generating-sounds-with-ai
raphaelsalaja/skill · Agent Skill
Audit Web Audio API code for procedural sound synthesis quality, UX decisions, and parameter best practices.
Jump to install ↓Overview
| Publisher | |
|---|---|
| Repository | raphaelsalaja/skill ↗ |
| Skill folder | generating-sounds-with-ai |
| Stars | 42 |
| Forks | 5 |
| Bundled files | 1 |
| License | MIT |
| Last updated | March 17, 2026 |
| Links | Skill source ↗ · Repository ↗ |
Mozgi check
What we found in the skill files. Details come with a subscription.
Installation
A skill is a folder with a SKILL.md file. Pick your agent and run the commands in a terminal (macOS, Linux or Git Bash on Windows) from your project root.
Copy the prompt into Claude, Codex or another assistant: it will review the skill and install it for you.
Install the “generating-sounds-with-ai” skill from mozgi.io (https://mozgi.io/skills/raphaelsalaja-generating-sounds-with-ai/) for me. 1. Download the archive: https://mozgi.io/skills/raphaelsalaja-generating-sounds-with-ai/download If it fails, take the skill folder from the source: https://github.com/raphaelsalaja/skill/tree/main/skills/generating-sounds-with-ai 2. Read SKILL.md and the other files. Check the skill is safe: no hidden commands, no sending data elsewhere, no scripts doing something other than described. If anything looks suspicious, stop and tell me. 3. Put the “generating-sounds-with-ai” folder into your agent's skills folder: .claude/skills/ for Claude Code, .agents/skills/ for Codex, .cursor/skills/ for Cursor, .gemini/skills/ for Gemini CLI. Inside the project if we are in one, otherwise in the home folder (~/.claude/skills/ etc.). 4. Make sure <skills folder>/generating-sounds-with-ai/SKILL.md exists. 5. Briefly tell me what this skill does and offer to try it on my task. If you cannot do a step yourself, tell me what to click or type.
git clone --depth 1 --branch main https://github.com/raphaelsalaja/skill.git /tmp/skill mkdir -p .claude/skills cp -r /tmp/skill/skills/generating-sounds-with-ai .claude/skills/generating-sounds-with-ai
Restart Claude Code — the skill appears in the list; call it manually with /generating-sounds-with-ai. For all projects use ~/.claude/skills.
git clone --depth 1 --branch main https://github.com/raphaelsalaja/skill.git /tmp/skill mkdir -p .agents/skills cp -r /tmp/skill/skills/generating-sounds-with-ai .agents/skills/generating-sounds-with-ai
Codex looks for skills in .agents/skills from the current folder up to the repo root; call one with /skills or $generating-sounds-with-ai. For all projects use ~/.agents/skills.
git clone --depth 1 --branch main https://github.com/raphaelsalaja/skill.git /tmp/skill mkdir -p .cursor/skills cp -r /tmp/skill/skills/generating-sounds-with-ai .cursor/skills/generating-sounds-with-ai
Cursor picks the skill up on start; call it with “/” in Agent chat. Cursor also reads .claude/skills and .agents/skills. For all projects use ~/.cursor/skills.
git clone --depth 1 --branch main https://github.com/raphaelsalaja/skill.git /tmp/skill mkdir -p .gemini/skills cp -r /tmp/skill/skills/generating-sounds-with-ai .gemini/skills/generating-sounds-with-ai
Gemini CLI offers to activate the skill when a task matches — you approve it. For all projects use ~/.gemini/skills.
Read SKILL.md and any companion files before deciding whether to install. Click a file to preview it.
SKILL.md contents
Original author text · read-onlyGenerating Sounds with AI
Review Web Audio API code for sound synthesis best practices.
How It Works
1. Read the specified files (or prompt user for files/pattern)
2. Check against all rules below
3. Output findings in file:line format
Rule Categories
| Priority | Category | Prefix |
|----------|----------|--------|
| 1 | Context Management | context- |
| 2 | Decay & Envelope | envelope- |
| 3 | Sound Design | design- |
| 4 | Parameters | param- |
Rules
Context Management Rules
context-reuse-single
Reuse a single AudioContext instance; do not create new ones per sound.
Fail:
function playSound() {
const ctx = new AudioContext();
// Creates new context every call
}
Pass:
let audioContext: AudioContext | null = null;
function getAudioContext(): AudioContext {
if (!audioContext) {
audioContext = new AudioContext();
}
return audioContext;
}
context-resume-suspended
Check and resume suspended AudioContext before playing.
Fail:
function playSound() {
const ctx = getAudioContext();
// Plays immediately without checking state
}
Pass:
function playSound() {
const ctx = getAudioContext();
if (ctx.state === "suspended") {
ctx.resume();
}
}
context-cleanup-nodes
Disconnect and clean up audio nodes after playback.
Fail:
source.start();
// Nodes remain connected after sound ends
Pass:
source.start();
source.onended = () => {
source.disconnect();
gain.disconnect();
};
Envelope Rules
envelope-exponential-decay
Use exponential ramps for natural decay, not linear.
Fail:
gain.gain.linearRampToValueAtTime(0, t + 0.05);
Pass:
gain.gain.exponentialRampToValueAtTime(0.001, t + 0.05);
envelope-no-zero-target
Exponential ramps cannot target 0; use 0.001 or similar small value.
