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win31-audio-design

win31-audio-design

github.com/curiositechCreative & media257155 installsUpdated 2d ago
Repository

About win31-audio-design

win31-audio-design is a skill for designers adding early-1990s Windows-inspired audio to web and mobile interfaces. It describes retro sound characteristics, CC-licensed sources, procedural audio, and mobile haptic pairings while advising against copying Microsoft’s original sounds.

Key features

  1. 01Retro sound palette guidance
  2. 02CC-licensed sound source recommendations
  3. 03Procedural Web Audio examples
  4. 04Mobile sound and haptic pairing
  5. 05Sound levels and user controls

Use cases

  1. 01Add audio feedback to Win31-themed apps
  2. 02Choose sounds for retro game interfaces
  3. 03Coordinate touch sounds and haptics on mobile
  4. 04Create licensed alternatives to classic system sounds

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/curiositech/some_claude_skills --skill win31-audio-design

After installing, type/win31-audio-designin Claude Code to confirm it loaded.

Bundled files.claude-plugin/plugin.json

Details

From the project README

Win31 Audio Design: Satisfying Retro Sound Vocabulary

Expert in creating authentic Windows 3.1 era sound experiences for modern web and mobile applications. Focuses on CC-licensed alternatives to the classic sound vocabulary while capturing the satisfying, lo-fi essence of early 90s computing.

When to Use

Use for:

  • Win31-themed web applications needing audio feedback
  • Retro game interfaces with 90s desktop sounds
  • Mobile apps wanting satisfying micro-interaction sounds
  • Converting modern flat sounds to vintage 8-bit aesthetic
  • Creating sound palettes that evoke early Windows nostalgia

Do NOT use for:

  • Modern flat/material sound design → sound-engineer
  • Voice synthesis → voice-audio-engineer
  • Music composition → DAW tools
  • Film sound design → Linear audio workflows

Windows 3.1 Sound Vocabulary

The Original Sounds (Copyrighted - DO NOT USE)
FileCharacterDurationFunction
CHIMES.WAVEthereal bells~1.5sSystem notifications
CHORD.WAVMajor chord resolve~1.2sTask completion
DING.WAVSingle bell strike~0.5sAttention/alert
TADA.WAVTriumphant fanfare~2sStartup/major success
RINGIN.WAVRising tone~0.3sModal open
RINGOUT.WAVFalling tone~0.2sModal close

Legal Warning: These sounds are copyrighted by Microsoft. We create INSPIRED alternatives, never copies.

Sound Characteristics (What Made Them Satisfying)
QualityWin31 Sound Profile
Sample Rate11kHz-22kHz (lo-fi charm)
Bit Depth8-bit (quantization warmth)
Frequency Range400Hz-4kHz (no sub-bass, gentle highs)
EnvelopeFast attack, medium decay, no sustain
ReverbDry or short room (no cathedral halls)
CharacterBright, plasticky, cheerful
The Win31 "Ding" Formula
┌─────────────────────────────────────────────────────┐
│ Attack: 5-10ms    │ Pure sine starts BRIGHT         │
│ Peak: ~880Hz (A5) │ Classic 8-bit "bleep"           │
│ Decay: 200-400ms  │ Natural damping feel            │
│ Overtones: 2nd+3rd│ Bell-like shimmer               │
│ Processing: 8-bit │ Adds warmth via quantization    │
└─────────────────────────────────────────────────────┘

CC-Licensed Sound Resources

Recommended Sources
SourceLicenseBest For
Dominik Braun's 107 Retro SoundsCC BY 4.0UI blips, beeps, positive feedback
LittleRobotSoundFactory (Freesound)CC0/CC BY8-bit game sounds
OpenGameArt 512 SFXCC0Comprehensive retro library
Gritty Retro UI (Exechamp)CC0UI-specific clicks and tones
Attribution Template
Audio: [Sound Name] by [Creator] from [Source]
Licensed under [CC BY 4.0 / CC0]
https://[source-url]

Sound Palette for Win31 Apps

Interaction Sounds
ActionSound CharacterDurationFrequency
Button clickSoft plastic "tik"20-40ms800-1200Hz
Button releaseSubtle "tok"15-30ms600-900Hz
Toggle onRising chirp80-120ms600→1200Hz
Toggle offFalling chirp80-120ms1200→600Hz
Window openAscending arpeggio150-250msC4-E4-G4
Window closeDescending arpeggio100-200msG4-E4-C4
ErrorLow buzz + descending300-500ms200-400Hz
SuccessBright ding + shimmer200-400ms880Hz + harmonics
NotificationDouble chime400-600ms660Hz, 880Hz
System Sounds
EventSound CharacterDuration
StartupTriumphant chord resolve1.5-2.5s
ShutdownGentle descending phrase1-2s
Critical errorHarsh double-buzz400-600ms
Task completeSatisfying "da-ding!"300-500ms
NavigationSoft whoosh + settle100-200ms

Web Audio Implementation

Basic Sound Player
// Win31-style sound manager for web
class Win31SoundManager {
  private audioContext: AudioContext | null = null;
  private sounds: Map<string, AudioBuffer> = new Map();

  constructor() {
    // Lazy init on first user interaction (browser policy)
  }

  private getContext(): AudioContext {
    if (!this.audioContext) {
      this.audioContext = new AudioContext({ sampleRate: 22050 }); // Lo-fi!
    }
    return this.audioContext;
  }

  async loadSound(name: string, url: string) {
    const response = await fetch(url);
    const arrayBuffer = await response.arrayBuffer();
    const audioBuffer = await this.getContext().decodeAudioData(arrayBuffer);
    this.sounds.set(name, audioBuffer);
  }

  play(name: string, volume = 0.5) {
    const buffer = this.sounds.get(name);
    if (!buffer) return;

    const ctx = this.getContext();
    const source = ctx.createBufferSource();
    const gain = ctx.createGain();

    source.buffer = buffer;
    gain.gain.value = volume;

    source.connect(gain);
    gain.connect(ctx.destination);
    source.start(0);
  }

