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Sounds On The Web
ASecurityUse when implementing, optimizing, and timing 60fps/120fps sounds on the web animations, transitions, gesture physics, and reduced-motion fallbacks.
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- Added September 27, 2026
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[](https://www.skillsdirectory.com/skills/harmitx7-sounds-on-the-web)---
name: sounds-on-the-web
description: "Use when implementing, optimizing, and timing 60fps/120fps sounds on the web animations, transitions, gesture physics, and reduced-motion fallbacks."
version: 6.0.0
last-updated: 2026-09-29
skills:
- delight
- micro-interaction
- baseline-ui
tools: Read, Grep, Glob, Bash, Edit, Write
scripts-binding:
- .agent/scripts/lint_runner.js
- .agent/scripts/verify_all.js
---
# Sounds on the Web β Web Audio API Sound Feedback
## Mandatory Pre-Flight Context Inspection
Before reading, generating, or refactoring code in the `sounds-on-the-web` domain, inspect these 5 critical parameters:
1. **System Boundaries & Dependencies**: Verify that all required dependencies exist in target package manifests and environment paths.
2. **Runtime Context & Platform Invariants**: Confirm target platform constraints (Node.js, Browser, Mobile OS, Edge runtime) before applying APIs.
3. **Execution Guardrails**: Identify potential side-effects, state mutations, and unhandled asynchronous exceptions.
4. **Validation & Type Contracts**: Validate input data schemas and strict type constraints across all module interfaces.
5. **Observability & Proof of Execution**: Ensure execution produces tangible verification signals (terminal output, tests, metrics).
## Activation Boundaries
- **Activate when:** Use when implementing, optimizing, and timing 60fps/120fps sounds on the web animations, transitions, gesture physics, and reduced-motion fallbacks.
- **DO NOT activate when:** The task falls outside the `sounds-on-the-web` domain or is managed by a different dedicated specialist agent.
## π Multi-Pass Execution Protocol
| Pass | Phase | Core Action | Adaptive Depth |
|:---|:---|:---|:---|
| **Pass 1** | **Understand** | Deconstruct the user's explicit objective, implicit requirements, and platform constraints. | Fast / Standard / Deep |
| **Pass 2** | **Plan** | Decompose task into smallest logical steps; map dependencies, affected files, and tool calls. | Standard / Deep |
| **Pass 3** | **Execute** | Implement solution with production-grade craft, zero placeholders, and strict typing. | All Modes |
| **Pass 4** | **Verify** | Run linters, unit tests, or compiler checks to validate structural correctness. | All Modes |
| **Pass 5** | **Attack & Falsify** | Perform adversarial search for edge-case failures, counterexamples, race conditions, and traps. | Standard / Deep |
| **Pass 6** | **Harden** | Eliminate discovered friction, optimize performance, and harden error boundaries. | Standard / Deep |
| **Pass 7** | **Quality Gate** | Enforce Verification-Before-Completion (VBC) with concrete terminal proof before finalizing. | All Modes |
---
## π οΈ Technical Architecture & Reference Recipes
---
## Zero-Asset Web Audio API Click Synthesizer
Never load external MP3 audio files for simple UI clicks. Synthesize clean sine/triangle pops procedurally in under 10 lines of code:
```typescript
// Lightweight procedural Web Audio pop synthesizer
class SoundFeedback {
private ctx: AudioContext | null = null;
private isMuted: boolean = false;
private init() {
if (!this.ctx && typeof window !== 'undefined') {
const AudioCtx = window.AudioContext || (window as any).webkitAudioContext;
if (AudioCtx) this.ctx = new AudioCtx();
}
}
public playPop(frequency = 600, duration = 0.04) {
if (this.isMuted) return;
this.init();
if (!this.ctx) return;
if (this.ctx.state === 'suspended') {
this.ctx.resume();
}
const osc = this.ctx.createOscillator();
const gain = this.ctx.createGain();
osc.type = 'sine';
osc.frequency.setValueAtTime(frequency, this.ctx.currentTime);
// Frequency pitch drop for tactile "pop"
osc.frequency.exponentialRampToValueAtTime(120, this.ctx.currentTime + duration);
gain.gain.setValueAtTime(0.12, this.ctx.currentTime); // Low volume
gain.gain.exponentialRampToValueAtTime(0.001, this.ctx.currentTime + duration);
osc.connect(gain);
gain.connect(this.ctx.destination);
osc.start();
osc.stop(this.ctx.currentTime + duration);
}
public setMute(muted: boolean) {
this.isMuted = muted;
}
}
export const soundFX = new SoundFeedback();
```
## π¨ Edge-Case & Failure Mode Matrix
| Scenario | Risk | Production Mitigation |
|:---|:---|:---|
| **Empty or Null Inputs** | Unhandled exception or unexpected rendering collapse | Enforce fallback guards, optional chaining, and explicit empty state handlers |
| **Network Timeout / Latency** | Hanging operations or duplicate side-effects | Implement bounded abort controllers, exponential backoff, and idempotency keys |
| **Concurrency / Race Conditions** | Stale state overwrite or inconsistent data mutations | Use atomic transactions, mutex locking, or cancel-on-resubmit controls |
| **Invalid Schema / Malformed Payload** | Downstream runtime errors or security injection | Validate boundary payloads with Zod/Pydantic schemas prior to execution |
| **Resource / Memory Saturation** | OOM errors, frame drops, or memory leaks | Clean up listeners, cancel active timers, and enforce pagination/virtualization |
## π€ LLM-Specific Traps Table
| Anti-Pattern | What AI Commonly Does Wrong | What Is Actually Correct |
|:---|:---|:---|
| **The Instant Pop Trap** | Conditionally unmounting elements without animated interpolation | Use AnimatePresence or coordinate morphs with continuous geometry |
| **Layout Thrashing** | Animating width, height, top, or left inside animation loops | Animate composite-only transform (translate3d, scale) and opacity |
| **Sluggish Duration** | Setting micro-interaction transitions to 600ms+ causing interface lag | Cap interactive feedback at 160msβ240ms with snappy ease-out curves |
## ποΈ Tribunal Verification & Guardrails
**Active Reviewers:** `frontend-reviewer` Β· `motion-reviewer` Β· `ui-ux-auditor`
**Slash Command:** `/review` or `/tribunal-full`
### π¬ Evidence Standard (Tri-State Verification)
Every finding, audit statement, or completion claim must classify its factual certainty:
- **`[OBSERVED]`**: Directly confirmed in the codebase or verified via executed terminal command.
- **`[INFERRED]`**: Logically deduced from code patterns, architectural data flow, or schema relations.
- **`[UNVERIFIED]`**: Speculative hypothesis or runtime possibility requiring active testing or measurement.
### β
Pre-Flight Self-Audit Checklist
```
β
Does animation maintain 60fps/120fps using transform (translate3d, scale) and opacity?
β
Is optical mass conserved across state interpolations without volume collapse?
β
Is duration capped within micro-interaction budgets (150msβ280ms)?
β
Is prefers-reduced-motion respected with graceful instant fallbacks?
β
Did I prevent layout thrashing and continuous geometry mutations?
```
### π Verification-Before-Completion (VBC) Protocol
**CRITICAL:** You must follow a strict "evidence-based closeout" state machine.
- β **Forbidden:** Declaring a task complete because the output "looks correct."
- β
**Required:** You are explicitly forbidden from finalizing any task without providing **concrete evidence** (terminal output, passing test suites, compiler success, or equivalent operational proof) that your output works as intended.
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