped/quantized waveform with aliasing artifactsbitcrusher
Flat-topped waveform with added harmonicsdistortion

Chorus / flanger / phaser

Comb-filter pattern that sweeps over time produces moving notches in the spectrum. Hard to disambiguate algorithmically; flag for human review.

2.7 Detect LFO modulation *(LOW-MEDIUM)*

An LFO is sub-audio (0.1-20 Hz) periodic modulation of a parameter. Track the parameter over time, then run detect_lfo.

from analyze import detect_lfo

# 1. Track amplitude (or pitch, or spectral centroid) at regular intervals
window_ms = 10
samples_per_window = int(sample_rate * window_ms / 1000)
amp_over_time = [
    float(np.max(np.abs(data[i:i + samples_per_window])))
    for i in range(0, len(data) - samples_per_window, samples_per_window)
]

# 2. Detect periodicity
lfo = detect_lfo(np.array(amp_over_time), 1000 / window_ms)
# -> { "frequency": 5.0, "depth": 0.12 } or None

Mapping by tracked parameter

Parameter trackedLFO target
Amplitudegain
Pitchfrequency or detune
Spectral centroidfilter.frequency
Pan positionpan

Output

lfo: { type: "sine", frequency: lfo.frequency, depth: lfo.depth, target: "gain" }

Pick type based on the shape of the modulation: smooth sinusoid -> sine, sharp ramp -> sawtooth, hard switching -> square.

2.8 Detect multi-layer sounds and stereo positioning *(MEDIUM)*

Multiple fundamentals -> MultiLayerSound

Inspect peaks in the spectrum. If two or more strong peaks are not integer multiples of one shared fundamental, the sound is layered.

from scipy.signal import find_peaks

peaks, props = find_peaks(spectrum, height=float(np.max(spectrum)) * 0.2)
peak_freqs = sorted(freqs[peaks])

# Check pairwise ratios. If no shared fundamental explains all peaks, treat as layered.

For each detected fundamental, run the full pipeline (frequency, envelope, waveform, filter, effects) and emit one Layer per fundamental:

{
  layers: [
    { source: { ... }, envelope: { ... }, gain: 0.2 },
    { source: { ... }, envelope: { ... }, gain: 0.15, delay: 0.04 },
  ]
}

The earlier layer typically gets delay: 0 (omitted); subsequent layers offset their delay to match the measured onset gap.

Stereo and pan

from analyze import analyze_stereo
stereo = analyze_stereo(data)
# -> { "pan": 0.3, "stereo_width": 0.7 }
pan magnitudeOutput
< 0.05omit (pan: 0 is default)
0.05 - 1pan: <value>

stereo_width > 0.5 with |pan| < 0.05 suggests a stereo effect (chorus, dual-layer). Consider splitting into two layers panned -0.5 / +0.5.

Fallback

If a sound is unsynthesizable (complex transients, recorded material, irreducible texture), fall back to:

{ source: { type: "sample", url: "..." } }

and note that the original audio file should be used directly rather than re-synthesized.

3. UI Event Recipes

*Concrete SoundDefinition templates per UI event class. Used by the prompt path as the base layer.*

3.1 Click - sine + low FM, very short decay *(HIGH)*

A short ascending sine sweep with light FM. The sweep gives the click "snap"; the FM adds harmonic body without making it metallic.

Incorrect (decay too long, sounds like a chime):

{ source: { type: "sine", frequency: 1300 }, envelope: { decay: 0.5 }, gain: 0.18 }

Correct:

{
  source: { type: "sine", frequency: { start: 200, end: 700 }, fm: { ratio: 0.5, depth: 80 } },
  envelope: { attack: 0, decay: 0.06, sustain: 0, release: 0.02 },
  gain: 0.25,
}

Reference: .web-kits/core.ts click.

3.2 Complete - four-note ascending arpeggio *(MEDIUM-HIGH)*

Same C-major triad as success, but with C6 added on top and tighter 15 ms delay increments so the notes blur into a single gesture rather than reading as discrete pitches.

Reference: .web-kits/core.ts complete.

3.3 Error - layered sawtooth + square with descending sweep *(HIGH)*

Two descending sweeps stacked an octave apart. Lowpass filters keep the result from being abrasive. Same shape works for delete (slightly longer decay).