Fail:
gain.gain.exponentialRampToValueAtTime(0, t + 0.05);
Pass:
gain.gain.exponentialRampToValueAtTime(0.001, t + 0.05);
envelope-set-initial-value
Set initial value before ramping to avoid glitches.
Fail:
gain.gain.exponentialRampToValueAtTime(0.001, t + 0.05);
// No setValueAtTime before ramp
Pass:
gain.gain.setValueAtTime(0.3, t);
gain.gain.exponentialRampToValueAtTime(0.001, t + 0.05);
Sound Design Rules
design-noise-for-percussion
Use filtered noise for clicks/taps, not oscillators.
Fail:
// Click sound using sine oscillator
const osc = ctx.createOscillator();
osc.type = "sine";
// Results in tonal "beep" not "click"
Pass:
// Click sound using noise burst
const buffer = ctx.createBuffer(1, ctx.sampleRate * 0.008, ctx.sampleRate);
const data = buffer.getChannelData(0);
for (let i = 0; i < data.length; i++) {
data[i] = (Math.random() * 2 - 1) * Math.exp(-i / 50);
}
design-oscillator-for-tonal
Use oscillators with pitch movement for tonal sounds (pops, confirmations).
Fail:
// Confirmation sound using static frequency
osc.frequency.value = 400;
Pass:
// Confirmation sound with pitch sweep
osc.frequency.setValueAtTime(400, t);
osc.frequency.exponentialRampToValueAtTime(600, t + 0.04);
design-filter-for-character
Apply bandpass filter to shape percussive sounds.
Fail:
// Raw noise without filtering
source.connect(gain).connect(ctx.destination);
Pass:
const filter = ctx.createBiquadFilter();
filter.type = "bandpass";
filter.frequency.value = 4000;
filter.Q.value = 3;
source.connect(filter).connect(gain).connect(ctx.destination);
Parameter Rules
param-click-duration
Click/tap sounds should be 5-15ms duration.
Fail:
const buffer = ctx.createBuffer(1, ctx.sampleRate * 0.1, ctx.sampleRate);
// 100ms is too long for a click
Pass:
const buffer = ctx.createBuffer(1, ctx.sampleRate * 0.008, ctx.sampleRate);
// 8ms is appropriate for a click
param-filter-frequency-range
Bandpass filter for clicks should be 3000-6000Hz.
Fail:
filter.frequency.value = 500; // Too low, sounds muffled
Pass:
filter.frequency.value = 4000; // Crisp, present
param-reasonable-gain
Gain values should not exceed 1.0 to prevent clipping.
Fail:
gain.gain.setValueAtTime(1.5, t);
Pass:
gain.gain.setValueAtTime(0.3, t);
param-q-value-range
Filter Q for clicks should be 2-5 for focused but not harsh sound.
Fail:
filter.Q.value = 15; // Too resonant, harsh
Pass:
filter.Q.value = 3; // Focused but natural
Output Format
When reviewing files, output findings as:
file:line - [rule-id] description of issue
Example:
lib/sounds.ts:23 - [envelope-exponential-decay] Using linearRampToValueAtTime instead of exponential
lib/sounds.ts:45 - [context-reuse-single] Creating new AudioContext on each call
Summary Table
After findings, output a summary:
| Rule | Count | Severity |
|------|-------|----------|
| context-reuse-single | 1 | HIGH |
| envelope-exponential-decay | 3 | MEDIUM |
| param-click-duration | 1 | LOW |
Parameter Translation Table
When user describes issues, translate to parameter changes:
| User Says | Parameter Change |
|-----------|------------------|
| "too harsh" | Lower filter frequency, reduce Q |
| "too muffled" | Higher filter frequency |
| "too long" | Shorter duration, faster decay |
| "cuts off abruptly" | Use exponential decay |
| "more mechanical" | Higher Q, faster decay |
| "softer" | Lower gain, triangle wave |
References
Frequently asked questions
What does the generating-sounds-with-ai skill do?
Audit Web Audio API code for procedural sound synthesis quality, UX decisions, and parameter best practices.
How do I install generating-sounds-with-ai?
Open the “Installation” block on this page and pick your agent — Claude Code, Codex, Cursor or Gemini CLI — for ready-made commands that copy the skill folder to the right place. Or copy the prompt from the “Via assistant” tab and let the assistant review and install the skill.
Which AI models work with generating-sounds-with-ai?
Skills are plain Markdown instructions (the Agent Skills format), so generating-sounds-with-ai works with any agent that reads SKILL.md: Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode and more. The model loads the instructions only when a task matches the skill's description.
Is generating-sounds-with-ai free?
The skill is published openly by raphaelsalaja under the MIT license. The skill itself costs nothing — you only pay your AI provider for the tokens you use.
Is it safe to install skills?
A skill is a set of instructions your agent will follow, so read SKILL.md and its companion files before installing. Scripts in the skill folder only run if your agent runs them — keep an eye on what it does and do not grant unnecessary permissions.
How is a skill different from an MCP server or a plugin?
An MCP server or plugin gives the model new tools — code that runs and returns a result. A skill gives it knowledge and process: how to approach a task, which steps to follow and what good output looks like. It needs no server or API key.