Notify Sound
Design notification sounds from layered tones and get an editor link to play and download.
Sollte ich dies verwenden
Qualität und Sicherheit
Basierend auf einer automatisierten Analyse der Tool-Definitionen und der Einhaltung des Protokolls.
Kontextkosten
Dies ist die ungefähre Anzahl der Tokens, die jedes Mal verbraucht werden, wenn die Tools des Servers in den Kontext eines Modells geladen werden. Höhere Werte verringern die Aufmerksamkeit, die für andere Aufgaben verfügbar ist.
Installieren
Installation mit einem Klick
Fügen Sie dies Ihrer Datei `claude_desktop_config.json` hinzu:
{
"mcpServers": {
"notify-sound": {
"url": "https://notifysound.com/mcp"
}
}
}Remote-Endpunkte
https://notifysound.com/mcpstreamable-httpWas es kann
Tool-Inventar
Tools (5)
🟡create_sound(name, duration, effect, layers)
Build a notification sound from your own layer design and get an editor link for it. The link opens the sound in the editor, where the user plays, tweaks and downloads it. Returns the link, the stored sound and warnings for any value that was out of range, rounded or ignored. Read get_sound_guide first.
Eingabe-Schema
{
"type": "object",
"properties": {
"name": {
"type": "string",
"maxLength": 32,
"description": "Name. Sound name, up to 32 characters."
},
"duration": {
"type": "number",
"minimum": 0.003,
"maximum": 5,
"default": 0.1,
"description": "Note length. How long each note is held, shared by every layer and every repeat. Unit: s. Range 0.003 to 5, step 0.001, default 0.1."
},
"effect": {
"type": "object",
"description": "One effect over the whole sound.",
"properties": {
"type": {
"type": "string",
"enum": [
"none",
"reverb",
"chamber",
"echo",
"pingpong",
"chorus",
"phone",
"crunch"
],
"default": "none",
"description": "Effect. One effect over the whole sound. Options: None: dry, no effect; Reverb: soft room, a gentle space; Chamber: big hall, long airy tail; Echo: repeats that fade away; Ping-Pong: echo that bounces left and right; Chorus: wider and shimmery; Phone: tiny speaker sound; Crunch: rough 8-bit edge."
},
"amount": {
"type": "number",
"minimum": 0,
"maximum": 1,
"default": 0.3,
"description": "Amount. Effect mix. 0 is dry, 1 is fully wet. Unit: 0 to 1. Range 0 to 1, step 0.01, default 0.3."
}
},
"additionalProperties": false
},
"layers": {
"type": "array",
"description": "Layers play together, each from its own Start after. Leave out any field at its default. Up to 16 layers.",
"minItems": 1,
"maxItems": 16,
"items": {
"type": "object",
"properties": {
"freq": {
"type": "number",
"minimum": 40,
"maximum": 4000,
"default": 880,
"description": "Pitch. Note pitch. On a noise layer it is the centre of the hiss band. Unit: Hz. Range 40 to 4000, step 1, default 880."
},
"wave": {
"type": "string",
"enum": [
"sine",
"triangle",
"sawtooth",
"square",
"noise"
],
"default": "sine",
"description": "Wave. Wave shape. Options: Sine: smooth and pure; Triangle: soft and woody; Saw: bright and buzzy; Square: sharp and electronic; Noise: hiss, wind and rumble."
},
"attack": {
"type": "number",
"minimum": 0.0005,
"maximum": 1,
"default": 0.005,
"description": "Attack. Time from silence to full level. Under 0.005 s gives a hard click at the start. Unit: s. Range 0.0005 to 1, step 0.0005, default 0.005."
},
"decay": {
"type": "number",
"minimum": 0.003,
"maximum": 2,
"default": 0.3,
"description": "Decay. Time from full level down to the Hold level while the note is held. Unit: s. Range 0.003 to 2, step 0.001, default 0.3."
},
"sustain": {
"type": "number",
"minimum": 0,
"maximum": 1,
"default": 0,
"description": "Hold. Level kept after Decay while the note is held. 0 is a struck or plucked note, 1 an organ-like note. Unit: 0 to 1. Range 0 to 1, step 0.01, default 0."
},
"release": {
"type": "number",
"minimum": 0.003,
"maximum": 5,
"default": 0.4,
"description": "Ring out. Fade after the note ends. The main tail control. Unit: s. Range 0.003 to 5, step 0.001, default 0.4."
},
"delay": {
"type": "number",
"minimum": 0,
"maximum": 5,
"default": 0,
"description": "Start after. When this layer starts, counted from the start of the sound. Spaces the notes of a melody. Unit: s. Range 0 to 5, step 0.01, default 0."
},
"gain": {
"type": "number",
"minimum": 0,
"maximum": 1,
"default": 1,
"description": "Level. Layer loudness. Unit: 0 to 1. Range 0 to 1, step 0.01, default 1."