Incorrect (no filter, sounds like a buzzer):

{ source: { type: "sawtooth", frequency: { start: 320, end: 140 } }, envelope: { decay: 0.25 }, gain: 0.22 }

Reference: .web-kits/core.ts error, _delete.

3.4 Modal-close - downward sine sweep *(MEDIUM)*

The inverse of modalOpen. Range is narrower because dismiss should feel less assertive than the entrance. Slightly lower gain for the same reason.

For drawer-close use 800 -> 350. For dropdown-close use 900 -> 500.

Reference: .web-kits/core.ts modalClose, drawerClose, dropdownClose.

3.5 Modal-open - upward sine sweep *(MEDIUM)*

A single sine sweeping from ~430 Hz up to ~1400 Hz over 80 ms. No FM, no filter; the cleanness signals "appearing".

For drawer-open use a slightly lower start (~350 Hz) and lower gain (~0.08). For dropdown-open use a smaller range (500 -> 1200) and decay ~60 ms.

Reference: .web-kits/core.ts modalOpen, drawerOpen, dropdownOpen.

3.6 Notification - FM-rich sine with light reverb *(HIGH)*

Two FM bells a fifth apart with 100 ms delay between them. The fm.ratio: 1.5 gives an inharmonic shimmer; the matched reverb on each layer glues them together.

For ding: single layer, fm.ratio: 3.5, reverb decay: 0.8. For mention: lower fundamental (660 Hz), fm.ratio: 2.5, slightly more attack.

Reference: .web-kits/core.ts notification, ding, mention, badge.

3.7 Success - ascending three-note sine chord *(HIGH)*

Three sine layers at C5 / E5 / G5 with delay cascading 0.07 s between them. The top note has a small upward sweep (G5 -> A5) so the chord resolves "upward" instead of just stopping.

Layer gains sum to 0.45, comfortably under the 0.6 budget.

Reference: .web-kits/core.ts success.

3.8 Swoosh - white noise through a sweeping bandpass *(MEDIUM)*

White noise is shaped by a bandpass filter whose center frequency sweeps from 300 Hz up to 4 kHz. The sweep direction is the gesture: peak above resting = upward swoosh, peak below resting (e.g., resting 2500, peak 400) = downward.

For slide-up use a similar shape with peak 3500. For slide-down flip to pink noise with envelope: {decay: 0.12, peak: 500} (no attack on the filter envelope).

Reference: .web-kits/core.ts swoosh, slide, slideUp, slideDown.

3.9 Tap - static high sine + FM, ultra short *(HIGH)*

Single high pitch (no sweep), aggressive FM, decay under 20 ms. This is the "key-press" archetype.

Incorrect (frequency too low, sounds like a thump):

{ source: { type: "sine", frequency: 200 }, envelope: { decay: 0.015 }, gain: 0.2 }

Correct:

{
  source: { type: "sine", frequency: 1300, fm: { ratio: 0.5, depth: 100 } },
  envelope: { attack: 0, decay: 0.015, sustain: 0, release: 0.005 },
  gain: 0.2,
}

Reference: .web-kits/core.ts tap, keyPress.

3.10 Tick - faintest possible sine *(MEDIUM)*

Highest frequency in the tap family. Decay under 15 ms. gain capped at ~0.15 because ticks fire often and must not dominate.

For scroll-snap reduce gain to 0.08; for focus/blur reduce to 0.04-0.06.

Reference: .web-kits/core.ts tick, scrollSnap, focus, blur.

3.11 Toggle - paired sines with delay (direction matters) *(MEDIUM)*

Two short sines: C7 (2093 Hz) and G7 (3136 Hz), 25 ms apart.

  • toggle-on: low note first, then high (ascending = enabling).
  • toggle-off: high note first, then low (descending = disabling).

The same architecture works for copy (1200 Hz then 1400 Hz, 40 ms gap) and sync (C5 then G5).

Reference: .web-kits/core.ts toggleOn, toggleOff, copy, sync.

3.12 Whoosh - longer, slower swoosh for full-page transitions *(LOW-MEDIUM)*

Same architecture as swoosh but everything stretches. Filter attack is 4x longer (0.04 s vs 0.01 s) so the gesture starts gently. Slightly higher gain because it spans a longer time window.

pageEnter uses bandpass peak 3000 with white noise; pageExit uses pink noise with the bandpass envelope inverted (decay only, peak 400).

