Sound Effects

SkillMedia

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.

Available today. Use it from your connected AI after setup.

Connect ahel once, and every AI you use reads what you have installed.

Then ask your AI: use the Sound Effects skill

What this skill tells your AI

The instructions your AI receives, as published by glebis/humane-agentic-design in humane/skills/sound-effects/SKILL.md and read by ahel’s review.

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.

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.

Signals

GitHub stars
31
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Last commit
Sep 2026
Advanced
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skill
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sound-effects
Source
github.com/glebis/humane-agentic-design