@funwayhq/sound-design
v1.0.0
Published
Claude Code skill for expert sound design — synthesis theory, psychoacoustics, patch recipes, and runnable SuperCollider/Web Audio code generation
Maintainers
Readme
Sound Design Skill for Claude Code
An expert sound designer skill that turns Claude into a synthesis specialist — reasoning from physics, psychoacoustics, and signal processing theory to produce detailed patch recipes and runnable code.
What It Does
Give Claude a sound description and get back:
- Psychoacoustic analysis — spectral, temporal, dynamic, and perceptual reasoning about the target sound
- Parameter sheet — every synthesis parameter with a value and rationale grounded in acoustics
- SuperCollider code — complete, runnable
SynthDefready to paste into SC IDE - Web Audio code — complete, runnable JavaScript ready to paste into a browser console
Claude reasons from first principles — not preset lookup. Every value has a "why."
Quick Start
As a Personal Skill
Copy the skill folder to your Claude Code skills directory:
# macOS / Linux
cp -r skills/sound-design ~/.claude/skills/sound-design
# Windows
xcopy /E /I skills\sound-design %USERPROFILE%\.claude\skills\sound-designThen use it in Claude Code:
/sound-design warm analog pad
/sound-design metallic FM bell with long decay
/sound-design 808 kick with extra sub weightIt also auto-triggers on natural language like:
- "design me a bass sound"
- "how do I synthesize a bell?"
- "create a granular texture"
As an NPM Plugin
npm install @funwayhq/sound-designExample Output
Ask for a "warm analog pad" and you'll get:
Analysis: Slow-attack sound with detuned sawtooths creating beating at ~3 Hz for warmth. Low-pass filter at ~1200 Hz passes first few harmonics. Slow LFO on filter cutoff adds organic timbral movement...
Parameter Sheet:
| Parameter | Value | Rationale | |---|---|---| | Osc 1 | Sawtooth | Full harmonic series — richest subtractive source | | Osc 2 detune | +7 cents | ~3 Hz beating at A440 — warmth without pitch ambiguity | | Filter cutoff | 1200 Hz | Passes ~3 harmonics at A220 — warm but not muffled | | Attack | 600 ms | Slow fade-in defines pad character | | ... | ... | ... |
SuperCollider: Complete SynthDef(\warmPad, { ... }).add; with test line
Web Audio: Complete function playPad(freq, duration) { ... } ready for browser console
File Structure
skills/sound-design/
├── SKILL.md # Main orchestration (skill entry point)
├── reference/
│ ├── synthesis-types.md # 8 synthesis methods with theory
│ ├── building-blocks.md # Oscillators, filters, envelopes, LFOs
│ ├── sound-recipes.md # Starting recipes by category
│ ├── psychoacoustics.md # Timbre, harmonics, formants, masking
│ ├── effects-chain.md # Reverb, delay, distortion, modulation FX
│ └── modulation-matrix.md # Routing patterns and amount calibration
├── templates/
│ ├── supercollider.md # SC SynthDef patterns + UGen reference
│ ├── webaudio.md # Web Audio API patterns + AudioParam scheduling
│ └── parameter-sheet.md # Synth-agnostic parameter table format
└── examples/
├── sc-examples.scd # 6 runnable SuperCollider SynthDefs
└── wa-examples.js # 6 runnable Web Audio patchesSynthesis Methods Covered
| Method | Best For | |---|---| | Subtractive | Warm basses, analog leads, pads with filter sweeps | | FM | Bells, electric pianos, metallic sounds, complex plucks | | Additive | Organs, precise spectral control, vocal formants | | Wavetable | Evolving pads, morphing timbres, digital textures | | Granular | Atmospheric textures, soundscapes, time-stretching | | Physical Modeling | Plucked strings, wind instruments, realistic percussion | | AM / Ring Mod | Metallic timbres, tremolo, robotic effects | | Phase Distortion | CZ-style digital sounds, unique waveform shapes |
Sound Categories
The skill includes starting recipes for:
- Bass: sub, analog, Reese, FM, 808, wobble
- Leads: mono, sync, supersaw, acid (303-style)
- Pads: analog, digital/wavetable, granular, string
- Keys: electric piano (FM), organ (additive), clavinet
- Plucks: Karplus-Strong, filtered, FM
- Drums: kick, snare, hi-hat, clap, toms
- FX/Textures: risers, impacts, drones, atmospheres
Working Examples
SuperCollider (examples/sc-examples.scd)
Six complete, runnable SynthDefs:
- Subtractive bass — detuned saws, resonant LP filter, filter envelope
- FM bell — 1:1.41 ratio, decaying mod index, long ring
- Karplus-Strong pluck — noise excitation, waveguide delay, LP damping
- Supersaw pad — 7-voice unison, stereo spread, slow attack, reverb
- 808 kick — sine + pitch envelope, noise click, soft saturation
- Granular texture — randomized grains, pitch scatter, reverb wash
Web Audio (examples/wa-examples.js)
Six complete, browser-console-ready patches:
- Subtractive bass — detuned saws, filter envelope, punchy amp
- FM bell — irrational ratio, decaying index, percussive decay
- Acid lead — single saw, high-Q filter, fast cutoff sweep
- Warm pad — detuned saws, LFO filter mod, convolution reverb
- 808 kick — sine pitch drop, noise click, waveshaper saturation
- Karplus-Strong pluck — noise burst, delay line feedback, LP damping
Reference Knowledge
Psychoacoustics
- Spectral centroid and brightness perception
- Harmonic series and even/odd harmonic character
- Vowel formant frequencies (full table)
- Critical bands and spectral masking
- Equal-loudness contours (Fletcher-Munson)
- Roughness, beating, and detuning perception
Building Blocks
- Waveform spectra comparison table
- Filter types, slopes, and resonance ranges with perceptual meanings
- ADSR ranges with musical use cases
- LFO rate ranges and perceptual effects
- Modulation amount calibration guide
Effects
- Signal chain ordering rationale
- Reverb types with decay ranges and use cases
- Delay types and feedback behavior
- Distortion types and harmonic character
- Modulation effects (chorus, flanger, phaser, tremolo)
- Creative EQ applications
Quality Standards
Every output from this skill follows these rules:
- Every parameter value has a rationale grounded in acoustics or psychoacoustics
- All code is copy-paste runnable — no placeholders, no TODOs
- Signal flow is explicit and traceable from oscillator to output
- Frequencies in Hz, times in seconds — never ambiguous units
- Modulation amounts explained perceptually
- CPU awareness noted for expensive patches
License
MIT
