/skills/sound-effects

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?

Make

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
  1. 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.

  2. 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