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Sound Effects

Community
glebis
sound-effects

Generate a small, coherent sound palette for interface moments through interchangeable provider adapters, beginning with ElevenLabs Sound Effects, then hand it to a walkthrough to check that the cues clarify rather than distract. Use when a product needs interaction sounds, feedback cues, micro-sound design, or a retro-futuristic audio layer. Triggers on sound effects, UI sounds, interaction audio, micro sounds, click sound, swipe sound, drag sound, ElevenLabs sound effects, audio feedback, retro-futuristic sound.

Overview

Publisherglebis
Repositoryhumane-agentic-design
Skill namesound-effects
Stars
38
Forks
3
Bundled files
6
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 6 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by glebis on GitHub. Read the source before you install it.

Installation

Install the Sound Effects AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/glebis/humane-agentic-design/tree/main/humane/skills/sound-effects
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/glebis/humane-agentic-design.git /tmp/humane-agentic-design
mkdir -p .claude/skills
cp -r /tmp/humane-agentic-design/humane/skills/sound-effects .claude/skills/sound-effects
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Sound Effects in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Sound Effects on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Sound Effects is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Sound Effects

Announce at start: "I'm using the humane:sound-effects skill to make a small, coherent sound palette for this interface."

Sound is feedback, not wallpaper. Generate a short cue only when it acknowledges a change that the interface needs to make felt: a panel catching after a drag, a confirmed action, a changed mode, or a boundary reached. It is never added merely because something moves.

Before generating

  1. Name the moment and the change it confirms. If the interface already makes it obvious, do not add a sound.
  2. Read the project's token set or DESIGN.md when it exists. It supplies the material vocabulary; do not invent a second brand in audio.
  3. Ask whether sound is opt-in, and identify motion-reduction and system sound settings. Effects must never autoplay, convey the only meaning, or prevent a task from being completed silently.

Generate a palette, not isolated noises

Start with three to five roles. Keep each effect short and quieter than a notification.

MomentDurationPrompt shape
Press / select0.50 sdry tactile click, no voice, no melody
Panel drag0.50–0.60 srestrained low-friction mechanical glide, soft analogue texture
Snap / settle0.50 ssoft magnetic catch, rounded transient, short decay
Boundary0.50 smuted non-alarming low pulse
Completion0.50–0.80 ssmall upward confirmation tone, restrained and non-game-like

For Humane, begin with precise, editorial, retro-futurist, tactile, quiet and exclude voice, melody, fanfare, harsh alarms, and bright game UI. Generate alternatives, then choose the family by listening side by side.

Provider adapters

ElevenLabs is the first adapter, not the architecture. The generator takes a --provider name and loads scripts/providers/<name>.py; every adapter shares the same prompt, duration, loop, output, and receipt contract. Read references/provider-adapters.md before adding one. This is where another hosted provider or local sound model can be integrated later without changing the skill's UI rules, prompt palette, generated files, or review handoff.

The ElevenLabs adapter calls POST /v1/sound-generation with ELEVENLABS_API_KEY. The key belongs in the project's approved secret manager or local environment, never in humane.json, a prompt, source code, or a committed .env file. Read setup/references/secrets.md when setting up or changing secret access.

bash
python3 scripts/generate_sound.py --provider elevenlabs --name panel-snap --text "A soft magnetic mechanical catch; tactile analogue electronics, warm low mid tone, precise and quiet, no voice, no melody, no alarm" --duration 0.5 --out <resolved-sound-directory>/panel-snap.mp3

Resolve <resolved-sound-directory> with artifact_path(palette, "sound-effects"), which produces .design/sound-<palette>/ under the project; never construct that path from the current working directory. ElevenLabs accepts explicit durations from 0.5 seconds, so the generation table does not promise a shorter value than the adapter can request. Use --duration only when interaction timing needs it. --loop is for ambience only, never a click, drag, or completion cue. The script writes audio plus a JSON receipt containing its prompt and parameters, never a key.

Wire and check

  • Preload only selected, compressed effects; never fetch a key or generate in the browser.
  • Trigger after a visual state change begins. A sound that predicts a change that later fails is misleading.
  • Use one sound per completed gesture and rate-limit rapid hover, drag, and click events.
  • Offer a visible mute control when sound recurs, preserving that choice for the current device.
  • Hand the live interaction to humane:walkthrough. Check whether the cue clarifies what happened; do not judge it in isolation.

Boundaries

  • Never generate speech here; use a speech tool for narration.
  • Never claim an effect improves accessibility without testing it with people who use sound differently or not at all.
  • Never spend credits or call the API until the user approves the selected prompts and variation count.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Sound Effects AI skill do?

Generate a small, coherent sound palette for interface moments through interchangeable provider adapters, beginning with ElevenLabs Sound Effects, then hand it to a walkthrough to check that the cues clarify rather than distract. Use when a product needs interaction sounds, feedback cues, micro-sound design, or a retro-futuristic audio layer. Triggers on sound effects, UI sounds, interaction audio, micro sounds, click sound, swipe sound, drag sound, ElevenLabs sound effects, audio feedback, retro-futuristic sound.

Why use Sound Effects on TypingMind?

Because you install it once and use it with any model. Sound Effects is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Sound Effects in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/glebis/humane-agentic-design/tree/main/humane/skills/sound-effects. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Sound Effects?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Sound Effects?

As many as you like. As long as a model supports skills, you can use Sound Effects with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Sound Effects AI skill free?

Yes. It is published on GitHub by glebis under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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