Reference: .web-kits/core.ts whoosh, pageEnter, pageExit.

4. Mood Vocabulary

*Adjective-to-knob mappings layered onto the base recipe.*

4.1 Airy - noise source + bandpass with high peak *(LOW-MEDIUM)*

Mutation:

  • Replace source with {type: "noise", color: "white"}.
  • Replace filter with bandpass envelope reaching a high peak (4-6 kHz).
  • Lengthen envelope.attack to 0.02-0.04 s so the result fades in rather than snapping.
  • Lower gain to 0.08-0.12.

If the base was tonal (sine, triangle, etc.), this mood replaces the source entirely - it's a structural change.

4.2 Bright - no lowpass, optional FM sparkle *(MEDIUM)*

Mutation:

  • Remove any filter of type lowpass, or raise its cutoff above 6 kHz.
  • If the base used triangle, upgrade to sine with fm: {ratio: 2.5, depth: 50} for sparkle.
  • Slight gain bump (+0.02) is fine but stay under the budget.

4.3 Glassy - high FM ratio + reverb *(MEDIUM)*

Mutation:

  • source.type: "sine".
  • source.fm: {ratio: 3.5, depth: 200-300}.
  • Append effects: [{type: "reverb", decay: 0.7, damping: 0.5, mix: 0.15}].
  • Extend envelope.decay to at least 0.3 s so the bell can ring.

Reference: .web-kits/core.ts ding, sparkle, star.

4.4 Lo-fi - bitcrusher + lowpass *(MEDIUM)*

Mutation:

  • Add filter: {type: "lowpass", frequency: 1500}.
  • Append effects: [{type: "bitcrusher", bits: 6-8, mix: 0.7-1}].
  • Optionally drop gain by 0.02 because bitcrushing adds perceived loudness.

Combines well with mood-retro.

4.5 Metallic - inharmonic FM ratio *(MEDIUM)*

Mutation:

  • source.type: "sine" (or square for a harsher result).
  • source.fm: {ratio: 2.76, depth: 300-400} - 2.76 is the inharmonic ratio used by badge in .web-kits/core.ts and reads as bell-metal.
  • Short release; metallic shouldn't sustain.

Avoid stacking with mood-warm - they cancel each other out.

Reference: .web-kits/core.ts badge.

4.6 Organic - triangle + slight detune + light reverb *(LOW-MEDIUM)*

Mutation:

  • source.type: "triangle".
  • Add source.detune: 5-10 for very slight pitch wobble.
  • Bump envelope.attack from 0 to 0.003-0.008 s so the onset isn't a hard click.
  • Append a small reverb (mix: 0.05-0.1).

Combines well with mood-warm. Avoid combining with mood-metallic or mood-lofi - they fight the natural feel.

4.7 Punchy - zero attack, very short decay *(MEDIUM)*

Mutation:

  • envelope.attack: 0.
  • envelope.decay: <= 0.06.
  • envelope.sustain: 0.
  • envelope.release: <= 0.015.
  • gain bump of +0.05 is fine because the energy lives in a shorter window.

Orthogonal to source-shape moods - apply on top of warm/bright/glassy/metallic.

4.8 Retro - square or sawtooth + lowpass + bitcrusher *(MEDIUM)*

Mutation:

  • source.type: "square" (or "sawtooth").
  • Add filter: {type: "lowpass", frequency: 3000} to soften aliasing.
  • Append effects: [{type: "bitcrusher", bits: 8, sampleRateReduction: 2-4, mix: 1}].

Pairs naturally with rising or stepped pitch sweeps (coins, power-ups).

4.9 Warm - lowpass + light reverb *(MEDIUM)*

Mutation applied on top of the base recipe:

  • Add filter: {type: "lowpass", frequency: 2500} (or 2-3 kHz).
  • Optionally add effects: [{type: "reverb", decay: 0.4, mix: 0.1}].
  • If the base used sawtooth or square, downgrade to triangle so the source itself is rounder.

If the base already had a lowpass, lower its cutoff by ~30%.

5. Layering Patterns

*When to use one layer vs two vs a chord stack.*

5.1 Ascending chord - 3-4 layers with cascading delay *(MEDIUM)*

3-4 sine layers spelling out a major triad (C-E-G or C-E-G-C). delay increments by ~70 ms for "feels like notes" or ~15 ms for "feels like one gesture".

