sounds-on-the-web

raphaelsalaja/skill · Agent Skill

Audit interface sound feedback for UX quality, accessibility, and practical implementation patterns.

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Overview

PublisherraphaelsalajaCommunity
Repositoryraphaelsalaja/skill ↗
Skill foldersounds-on-the-web
Stars42
Forks5
Bundled files1
LicenseMIT
Last updatedMarch 17, 2026
LinksSkill source ↗ · Repository ↗

Mozgi check

What we found in the skill files. Details come with a subscription.

Security
low risk · no obvious risks found — the full report shows the details
Compatibility
instructions only — works with most agents
Similar skills
31 similar skills found
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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 “sounds-on-the-web” skill from mozgi.io (https://mozgi.io/skills/raphaelsalaja-sounds-on-the-web/) for me.

1. Download the archive: https://mozgi.io/skills/raphaelsalaja-sounds-on-the-web/download
   If it fails, take the skill folder from the source: https://github.com/raphaelsalaja/skill/tree/main/skills/sounds-on-the-web
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 “sounds-on-the-web” 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>/sounds-on-the-web/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.

Review the source files

1 file Download Zip

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-only

Sounds on the Web

Review UI code for audio feedback best practices and accessibility.

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 | Accessibility | a11y- |

| 2 | Appropriateness | appropriate- |

| 3 | Implementation | impl- |

| 4 | Weight Matching | weight- |

Rules

Accessibility Rules

a11y-visual-equivalent

Every audio cue must have a visual equivalent; sound never replaces visual feedback.

Fail:

function SubmitButton({ onClick }) {
  const handleClick = () => {
    playSound("success");
    onClick(); // No visual confirmation
  };
}

Pass:

function SubmitButton({ onClick }) {
  const [status, setStatus] = useState("idle");
  
  const handleClick = () => {
    playSound("success");
    setStatus("success"); // Visual feedback too
    onClick();
  };
  
  return <button data-status={status}>Submit</button>;
}
a11y-toggle-setting

Provide explicit toggle to disable sounds in settings.

Fail:

// No way to disable sounds
function App() {
  return <SoundProvider>{children}</SoundProvider>;
}

Pass:

function App() {
  const { soundEnabled } = usePreferences();
  return (
    <SoundProvider enabled={soundEnabled}>
      {children}
    </SoundProvider>
  );
}
a11y-reduced-motion-check

Respect prefers-reduced-motion as proxy for sound sensitivity.

Fail:

function playSound(name: string) {
  audio.play(); // Plays regardless of preferences
}

Pass:

function playSound(name: string) {
  const prefersReducedMotion = window.matchMedia(
    "(prefers-reduced-motion: reduce)"
  ).matches;
  
  if (prefersReducedMotion) return;
  audio.play();
}
a11y-volume-control

Allow volume adjustment independent of system volume.

Fail:

function playSound() {
  audio.volume = 1; // Always full volume
  audio.play();
}

Pass:

function playSound() {
  const { volume } = usePreferences();
  audio.volume = volume; // User-controlled
  audio.play();
}

Appropriateness Rules

appropriate-no-high-frequency

Do not add sound to high-frequency interactions (typing, keyboard navigation).

Fail:

function Input({ onChange }) {
  const handleChange = (e) => {
    playSound("keystroke"); // Annoying on every keystroke
    onChange(e);
  };
}

Pass:

function Input({ onChange }) {
  // No sound on typing - visual feedback only
  return <input onChange={onChange} />;
}
appropriate-confirmations-only

Sound is appropriate for confirmations: payments, uploads, form submissions.

Pass:

async function handlePayment() {
  await processPayment();
  playSound("success"); // Appropriate - significant action
  showConfirmation();
}
appropriate-errors-warnings

Sound is appropriate for errors and warnings that can't be overlooked.

Pass:

function handleError(error: Error) {
  playSound("error"); // Appropriate - needs attention
  showErrorToast(error.message);
}
appropriate-no-decorative

Do not add sound to decorative moments with no informational value.

