Individual skill
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.
humane/skills/sound-effects/SKILL.md
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- accessibility Repository topic
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- design Derived category
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SKILL.mdcore · 4,946 bytesSKILL.mdcore · 4,946 bytesSKILL.mdcore · 4,946 bytesagents/openai.yamlasset · 239 bytesreferences/provider-adapters.mddoc · 905 bytesscripts/generate_sound.pyruns · 1,906 bytesscripts/providers/__init__.pyruns · 81 bytesscripts/providers/elevenlabs.pyruns · 1,328 bytestests/test_generate_sound.pyruns · 4,622 bytes
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# 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.