Sound effects
Create a small, coherent, opt-in sound palette for interface moments that already have clear visual meaning.
Which state change genuinely benefits from a tactile cue?
A narrow job with a visible boundary
Use it after an interaction map identifies approved semantic sound events such as confirmation, settling, or a boundary.
Input
Named interface moments, the project brand contract, approved prompts, and a configured provider.
Outputs
- Three to five related sound roles
- Generated assets and parameter receipts
- Playback, mute, and rate-limit guidance
Boundary
Sound stays optional and never conveys the only meaning. No provider credits are spent before prompt and variation approval.
Invocation
humane:sound-effects
See the decision change
No sound. Hover does not commit a state and rapid crossings would create noise without information.
The absence of an effect is a valid design decision.
1 / 2- Sound as decoration
Play a click whenever the pointer crosses a card.
No sound. Hover does not commit a state and rapid crossings would create noise without information.
- Semantic palette
Make the interface sound futuristic.
Map press, settle, boundary, and completion roles. Keep each cue short, quiet, related in material, opt-in, and rate-limited.
Run the skill by name
Install the Humane pack once, then name this skill when the task reaches its boundary.
humane:sound-effects