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Vellum Sounds

OrganizationPopular
vellum-ai
vellum-sounds

Customize the desktop app's sound effects by adding sound files to the workspace, enabling sounds, setting volume, and assigning sounds to app events

Overview

Publishervellum-ai
Repositoryvellum-assistant
Skill namevellum-sounds
Stars
1.4K
Forks
208
Bundled files
1
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.

  • 1 bundled files

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

  • Open source

    Published by vellum-ai on GitHub. Read the source before you install it.

Installation

Install the Vellum Sounds 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/vellum-ai/vellum-assistant/tree/main/skills/vellum-sounds
  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/vellum-ai/vellum-assistant.git /tmp/vellum-assistant
mkdir -p .claude/skills
cp -r /tmp/vellum-assistant/skills/vellum-sounds .claude/skills/vellum-sounds
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Vellum Sounds 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 Vellum Sounds 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 Vellum Sounds 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.

You are helping the user customize the sound effects their desktop app plays. Sounds are configured in two places: a data/sounds/ directory of audio files and a data/sounds/config.json that controls what plays, at what volume, and whether it is enabled. The Settings > Sounds tab reads the same files on macOS and Windows, so changes appear there live without a restart.

All commands in this skill use the bash tool. $VELLUM_WORKSPACE_DIR is available in the sandbox environment — do not use host_bash.

What you're configuring

Two stores, both under $VELLUM_WORKSPACE_DIR/data/sounds/:

  • Sound files: .aiff, .wav, .mp3, .m4a, or .caf. No other extensions are accepted. The app scans this directory to populate the dropdown for each event. Prefer .wav, .mp3, or .m4a when the same file must play on both macOS and Windows.
  • config.json: a single JSON file that stores the global on/off switch, the master volume, and a per-event map of { enabled, sounds }. Each event's sounds is a pool of filenames; the app picks one at random on playback. An empty pool falls back to the platform's default blip.

Sound events

macOS supports all nine events below. Windows supports the eight events other than app_open. Do not configure app_open on Windows because it is not displayed or played there. Other keys are ignored by the app.

Event keyFires when
app_openApp launches (macOS only)
task_completeConversation transitions processing → idle
needs_inputConversation enters waiting-for-input
task_failedConversation enters error state
notificationA tool-triggered notification is sent
new_conversationUser creates a new conversation
message_sentUser sends a message in the composer
character_pokeUser clicks the avatar
randomAmbient timer (fires every 5–30 minutes)

Mode 1: Inspect current state

Always check current state before making changes — the user may already have things configured.

bash
ls "$VELLUM_WORKSPACE_DIR/data/sounds/" 2>/dev/null || echo "No sounds directory yet"
cat "$VELLUM_WORKSPACE_DIR/data/sounds/config.json" 2>/dev/null || echo "No config yet"

Report back what's there: whether sounds are globally enabled, current volume, which events have custom sounds assigned.

Mode 2: Add a sound file

The user either sends you an audio file or asks you to fetch/generate one. Copy it into data/sounds/ with a clean filename:

bash
mkdir -p "$VELLUM_WORKSPACE_DIR/data/sounds"
cp "<source-path>" "$VELLUM_WORKSPACE_DIR/data/sounds/<descriptive-name>.<ext>"

Rules:

  • Extension must be one of: aiff, wav, mp3, m4a, caf. If the user's file is something else (e.g. .ogg, .flac), tell them — don't try to rename.
  • Keep the filename simple (no path separators, no leading dots). Spaces are fine.
  • After adding a file, it's available in the dropdown — but nothing plays until you assign it to an event (Mode 3).

Mode 3: Configure via the helper script

Use scripts/update-config.ts to edit config.json. It validates inputs, creates the file with defaults if missing, and writes atomically so a crash can't corrupt it. If the existing file uses the legacy single-sound shape ("sound": "foo.wav"), the script normalizes it to the new pool shape ("sounds": ["foo.wav"]) on the next write.

bash
bun run scripts/update-config.ts --global-enabled true
bun run scripts/update-config.ts --volume 0.5
bun run scripts/update-config.ts --event message_sent --enabled true --sound "gentle-ding.aiff"
bun run scripts/update-config.ts --event random --enabled false
bun run scripts/update-config.ts --event task_complete --sound null   # clear the pool, revert to default blip

Mode 3a: Sound pools

Each event can hold one or more sounds. When the event fires, the app picks one entry at random from the pool. This is how you build variety, such as three different "poke" sounds that rotate when the user clicks the avatar. An empty pool falls back to the platform's default blip.

bash
# Replace the pool with three sounds
bun run scripts/update-config.ts --event character_poke --sounds "poke1.wav,poke2.wav,poke3.wav"

# Append one more sound to the existing pool
bun run scripts/update-config.ts --event character_poke --add-sound "poke4.wav"

# Drop a specific entry
bun run scripts/update-config.ts --event character_poke --remove-sound "poke2.wav"

# Empty the pool (back to the default blip)
bun run scripts/update-config.ts --event character_poke --clear-sounds

--sound is retained as a convenience for the common single-sound case: it replaces the whole pool with one entry (or clears it, when given null). Use --sounds / --add-sound / --remove-sound / --clear-sounds for pool edits.

