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Free tool for generating coherent UI sound kits (Web Audio API)

Started by BrandTones Feb 9 at 8:34 PM 3 replies 850+ views
Original Post
BrandTones
BrandTones

Hey everyone,

I built a browser tool that generates sets of 6 matching UI sounds (click, hover, success, error, notification, toggle) from a single vibe.

The problem it solves: when you pull UI sounds from different libraries they never feel like they belong together. Different reverb tails, different frequency ranges, different transient character. You end up with Frankenstein audio.

BrandTones generates all 6 sounds from the same synthesis engine with shared base frequency, filter type, and envelope shape, so they sound like a family.

It's 100% client-side Web Audio API synthesis (oscillators, filters, gain envelopes). No AI, no samples, no server calls. You can pick from 6 vibes (retro arcade, soft bell, minimal click, etc.) and tweak 4 parameters.

Output is 16-bit WAV, 44.1kHz, mono. Free, royalty-free, no signup.

https://brandtones.app/

Still early so the sound quality is basic, but curious what game devs think. Mostly looking for feedback on whether the coherence approach actually makes a difference vs just grabbing individual sounds.

RmbRT
RmbRT

I think it would be more useful to offer a tool that lets us use the internals, and maybe have the preset generation thing as a side feature. Keep us updated on the project.

Walk with God.
BrandTones
BrandTones

@RmbRT Thanks! The goal here is really speed, getting a cohesive sound set in 10 seconds without a DAW. So keeping the internals tucked away is intentional, trying to avoid parameter paralysis.

That said, more control is coming. Working solo on this, currently rebuilding the engine with Tone.js and adding Brightness, Decay, and Density sliders. Should hit a better spot between quick and tweakable.

Will update this thread when it's live.

BrandTones
BrandTones

Quick update on this project, and a thank you.

@rmbrt , your point about exposing more control really stuck with me. It pushed me to rethink the whole approach.

I've been rebuilding the synthesis engine from scratch with completely new signal chains. The main issue you all flagged was right: not enough differentiation between vibes. So instead of 6 that sounded too similar, I'm building fewer vibes with fundamentally different synthesis methods. Think filtered noise with membrane-style synthesis vs. FM with inharmonic partials. If you switch between them and can't hear an obvious difference, I haven't done my job.

The sliders are getting reworked too. Brightness, Decay, Density, each with wide enough ranges that you actually hear what's changing. No more dragging from 0 to 100 and wondering if anything happened.

This is still very much a starting point. The core idea, generating coherent sets instead of sourcing individual sounds, is something I haven't really seen addressed elsewhere. Splice, Freesound, and asset packs are great for finding individual sounds, but if you grab a click from one library and a notification from another, you're back to the coherence problem. That's the gap I'm trying to fill.

How far it goes depends on whether it proves useful to people. I have a lot of directions I want to explore (genre-specific kits for game devs, think Sci-Fi or Fantasy RPG UI sets, more material types, deeper parameter control), but for now, focused on getting the foundation right.

On the business side: I'm adding a small payment ($1.99 per kit) to keep the project sustainable long term. But this community gave me the feedback that kicked off the rebuild, so I don't want you hitting a paywall while I'm still iterating.

Use code EARLYBIRD at checkout for free access. Valid through the end of February.

Note: the site currently still runs the current engine. You're welcome to test the checkout flow now, but the real sonic upgrade is coming soon. I'll bump this thread when it's deployed so you can use the code on the new engine.

Thanks again for the honest feedback. It's making this better.

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