Top layer gets a small upward sweep so the chord resolves rather than stops.

Cap layer count at 4. Layer gains should sum to <= 0.6. If a layer has sustain > 0, all layers should have similar sustain values to avoid staggered ringing.

5.2 Click + body - transient layer over a sustained tone *(MEDIUM)*

Two layers fired simultaneously (no delay):

  1. High-frequency transient (3-5 kHz) with sub-10 ms decay - the "stick".
  2. Lower-frequency body (80-300 Hz) with longer decay - the "drum".

Used for: send buttons, hard confirms, drum-like UI feedback, anything that needs perceived weight. Both layers use the same source type (usually sine) so they read as one event.

Gains should be roughly balanced (transient slightly quieter than body).

5.3 Octave pair - two layers an octave apart with delay *(MEDIUM)*

Two layers a fifth or octave apart, separated by 20-50 ms delay. Direction (low first vs high first) encodes "on" vs "off", "open" vs "close", etc.

Layer gains should sum to less than 0.5. Both envelopes should match so the second beat doesn't sound disconnected.

If you find yourself reaching for >2 layers, jump to layer-ascending-chord instead.

5.4 Single layer - emit Layer directly *(HIGH)*

When the recipe needs only one source, emit the Layer shape directly (not wrapped in {layers: [...]}). The engine accepts both, but the bare-Layer form is the canonical compact representation.

const sound: SoundDefinition = {
  source: { type: "sine", frequency: 1300 },
  envelope: { decay: 0.012, release: 0.004 },
  gain: 0.18,
};

Use this for: click, tap, tick, hover, focus, blur, scroll-snap, single-tone notifications, simple swooshes.

6. Effect Recipes

*When and how to reach for each effect type.*

6.1 Bandpass noise swoosh - filter envelope is the gesture *(MEDIUM)*

Recipe is on the layer's filter, not its effects:

filter: {
  type: "bandpass",
  frequency: <resting Hz>,
  resonance: 1-3,
  envelope: { attack: 0.01-0.04, peak: <target Hz>, decay: 0.08-0.2 },
}
  • Peak above resting -> upward swoosh.
  • Peak below resting -> downward swoosh.
  • Higher resonance (>2) makes it whistle-like; lower (<1.5) is broader.

Source should be noise (white for sharp, pink for soft). Source amplitude envelope just gates the noise window.

6.2 Bitcrusher - retro / lofi finish *(LOW-MEDIUM)*

  • bits: 4-8. Lower = more crunchy. Below 4 turns into noise.
  • sampleRateReduction: 1 (off) to 8 (heavy aliasing). Combine with bits: 8 for that 8-bit console sound.
  • mix: usually 1. Mixing bitcrush with the dry signal sounds muddy.

Best paired with square or sawtooth sources and a lowpass to soften the aliasing edges.

Avoid stacking with effect-reverb-tail - the quantization noise gets smeared.

6.3 FM bell - high ratio, high depth *(MEDIUM)*

source.fm: {ratio, depth} is structural, not an effect node. To get a bell:

  • ratio: 2.5-3.5 for harmonic-bell, 2.76 for the "badge" inharmonic clang.
  • depth: 150-400. Higher depth = more strident.
  • envelope.decay: at least 0.3 s so the bell can ring.

For a bright "ding", use ratio: 3.5, depth: 250 and add reverb (decay: 0.7, mix: 0.15).

For a dull "thud" with body, use ratio: 0.5, depth: 200 and a short envelope.

Pair with mood-glassy or mood-metallic.

6.4 Lowpass warmth - the safest filter to add *(MEDIUM)*

filter: { type: "lowpass", frequency: 2500, resonance: 0.7 }
  • frequency: 1500-3000 Hz for "warm". Below 1000 starts muffling the sound.
  • resonance: omit or set 0.7-1.5. Above 2 the cutoff itself starts to whistle.

Stacks safely with reverb, FM, and most moods. The fastest way to remove harshness from any source.