Only one pool-mutation flag is allowed per invocation — mixing --sound and --add-sound (or any other pair) is rejected with a clear error. The one exception is --add-sound, which may be passed multiple times to append several filenames in a single run.

Flag reference:

FlagValueEffect
--global-enabledtrue or falseMaster switch. If false, NOTHING plays regardless of per-event settings.
--volume0.0–1.0 (clamped)Master volume. 0.7 is the default.
--eventa supported key aboveScopes the next flags to a single event.
--enabledtrue or falsePer-event on/off (requires --event).
--soundfilename or nullSingle-sound convenience (requires --event). Replaces the entire pool with one entry, or clears it when given null. The file must already exist in data/sounds/.
--soundscomma-separated filenamesReplaces the pool with the given list (requires --event). Every filename must already exist in data/sounds/. Use --clear-sounds to empty.
--add-soundfilenameAppends one filename to the pool (requires --event). No-op with a warning if already present. May be repeated in a single invocation.
--remove-soundfilenameRemoves one filename from the pool (requires --event). No-op with a warning if not present.
--clear-sounds—Empties the pool (requires --event).

The script prints the resulting config slice so you can confirm what changed.

Mode 4: Remove a sound file

bash
rm "$VELLUM_WORKSPACE_DIR/data/sounds/<filename>"

Then remove it from any event pool that referenced it, so the config doesn't dangle:

bash
# If the file was one entry in a larger pool:
bun run scripts/update-config.ts --event <key> --remove-sound "<filename>"

# If the event only had that one sound (or you want to reset entirely):
bun run scripts/update-config.ts --event <key> --clear-sounds

(The app already falls back to the platform's default blip if every referenced file is missing, but cleaning up the config is tidier.)

UX Guidelines

  • Always check current state first. Don't ask "what do you want to do" if they already have sounds configured — summarize what's set up, then ask what to change.
  • The master switch is the #1 gotcha. globalEnabled defaults to false. If the user assigns a sound to an event and doesn't hear anything, check that flag first. When assigning the user's first sound, offer to flip the master switch on for them.
  • Per-event enabled is the #2 gotcha. Each event has its own enabled bool. Setting a sound alone doesn't enable the event.
  • Pool editing in the UI. The Settings > Sounds tab supports pool editing on macOS and Windows. Users can add and remove entries there without running this script. Power users can weight a sound more heavily by hand-editing config.json to include duplicates. For example, ["a.wav","a.wav","b.wav"] makes a.wav twice as likely. The script de-dupes on --add-sound but does not re-sort or de-dupe on read, so hand-edited duplicates survive round-trips.
  • Filename sanity. When the user sends a file named something like Screen Recording 2026-04-13 at 11.47.23.m4a, rename it to something memorable before copying — they'll have to pick it from a dropdown later.
  • Confirm after changes. Tell the user the Settings > Sounds tab will reflect changes live. Offer to open it: "You can preview it in Settings > Sounds, or I can play it for you next time that event fires."
  • Don't invent events. macOS supports the nine keys above, while Windows supports eight and excludes app_open. There is currently no event for voice-mode activation or typing indicators. If the user asks for those, tell them it needs a desktop app code change.

Config shape reference

If the user inspects config.json directly, this is the macOS superset they may see. On Windows, omit the app_open entry. Defaults otherwise match the shared desktop sound configuration.

json
{
  "globalEnabled": false,
  "volume": 0.7,
  "events": {
    "app_open": { "enabled": false, "sounds": [] },
    "task_complete": { "enabled": false, "sounds": [] },
    "needs_input": { "enabled": false, "sounds": [] },
    "task_failed": { "enabled": false, "sounds": [] },
    "notification": { "enabled": false, "sounds": [] },
    "new_conversation": { "enabled": false, "sounds": [] },
    "message_sent": { "enabled": false, "sounds": [] },
    "character_poke": { "enabled": false, "sounds": [] },
    "random": { "enabled": false, "sounds": [] }
  }
}

Legacy {"sound": "foo.wav"} entries are still accepted on read (the macOS decoder and this script both normalize them into {"sounds": ["foo.wav"]}), but new writes always use the pool shape.

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 Vellum Sounds AI skill do?

Customize the desktop app's sound effects by adding sound files to the workspace, enabling sounds, setting volume, and assigning sounds to app events

Why use Vellum Sounds on TypingMind?

Because you install it once and use it with any model. Vellum Sounds 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 Vellum Sounds in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/vellum-ai/vellum-assistant/tree/main/skills/vellum-sounds. 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 Vellum Sounds?

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 Vellum Sounds?

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

Is the Vellum Sounds AI skill free?

Yes. It is published on GitHub by vellum-ai 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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