Fail:

function Card({ onHover }) {
  return (
    <div onMouseEnter={() => playSound("hover")}> {/* Decorative, no value */}
      {children}
    </div>
  );
}
appropriate-no-punishing

Sound should inform, not punish; avoid harsh sounds for user mistakes.

Fail:

function ValidationError() {
  playSound("loud-buzzer"); // Punishing
  return <span>Invalid input</span>;
}

Pass:

function ValidationError() {
  playSound("gentle-alert"); // Informative but not harsh
  return <span>Invalid input</span>;
}

Implementation Rules

impl-preload-audio

Preload audio files to avoid playback delay.

Fail:

function playSound(name: string) {
  const audio = new Audio(`/sounds/${name}.mp3`); // Loads on demand
  audio.play();
}

Pass:

const sounds = {
  success: new Audio("/sounds/success.mp3"),
  error: new Audio("/sounds/error.mp3"),
};

// Preload on app init
Object.values(sounds).forEach(audio => audio.load());

function playSound(name: keyof typeof sounds) {
  sounds[name].currentTime = 0;
  sounds[name].play();
}
impl-default-subtle

Default volume should be subtle, not loud.

Fail:

const DEFAULT_VOLUME = 1.0; // Too loud

Pass:

const DEFAULT_VOLUME = 0.3; // Subtle default
impl-reset-current-time

Reset audio currentTime before replay to allow rapid triggering.

Fail:

function playSound() {
  audio.play(); // Won't replay if already playing
}

Pass:

function playSound() {
  audio.currentTime = 0;
  audio.play();
}

Weight Matching Rules

weight-match-action

Sound weight should match action importance.

Fail:

// Loud fanfare for minor action
function handleToggle() {
  playSound("triumphant-fanfare");
  setEnabled(!enabled);
}

Pass:

// Subtle click for minor action
function handleToggle() {
  playSound("soft-click");
  setEnabled(!enabled);
}

// Richer sound for significant action
function handlePurchase() {
  playSound("success-chime");
  completePurchase();
}
weight-duration-matches-action

Sound duration should match action duration.

Fail:

// 2-second sound for instant action
function handleClick() {
  playSound("long-whoosh"); // 2000ms
  // Action completes immediately
}

Pass:

// Short sound for instant action
function handleClick() {
  playSound("click"); // 50ms
}

// Longer sound for process
function handleUpload() {
  playSound("upload-progress"); // Matches upload duration
}

Output Format

When reviewing files, output findings as:

file:line - [rule-id] description of issue

Example:
components/input/index.tsx:23 - [appropriate-no-high-frequency] Playing sound on every keystroke
lib/sounds.ts:45 - [a11y-reduced-motion-check] Not checking prefers-reduced-motion

Summary Table

After findings, output a summary:

| Rule | Count | Severity |

|------|-------|----------|

| a11y-visual-equivalent | 2 | HIGH |

| appropriate-no-high-frequency | 1 | HIGH |

| impl-preload-audio | 3 | MEDIUM |

Sound Appropriateness Matrix

| Interaction | Sound? | Reason |

|-------------|--------|--------|

| Payment success | Yes | Significant confirmation |

| Form submission | Yes | User needs assurance |

| Error state | Yes | Can't be overlooked |

| Notification | Yes | May not be looking at screen |

| Button click | Maybe | Only for significant buttons |

| Typing | No | Too frequent |

| Hover | No | Decorative only |

| Scroll | No | Too frequent |

| Navigation | No | Keyboard nav would be noisy |

References

Frequently asked questions

What does the sounds-on-the-web skill do?

Audit interface sound feedback for UX quality, accessibility, and practical implementation patterns.

How do I install sounds-on-the-web?

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 sounds-on-the-web?

Skills are plain Markdown instructions (the Agent Skills format), so sounds-on-the-web 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 sounds-on-the-web 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.

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