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    <title>DEV Community: Romain SIMON</title>
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      <title>How I designed an open-source semantic sound system for interfaces</title>
      <dc:creator>Romain SIMON</dc:creator>
      <pubDate>Mon, 13 Jul 2026 23:31:31 +0000</pubDate>
      <link>https://dev.to/romain_simon_63e1954ca7b4/how-i-designed-an-open-source-semantic-sound-system-for-interfaces-3h76</link>
      <guid>https://dev.to/romain_simon_63e1954ca7b4/how-i-designed-an-open-source-semantic-sound-system-for-interfaces-3h76</guid>
      <description>&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fyr9qez8jq54aqo8sqfro.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fyr9qez8jq54aqo8sqfro.png" alt="UI SFX — open-source interface sound effects" width="800" height="420"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Most UI sound libraries start with files: &lt;code&gt;click.mp3&lt;/code&gt;, &lt;code&gt;pop.mp3&lt;/code&gt;, &lt;code&gt;ding.mp3&lt;/code&gt;.&lt;/p&gt;

&lt;p&gt;That works until a product needs a coherent sound language. A save action should mean the same thing whether the product feels minimal, playful, cinematic, or calm. The file is an implementation detail; the &lt;strong&gt;product event&lt;/strong&gt; is the stable API.&lt;/p&gt;

&lt;p&gt;I built &lt;a href="https://uisfx.com" rel="noopener noreferrer"&gt;UI SFX&lt;/a&gt; around that idea: an open-source semantic sound system with &lt;strong&gt;78 interaction cues&lt;/strong&gt;, &lt;strong&gt;12 sonic personalities&lt;/strong&gt;, and &lt;strong&gt;936 CC0 MP3/Ogg assets&lt;/strong&gt; for web apps, mobile apps, SaaS products, and games.&lt;/p&gt;

&lt;h2&gt;
  
  
  Start with meaning, not filenames
&lt;/h2&gt;

&lt;p&gt;The public API describes what happened:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="k"&gt;import&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="nx"&gt;createUISFX&lt;/span&gt; &lt;span class="p"&gt;}&lt;/span&gt; &lt;span class="k"&gt;from&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;uisfx&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;

&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;ui&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;createUISFX&lt;/span&gt;&lt;span class="p"&gt;({&lt;/span&gt; &lt;span class="na"&gt;pack&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;minimal&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt; &lt;span class="p"&gt;})&lt;/span&gt;

&lt;span class="nx"&gt;saveButton&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;addEventListener&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;click&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="nx"&gt;ui&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;play&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;success&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
&lt;span class="p"&gt;})&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;The same &lt;code&gt;success&lt;/code&gt; event can be rendered by the Minimal, Arcade, Studio, Zen, or Cinematic pack without changing product code.&lt;/p&gt;

&lt;p&gt;That gives sound the same separation of concerns we expect from visual design tokens: the semantic layer remains stable while the presentation layer can change.&lt;/p&gt;

&lt;h2&gt;
  
  
  A taxonomy that covers real product states
&lt;/h2&gt;

&lt;p&gt;The library organizes 78 cues into 13 categories:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Input&lt;/li&gt;
&lt;li&gt;Selection&lt;/li&gt;
&lt;li&gt;Navigation&lt;/li&gt;
&lt;li&gt;Editing&lt;/li&gt;
&lt;li&gt;Movement&lt;/li&gt;
&lt;li&gt;Communication&lt;/li&gt;
&lt;li&gt;Feedback&lt;/li&gt;
&lt;li&gt;Progress&lt;/li&gt;
&lt;li&gt;Loops&lt;/li&gt;
&lt;li&gt;Media&lt;/li&gt;
&lt;li&gt;System&lt;/li&gt;
&lt;li&gt;Reward&lt;/li&gt;
&lt;li&gt;Commerce&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Each category contains six cues. This is deliberately broader than button clicks: products also need distinct sounds for confirmation, undo, errors, connection changes, recording, loading, checkout, achievements, and more.&lt;/p&gt;

&lt;h2&gt;
  
  
  One-shots and loops need different APIs
&lt;/h2&gt;

&lt;p&gt;Most interface sounds are brief one-shots. Continuous states are different: recording, loading, syncing, or an active connection must return something the interface can stop.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;recording&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;ui&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;play&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;recording&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;

&lt;span class="c1"&gt;// Later&lt;/span&gt;
&lt;span class="nx"&gt;recording&lt;/span&gt;&lt;span class="p"&gt;?.&lt;/span&gt;&lt;span class="nf"&gt;stop&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;A loop must also restart in the newly selected pack when the product changes sonic personality. That behavior belongs in the runtime, not in every component using it.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="nx"&gt;ui&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;setPack&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;arcade&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h2&gt;
  
  
  Small runtime, large library
&lt;/h2&gt;

&lt;p&gt;The runtime is dependency-free and about &lt;strong&gt;10.2 kB&lt;/strong&gt;. Audio is loaded on demand, so the application does not download all 936 assets up front.&lt;/p&gt;

&lt;p&gt;The package includes:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;72 one-shot cues per pack&lt;/li&gt;
&lt;li&gt;6 seamless loops per pack&lt;/li&gt;
&lt;li&gt;MP3 and Ogg formats&lt;/li&gt;
&lt;li&gt;TypeScript support&lt;/li&gt;
&lt;li&gt;volume and mute controls&lt;/li&gt;
&lt;li&gt;runtime pack switching&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Install it with:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight shell"&gt;&lt;code&gt;npm &lt;span class="nb"&gt;install &lt;/span&gt;uisfx
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h2&gt;
  
  
  Browsers still require user intent
&lt;/h2&gt;

&lt;p&gt;One practical constraint matters: browsers often block audio before the first user gesture. A sound library should not pretend that autoplay policy does not exist.&lt;/p&gt;

&lt;p&gt;UI SFX unlocks audio from a legitimate interaction, preloads common hover cues, and keeps sound optional. Interfaces still need visual and textual feedback; sound is an additional channel, never the only one.&lt;/p&gt;

&lt;p&gt;It also respects reduced-motion-style product expectations: delightful feedback should never become compulsory noise. Users need mute and volume controls.&lt;/p&gt;

&lt;h2&gt;
  
  
  Twelve personalities, one event model
&lt;/h2&gt;

&lt;p&gt;The current packs range from restrained to expressive:&lt;/p&gt;

&lt;p&gt;Minimal, Soft, Glass, Arcade, Sci-Fi, Organic, Luxury, Paper, Rubber, Cinematic, Studio, and Zen.&lt;/p&gt;

&lt;p&gt;The point is not novelty. It is to let a product choose a coherent sonic character while preserving the same event vocabulary. A design system can then change personality without rewriting interaction logic.&lt;/p&gt;

&lt;h2&gt;
  
  
  Try it
&lt;/h2&gt;

&lt;p&gt;The interactive site lets you audition every cue across every pack:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;a href="https://uisfx.com" rel="noopener noreferrer"&gt;Live playground and documentation&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="https://github.com/romainsimon/uisfx" rel="noopener noreferrer"&gt;Source on GitHub&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="https://www.npmjs.com/package/uisfx" rel="noopener noreferrer"&gt;Package on npm&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;UI SFX is open source and the audio assets are CC0. I would love feedback on the taxonomy, the runtime API, and which product states still need a better semantic cue.&lt;/p&gt;

</description>
      <category>showdev</category>
      <category>javascript</category>
      <category>opensource</category>
      <category>webaudio</category>
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