Notify Sound

Design notification sounds from layered tones and get an editor link to play and download.

¿Debería usar esto?

Calidad y seguridad

A
Calidad de la descripción
88%
Integridad del esquema
84%
Calidad de los nombres
100%
Riesgo de envenenamiento
100%
Coincidencia de permisos
100%
Cumplimiento del protocolo
100%

Basado en el análisis automatizado de las definiciones de herramientas y el cumplimiento del protocolo.

Costo de contexto

~2,244Tokens (definiciones de herramientas)
~3.8 KBTamaño de respuesta típico
Impacto moderado en la atención (1.75% del contexto de 128k)

Este es el número aproximado de tokens que se consumen cada vez que las herramientas del servidor se cargan en el contexto de un modelo. Los recuentos más altos reducen la atención disponible para otras tareas.

Instalar

Instalación con un clic

Agrega esto a tu archivo `claude_desktop_config.json`:

{
  "mcpServers": {
    "notify-sound": {
      "url": "https://notifysound.com/mcp"
    }
  }
}

Puntos de conexión remotos

https://notifysound.com/mcpstreamable-http

Qué puede hacer

Inventario de herramientas

Herramientas (5)

🟢 Solo lectura🟡 Escritura🔴 Eliminación⚪ Desconocido
🟡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.

Esquema de entrada

{
  "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.

Esquema de entrada

{
  "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.

Esquema de entrada

{
  "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.

Esquema de entrada

{
  "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.

Esquema de entrada

{
  "type": "object",
  "properties": {},
  "additionalProperties": false
}

Comunidad

Califica este servidor

Evidencia

Observaciones recientes

verificadoversión no registrada5 herramientas