},
"pitchSlide": {
"type": "number",
"minimum": -24,
"maximum": 24,
"default": 0,
"description": "Slide. Pitch glide over the Note length, up when positive, down when negative. Unit: semitones. Range -24 to 24, step 1, default 0."
},
"fmAmount": {
"type": "number",
"minimum": 0,
"maximum": 1,
"default": 0,
"description": "Wobble. Vibrato depth. 1 swings the pitch 4 semitones each way. Unit: 0 to 1. Range 0 to 1, step 0.01, default 0."
},
"fmRate": {
"type": "number",
"minimum": 0.5,
"maximum": 50,
"default": 6,
"description": "Wobble speed. Vibrato speed. Unit: Hz. Range 0.5 to 50, step 0.1, default 6."
},
"amAmount": {
"type": "number",
"minimum": 0,
"maximum": 1,
"default": 0,
"description": "Flutter. Tremolo depth: how far the level dips. Unit: 0 to 1. Range 0 to 1, step 0.01, default 0."
},
"amRate": {
"type": "number",
"minimum": 0.5,
"maximum": 50,
"default": 8,
"description": "Flutter speed. Tremolo speed. Unit: Hz. Range 0.5 to 50, step 0.1, default 8."
},
"pan": {
"type": "number",
"minimum": -1,
"maximum": 1,
"default": 0,
"description": "Balance. Stereo position. -1 is left, 1 is right. Unit: -1 to 1. Range -1 to 1, step 0.01, default 0."
},
"repeat": {
"type": "number",
"minimum": 1,
"maximum": 5,
"default": 1,
"description": "Times. How many times the layer plays its note. Unit: count. Range 1 to 5, step 1, default 1."
},
"repeatGap": {
"type": "number",
"minimum": 0.02,
"maximum": 1,
"default": 0.1,
"description": "Gap. Silence between one repeat ending and the next starting. Unit: s. Range 0.02 to 1, step 0.01, default 0.1."
},
"enabled": {
"type": "boolean",
"default": true,
"description": "On. A layer that is off stays in the sound but is silent."
},
"seed": {
"type": "integer",
"minimum": 0,
"maximum": 2147483647,
"description": "Noise seed. Fixes the noise pattern so the sound is the same every play. Set one on every noise layer. Noise layers only."
},
"randomNoise": {
"type": "boolean",
"default": false,
"description": "Random. New noise on every play. Keep false. Noise layers only."
},
"sharpness": {
"type": "number",
"minimum": 0.5,
"maximum": 20,
"default": 1.2,
"description": "Sharpness. Width of the hiss band. Low is a wide hiss, high is close to a pitched whistle. Range 0.5 to 20, step 0.1, default 1.2. Noise layers only."
},
"noiseColor": {
"type": "string",
"enum": [
"white",
"pink",
"brown"
],
"default": "white",
"description": "Noise type. Noise colour. Options: White: bright, even hiss; Pink: softer, like wind; Brown: deep rumble. Noise layers only."
}
},
"additionalProperties": false
}
}
},
"required": [
"layers"
],
"additionalProperties": false
}🟢read_sound(link)
Turn a share link (or the code after #s=) back into the sound design, to change it and call create_sound again.
Eingabe-Schema
{
"type": "object",
"properties": {
"link": {
"type": "string",
"description": "A share link, \"#s=...\" or the bare code."
}
},
"required": [
"link"
],
"additionalProperties": false
}🟢list_library_sounds(group, query)
List the built-in sounds by group, or search them by name. Without arguments it lists every group with its sound names. Use a close built-in sound as a starting point.
Eingabe-Schema
{
"type": "object",
"properties": {
"group": {
"type": "string",
"enum": [
"featured",
"classics",
"chords",
"messages",
"alerts",
"arcade",
"chiptune",
"chiptunes",
"scifi",
"nature",
"spooky",
"motion"
],
"description": "Only this group, with each sound described."
},
"query": {
"type": "string",
"description": "Search sound names, e.g. \"bell\" or \"coin\"."
}
},
"additionalProperties": false
}🟢get_library_sound(name, group)
Get the full design of a built-in sound and its editor link, to use as a starting point for create_sound.
Eingabe-Schema
{
"type": "object",
"properties": {
"name": {
"type": "string",
"description": "Sound name, e.g. \"Tri-Tone\"."
},
"group": {
"type": "string",
"enum": [
"featured",
"classics",
"chords",
"messages",
"alerts",
"arcade",
"chiptune",
"chiptunes",
"scifi",
"nature",
"spooky",
"motion"
],
"description": "Group to look in, when a name is in more than one."
}
},
"required": [
"name"
],
"additionalProperties": false
}🟢get_sound_guide
How sounds are built: layers, envelope, pitch, timing, noise, levels and effects, with example designs. Read it once before designing.
Eingabe-Schema
{
"type": "object",
"properties": {},
"additionalProperties": false
}Community
Nachweis