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ui-sound-design用户界面声音设计

Agent Skill

用于辅助界面设计、视觉规范、排版、配色、布局和交互体验优化。它适合让 Agent 根据产品场景整理页面结构、生成 UI 方案、检查视觉一致性或改进组件层级。使用时需要结合现有品牌、设计系统和用户任务,不应只堆装饰元素;涉及真实页面改动时,应通过截图或浏览器预览检查文本溢出、对齐和响应式表现。

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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

2

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unknown

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:ui-sound-design(用户界面声音设计)
来源仓库:https://github.com/dannyjpwilliams/ui-sound-design-skill
仓库路径:skills/ui-sound-design
安装命令:
npx skills add https://github.com/dannyjpwilliams/ui-sound-design-skill --skill ui-sound-design
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/dannyjpwilliams/ui-sound-design-skill --skill ui-sound-design

简介

用于用户界面中的声音反馈与听觉体验设计。

  • 适合为按钮点击、状态变化等事件匹配音效。
  • 提供音效建议、波形描述和播放逻辑指导。ui-sound-design 属于研究检索类 Skill,可作为该场景下的辅助能力补充。
  • 需结合产品调性和用户场景选择合适的音频素材。
  • 主要用于增强交互的沉浸感和操作确认感。

SKILL.md

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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")
  5. 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:

1. Load references/audio-file-references.md for interpretation guidance 2. Read the synthesis_suggestion block for initial parameters 3. Match to the closest sound category using recipe_starting_point 4. Load that recipe from references/sound-recipes.md 5. Override recipe defaults with the profile's suggested parameters 6. Apply any vocabulary bridge terms from the profile's VOCABULARY MATCH section 7. 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

  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.
  • 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.

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