Skills give your agents new capabilities. Browse the catalog, pick what you need, and install with a single command.
Featured
Customize the desktop app's sound effects by adding sound files to the workspace, enabling sounds, setting volume, and assigning sounds to app events
You are helping the user customize the sound effects their desktop app plays. Sounds are configured in two places: a data/sounds/ directory of audio files and a data/sounds/config.json that controls what plays, at what volume, and whether it is enabled. The Settings > Sounds tab reads the same files on macOS and Windows, so changes appear there live without a restart.
All commands in this skill use the bash tool. $VELLUM_WORKSPACE_DIR is available in the sandbox environment — do not use host_bash.
Two stores, both under $VELLUM_WORKSPACE_DIR/data/sounds/:
.aiff, .wav, .mp3, .m4a, or .caf. No other extensions are accepted. The app scans this directory to populate the dropdown for each event. Prefer .wav, .mp3, or .m4a when the same file must play on both macOS and Windows.config.json: a single JSON file that stores the global on/off switch, the master volume, and a per-event map of { enabled, sounds }. Each event's sounds is a pool of filenames; the app picks one at random on playback. An empty pool falls back to the platform's default blip.macOS supports all nine events below. Windows supports the eight events other than app_open. Do not configure app_open on Windows because it is not displayed or played there. Other keys are ignored by the app.
| Event key | Fires when |
|---|---|
app_open | App launches (macOS only) |
task_complete | Conversation transitions processing → idle |
needs_input | Conversation enters waiting-for-input |
task_failed | Conversation enters error state |
notification | A tool-triggered notification is sent |
new_conversation | User creates a new conversation |
message_sent | User sends a message in the composer |
character_poke | User clicks the avatar |
random | Ambient timer (fires every 5–30 minutes) |
Always check current state before making changes — the user may already have things configured.
ls "$VELLUM_WORKSPACE_DIR/data/sounds/" 2>/dev/null || echo "No sounds directory yet"
cat "$VELLUM_WORKSPACE_DIR/data/sounds/config.json" 2>/dev/null || echo "No config yet"
Report back what's there: whether sounds are globally enabled, current volume, which events have custom sounds assigned.
The user either sends you an audio file or asks you to fetch/generate one. Copy it into data/sounds/ with a clean filename:
mkdir -p "$VELLUM_WORKSPACE_DIR/data/sounds"
cp "<source-path>" "$VELLUM_WORKSPACE_DIR/data/sounds/<descriptive-name>.<ext>"
Rules:
aiff, wav, mp3, m4a, caf. If the user's file is something else (e.g. .ogg, .flac), tell them — don't try to rename.Use scripts/update-config.ts to edit config.json. It validates inputs, creates the file with defaults if missing, and writes atomically so a crash can't corrupt it. If the existing file uses the legacy single-sound shape ("sound": "foo.wav"), the script normalizes it to the new pool shape ("sounds": ["foo.wav"]) on the next write.
bun run scripts/update-config.ts --global-enabled true
bun run scripts/update-config.ts --volume 0.5
bun run scripts/update-config.ts --event message_sent --enabled true --sound "gentle-ding.aiff"
bun run scripts/update-config.ts --event random --enabled false
bun run scripts/update-config.ts --event task_complete --sound null # clear the pool, revert to default blip
Each event can hold one or more sounds. When the event fires, the app picks one entry at random from the pool. This is how you build variety, such as three different "poke" sounds that rotate when the user clicks the avatar. An empty pool falls back to the platform's default blip.
# Replace the pool with three sounds
bun run scripts/update-config.ts --event character_poke --sounds "poke1.wav,poke2.wav,poke3.wav"
# Append one more sound to the existing pool
bun run scripts/update-config.ts --event character_poke --add-sound "poke4.wav"
# Drop a specific entry
bun run scripts/update-config.ts --event character_poke --remove-sound "poke2.wav"
# Empty the pool (back to the default blip)
bun run scripts/update-config.ts --event character_poke --clear-sounds
--sound is retained as a convenience for the common single-sound case: it replaces the whole pool with one entry (or clears it, when given null). Use --sounds / --add-sound / --remove-sound / --clear-sounds for pool edits.
Only one pool-mutation flag is allowed per invocation — mixing --sound and --add-sound (or any other pair) is rejected with a clear error. The one exception is --add-sound, which may be passed multiple times to append several filenames in a single run.
Flag reference:
| Flag | Value | Effect |
|---|---|---|
--global-enabled | true or false | Master switch. If false, NOTHING plays regardless of per-event settings. |
--volume | 0.0–1.0 (clamped) | Master volume. 0.7 is the default. |
--event | a supported key above | Scopes the next flags to a single event. |
--enabled | true or false | Per-event on/off (requires --event). |
--sound | filename or null | Single-sound convenience (requires --event). Replaces the entire pool with one entry, or clears it when given null. The file must already exist in data/sounds/. |
--sounds | comma-separated filenames | Replaces the pool with the given list (requires --event). Every filename must already exist in data/sounds/. Use --clear-sounds to empty. |
--add-sound | filename | Appends one filename to the pool (requires --event). No-op with a warning if already present. May be repeated in a single invocation. |
--remove-sound | filename | Removes one filename from the pool (requires --event). No-op with a warning if not present. |
--clear-sounds | — | Empties the pool (requires --event). |
The script prints the resulting config slice so you can confirm what changed.
rm "$VELLUM_WORKSPACE_DIR/data/sounds/<filename>"
Then remove it from any event pool that referenced it, so the config doesn't dangle:
# If the file was one entry in a larger pool:
bun run scripts/update-config.ts --event <key> --remove-sound "<filename>"
# If the event only had that one sound (or you want to reset entirely):
bun run scripts/update-config.ts --event <key> --clear-sounds
(The app already falls back to the platform's default blip if every referenced file is missing, but cleaning up the config is tidier.)
globalEnabled defaults to false. If the user assigns a sound to an event and doesn't hear anything, check that flag first. When assigning the user's first sound, offer to flip the master switch on for them.enabled bool. Setting a sound alone doesn't enable the event.config.json to include duplicates. For example, ["a.wav","a.wav","b.wav"] makes a.wav twice as likely. The script de-dupes on --add-sound but does not re-sort or de-dupe on read, so hand-edited duplicates survive round-trips.Screen Recording 2026-04-13 at 11.47.23.m4a, rename it to something memorable before copying — they'll have to pick it from a dropdown later.app_open. There is currently no event for voice-mode activation or typing indicators. If the user asks for those, tell them it needs a desktop app code change.If the user inspects config.json directly, this is the macOS superset they may see. On Windows, omit the app_open entry. Defaults otherwise match the shared desktop sound configuration.
{
"globalEnabled": false,
"volume": 0.7,
"events": {
"app_open": { "enabled": false, "sounds": [] },
"task_complete": { "enabled": false, "sounds": [] },
"needs_input": { "enabled": false, "sounds": [] },
"task_failed": { "enabled": false, "sounds": [] },
"notification": { "enabled": false, "sounds": [] },
"new_conversation": { "enabled": false, "sounds": [] },
"message_sent": { "enabled": false, "sounds": [] },
"character_poke": { "enabled": false, "sounds": [] },
"random": { "enabled": false, "sounds": [] }
}
}
Legacy {"sound": "foo.wav"} entries are still accepted on read (the macOS decoder and this script both normalize them into {"sounds": ["foo.wav"]}), but new writes always use the pool shape.