  // Procedural 8-bit "ding"
  playDing(frequency = 880) {
    const ctx = this.getContext();
    const osc = ctx.createOscillator();
    const gain = ctx.createGain();

    osc.type = 'triangle'; // Softer than sine, more 8-bit
    osc.frequency.setValueAtTime(frequency, ctx.currentTime);

    // Fast attack, medium decay
    gain.gain.setValueAtTime(0.3, ctx.currentTime);
    gain.gain.exponentialRampToValueAtTime(0.001, ctx.currentTime + 0.4);

    osc.connect(gain);
    gain.connect(ctx.destination);

    osc.start(ctx.currentTime);
    osc.stop(ctx.currentTime + 0.4);
  }
}

export const win31Sounds = new Win31SoundManager();
Synthesized Retro Sounds
// Generate Win31-style sounds procedurally
function createChime(ctx: AudioContext, baseFreq = 660): AudioBufferSourceNode {
  const duration = 1.5;
  const sampleRate = ctx.sampleRate;
  const buffer = ctx.createBuffer(1, duration * sampleRate, sampleRate);
  const data = buffer.getChannelData(0);

  // Two-tone chime (like CHIMES.WAV character)
  for (let i = 0; i < data.length; i++) {
    const t = i / sampleRate;
    const env = Math.exp(-t * 3); // Decay envelope

    // Two harmonically related tones
    const tone1 = Math.sin(2 * Math.PI * baseFreq * t);
    const tone2 = Math.sin(2 * Math.PI * baseFreq * 1.5 * t) * 0.5;

    data[i] = (tone1 + tone2) * env * 0.3;
  }

  // 8-bit quantization for authentic lo-fi
  for (let i = 0; i < data.length; i++) {
    data[i] = Math.round(data[i] * 127) / 127;
  }

  const source = ctx.createBufferSource();
  source.buffer = buffer;
  return source;
}

Mobile Haptic Coordination

iOS Haptic-Sound Pairing
Sound EventHaptic TypeIntensity
Button click.light0.5
Toggle switch.medium0.6
Error buzz.heavy0.9
Success ding.selection0.4
Window open.soft0.3
React Native Implementation
import * as Haptics from 'expo-haptics';

async function playWithHaptic(soundName: string, hapticType: Haptics.ImpactFeedbackStyle) {
  // Fire both simultaneously
  await Promise.all([
    win31Sounds.play(soundName),
    Haptics.impactAsync(hapticType),
  ]);
}

// Usage
await playWithHaptic('click', Haptics.ImpactFeedbackStyle.Light);
await playWithHaptic('error', Haptics.ImpactFeedbackStyle.Heavy);

Anti-Patterns

Anti-Pattern: High-Fidelity Samples

What it looks like: 48kHz, 24-bit crystal-clear audio Why wrong: Sounds too modern, loses retro charm Instead: Downsample to 22kHz, apply 8-bit quantization

Anti-Pattern: Long Reverb Tails

What it looks like: Sounds echoing in a cathedral Why wrong: Win31 sounds were DRY or short room Instead: No reverb or <100ms decay

Anti-Pattern: Sub-Bass

What it looks like: Deep rumbling under 100Hz Why wrong: 90s PC speakers couldn't reproduce sub-bass Instead: Cut everything below 200Hz

Anti-Pattern: Copying Microsoft Sounds

What it looks like: Using actual CHIMES.WAV or TADA.WAV Why wrong: Copyright infringement Instead: Create inspired alternatives with CC-licensed sources

Anti-Pattern: Too Many Sounds

What it looks like: Every micro-interaction makes noise Why wrong: Becomes annoying, fatiguing Instead: Sounds for primary actions only, user toggle for audio

Sound Level Guidelines

CategoryLevelNotes
UI feedback-24 to -18 dBSubtle, never intrusive
Notifications-18 to -12 dBAttention-getting but not loud
Errors-15 to -9 dBNoticeable but not jarring
System sounds-12 to -6 dBMajor events (startup/shutdown)

Always provide:

  1. Global sound toggle (on/off)
  2. Volume slider (0-100%)
  3. Respect system silent mode

Quick Implementation Checklist

  • Create Win31SoundManager class
  • Load CC-licensed base sounds
  • Add procedural fallbacks (ding, chime)
  • Implement haptic pairing for mobile
  • Add global sound toggle
  • Test with Win31 visual theme
  • Add attribution for CC sounds
  • Verify sample rates (22kHz max)

Integrates With

  • windows-3-1-web-designer - Visual + audio Win31 experience
  • sound-engineer - Advanced spatial audio if needed
  • mobile-ux-optimizer - Touch + haptic + audio coordination
  • pwa-expert - Offline sound caching

Core insight: Win31 sounds were satisfying because they were SIMPLE—short, bright, lo-fi tones that gave immediate feedback without being distracting. The 8-bit quantization and limited frequency response added warmth, not harshness. Capture that spirit with CC-licensed alternatives, never copies.

Remember: Always include a sound toggle. Never play sounds without user consent. Pair audio with haptics on mobile for maximum satisfaction.

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