For dynamic warmth (bright attack -> warm sustain), add a filter envelope:

filter: {
  type: "lowpass",
  frequency: 2500,
  envelope: { attack: 0, peak: 6000, decay: 0.08 },
}

6.5 Reverb tail - small space, low mix *(MEDIUM)*

Default UI reverb:

  • decay: 0.3-0.6 s.
  • damping: 0.4-0.6 (kills high frequencies in the tail; without this the reverb sounds metallic).
  • mix: 0.08-0.15. Anything above 0.2 starts to feel like a music production effect.

For per-layer reverb on bell-like sounds (notification, ding), put the reverb inside the layer's effects array so each note rings independently. For shared reverb on chords/transitions, put it on the top-level effects of the MultiLayerSound.

Avoid stacking reverb with delay - choose one.

7. Output Validation

*Checks every emitted SoundDefinition must pass before returning to the user.*

7.1 Duration cap - 1 s for transients, 3 s absolute max *(MEDIUM)*

Estimated total duration:

estimated = (envelope.attack ?? 0)
          + envelope.decay
          + (envelope.release ?? 0)
          + max(0, longestEffectTail)  // reverb decay, delay time * 4

Targets:

  • Click / tap / tick / hover / focus: <= 0.1 s.
  • Toggle / copy / sync: <= 0.2 s.
  • Modal / drawer / dropdown open/close: <= 0.3 s.
  • Success / complete / notification: <= 0.8 s.
  • Whoosh / page transition: <= 0.5 s.

Hard ceiling: 3 s. Anything longer should not be a UI sound.

The validate script computes the estimated duration and flags layers that exceed 3 s.

7.2 Envelope sanity - no zero decay, no infinite sustain without release *(HIGH)*

Required:

  • envelope.decay > 0 (always). Set to 0.005 minimum.
  • If envelope.sustain > 0, envelope.release must be present and > 0.

Recommended:

  • envelope.attack: 0 for percussive, 0.003-0.05 for sustained tones, up to 0.1 for ambient sounds.
  • envelope.decay + envelope.release: <= 2 s for any UI sound. Above that, you're writing music, not interface feedback.
  • envelope.sustain: 0 for transients, 0.03-0.15 for "rings out" tones, 0.3-0.7 only for held loops.

The validate script flags decay <= 0, sustain > 0 without release, and total durations above 3 s.

7.3 Frequency bounds - 20 Hz to 20 kHz, both ends meaningful *(HIGH)*

Hard bounds:

  • source.frequency (or both start/end of a sweep): 20 Hz <= f <= 20000 Hz.
  • filter.frequency: 20 Hz <= f <= 20000 Hz.
  • filter.envelope.peak: same range as filter.frequency.

Recommended UI bounds:

  • Tonal sources: 80 Hz <= f <= 8000 Hz.
  • High transient layers (clicks, sticks): up to 5 kHz.
  • Sub layers (body, drum): 60-200 Hz.

Anything above 8 kHz risks being inaudible on phone speakers; anything below 60 Hz risks being inaudible on laptop speakers.

The validate script flags any frequency outside the hard bounds.

7.4 Gain budget - keep total layer gain under 0.6 *(HIGH)*

Single layer:

  • gain between 0.04 and 0.3 for typical UI events.
  • Background ticks/scroll-snaps: 0.04-0.10.
  • Mid-importance (click, tap, hover): 0.12-0.20.
  • High-importance (success, notification): 0.16-0.25.

Multi-layer:

  • Sum of all layer.gain values must be <= 0.6.
  • If you exceed it, scale every layer proportionally rather than picking one to lower.

If a sound includes a heavy reverb (mix > 0.15) or distortion, lower the gain budget by 20%.

The validate script flags both individual layers above 0.4 and totals above 0.6.

7.5 Schema conformance - validate against patch.schema.json *(CRITICAL)*

Every emitted SoundDefinition must validate against packages/audio/schemas/patch.schema.json (#/$defs/SoundDefinition).

Common mistakes:

  • Missing decay in envelope (required).
  • Missing target in lfo (required).
  • Setting pan outside [-1, 1].
  • Using a filter.type that isn't one of lowpass | highpass | bandpass | notch | allpass | peaking | lowshelf | highshelf | iir.
  • Adding a top-level field that isn't in Layer or MultiLayerSound (e.g. name, description). The schema is additionalProperties: false.
  • Confusing MultiLayerSound.effects (chain on the mixed bus) with Layer.effects (chain on a single layer).

The validate script invokes the JSON Schema validator on every rule's example field. Any violation aborts the build.

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