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generating-sounds-with-ai用 ai 生成声音

Agent Skill

用于辅助音频、音乐、语音转写、语音合成或声音素材处理。它适合让 Agent 生成配乐说明、整理音频流程、调用语音工具或处理播客和视频配音素材。使用时需要确认输入音频来源、输出格式、时长和模型限制;涉及人声克隆、版权音乐或公开发布时,应先核对授权和合规边界。

总安装

4,431

周安装

181

GitHub Stars

718

下载量

1,434
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:generating-sounds-with-ai(用 ai 生成声音)
来源仓库:https://github.com/raphaelsalaja/userinterface-wiki
仓库路径:skills/generating-sounds-with-ai
安装命令:
npx skills add https://github.com/raphaelsalaja/userinterface-wiki --skill generating-sounds-with-ai
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/raphaelsalaja/userinterface-wiki --skill generating-sounds-with-ai

简介

用于辅助音频、音乐、语音转写和声音素材处理。

  • 适合生成配乐说明、整理音频流程或调用语音工具。
  • 使用时需确认输入来源、输出格式和模型限制。
  • 涉及人声克隆或版权音乐时应核对授权边界。适用宿主包括 Codex、Claude、Cursor、Gemini CLI,接入前应确认版本、权限和运行环境要求。
  • generating-sounds-with-ai 属于研究检索类 Skill,可作为该场景下的辅助能力补充。

SKILL.md

Generating 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

PriorityCategoryPrefix
1Context Managementcontext-
2Decay & Envelopeenvelope-
3Sound Designdesign-
4Parametersparam-

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:

RuleCountSeverity
context-reuse-single1HIGH
envelope-exponential-decay3MEDIUM
param-click-duration1LOW

Parameter Translation Table

When user describes issues, translate to parameter changes:

User SaysParameter 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

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

34.65%
按下载量换算497

Claude

33.7%
按下载量换算483

Cursor

17.86%
按下载量换算256

Gemini CLI

9.33%
按下载量换算134

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

需要联网

该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

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