Koskamo

Notify Sound MCP

A hosted MCP server that allows AI assistants to design custom notification sounds from layered tones and noise. It provides tools to create sounds, list library presets, and retrieve sound guides, returning an editor link for users to play, tweak, and download the resulting MP3 files.

Endpoint and access

No sign-in to connect and list tools. Individual tools may still need a vendor account, credentials, or permissions; check the documented prerequisites.

Notify Sound MCP logo, by Notify SoundCommunity listingStreamable HTTPNo sign-inEndpoint checked 2026-11-01Published by Notify Sound
MCP endpoint (Streamable HTTP)
https://notifysound.com/mcp
Vendor documentation

What you can do with it

  • Create a custom notification sound from layer descriptions
  • List built-in library sounds by group or name
  • Get the full design of a built-in sound as a starting point
  • Retrieve a sound design guide for layer and effect configuration

Source and maintenance

Community listingRegistry 1.0.0
Maintenance checked

Protocol and capabilities

Server
notify-sound 1.0.0
MCP protocol
2025-06-18
Tools
5 advertised
Resources
1 advertised
Resource templates
0 advertised
Prompts
Not advertised
Server-advertised capabilities
{
  "tools": {
    "listChanged": false
  },
  "resources": {
    "listChanged": false
  }
}

Server-provided instructions

Untrusted server output shown for inspection. It is not Koskamo guidance and is excluded from knowledge search.

Notify Sound builds short notification sounds from layers of simple tones and noise. Design the sound yourself as JSON and call create_sound: it returns an editor link the user opens to play, tweak and download the sound. Read get_sound_guide once before the first design. Start from list_library_sounds and get_library_sound when a built-in sound is close to the request. This server makes no audio itself; always give the user the link.

Tools

5 advertised

create_sound — Create a sound
Advertised by the server during the last successful anonymous check.

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.

create_sound input schema
{
  "type": "object",
  "required": [
    "layers"
  ],
  "properties": {
    "name": {
      "type": "string",
      "maxLength": 32,
      "description": "Name. Sound name, up to 32 characters."
    },
    "effect": {
      "type": "object",
      "properties": {
        "type": {
          "enum": [
            "none",
            "reverb",
            "chamber",
            "echo",
            "pingpong",
            "chorus",
            "phone",
            "crunch"
          ],
          "type": "string",
          "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",
          "default": 0.3,
          "maximum": 1,
          "minimum": 0,
          "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."
        }
      },
      "description": "One effect over the whole sound.",
      "additionalProperties": false
    },
    "layers": {
      "type": "array",
      "items": {
        "type": "object",
        "properties": {
          "pan": {
            "type": "number",
            "default": 0,
            "maximum": 1,
            "minimum": -1,
            "description": "Balance. Stereo position. -1 is left, 1 is right. Unit: -1 to 1. Range -1 to 1, step 0.01, default 0."
          },
          "freq": {
            "type": "number",
            "default": 880,
            "maximum": 4000,
            "minimum": 40,
            "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."
          },
          "gain": {
            "type": "number",
            "default": 1,
            "maximum": 1,
            "minimum": 0,
            "description": "Level. Layer loudness. Unit: 0 to 1. Range 0 to 1, step 0.01, default 1."
          },
          "seed": {
            "type": "integer",
            "maximum": 2147483647,
            "minimum": 0,
            "description": "Noise seed. Fixes the noise pattern so the sound is the same every play. Set one on every noise layer. Noise layers only."
          },
          "wave": {
            "enum": [
              "sine",
              "triangle",
              "sawtooth",
              "square",
              "noise"
            ],
            "type": "string",
            "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."
          },
          "decay": {
            "type": "number",
            "default": 0.3,
            "maximum": 2,
            "minimum": 0.003,
            "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."
          },
          "delay": {
            "type": "number",
            "default": 0,
            "maximum": 5,
            "minimum": 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."
          },
          "amRate": {
            "type": "number",
            "default": 8,
            "maximum": 50,
            "minimum": 0.5,
            "description": "Flutter speed. Tremolo speed. Unit: Hz. Range 0.5 to 50, step 0.1, default 8."
          },
          "attack": {
            "type": "number",
            "default": 0.005,
            "maximum": 1,
            "minimum": 0.0005,
            "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."
          },
          "fmRate": {
            "type": "number",
            "default": 6,
            "maximum": 50,
            "minimum": 0.5,
            "description": "Wobble speed. Vibrato speed. Unit: Hz. Range 0.5 to 50, step 0.1, default 6."
          },
          "repeat": {
            "type": "number",
            "default": 1,
            "maximum": 5,
            "minimum": 1,
            "description": "Times. How many times the layer plays its note. Unit: count. Range 1 to 5, step 1, default 1."
          },
          "enabled": {
            "type": "boolean",
            "default": true,
            "description": "On. A layer that is off stays in the sound but is silent."
          },
          "release": {
            "type": "number",
            "default": 0.4,
            "maximum": 5,
            "minimum": 0.003,
            "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."
          },
          "sustain": {
            "type": "number",
            "default": 0,
            "maximum": 1,
            "minimum": 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."
          },
          "amAmount": {
            "type": "number",
            "default": 0,
            "maximum": 1,
            "minimum": 0,
            "description": "Flutter. Tremolo depth: how far the level dips. Unit: 0 to 1. Range 0 to 1, step 0.01, default 0."
          },
          "fmAmount": {
            "type": "number",
            "default": 0,
            "maximum": 1,
            "minimum": 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."
          },
          "repeatGap": {
            "type": "number",
            "default": 0.1,
            "maximum": 1,
            "minimum": 0.02,
            "description": "Gap. Silence between one repeat ending and the next starting. Unit: s. Range 0.02 to 1, step 0.01, default 0.1."
          },
          "sharpness": {
            "type": "number",
            "default": 1.2,
            "maximum": 20,
            "minimum": 0.5,
            "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": {
            "enum": [
              "white",
              "pink",
              "brown"
            ],
            "type": "string",
            "default": "white",
            "description": "Noise type. Noise colour. Options: White: bright, even hiss; Pink: softer, like wind; Brown: deep rumble. Noise layers only."
          },
          "pitchSlide": {
            "type": "number",
            "default": 0,
            "maximum": 24,
            "minimum": -24,
            "description": "Slide. Pitch glide over the Note length, up when positive, down when negative. Unit: semitones. Range -24 to 24, step 1, default 0."
          },
          "randomNoise": {
            "type": "boolean",
            "default": false,
            "description": "Random. New noise on every play. Keep false. Noise layers only."
          }
        },
        "additionalProperties": false
      },
      "maxItems": 16,
      "minItems": 1,
      "description": "Layers play together, each from its own Start after. Leave out any field at its default. Up to 16 layers."
    },
    "duration": {
      "type": "number",
      "default": 0.1,
      "maximum": 5,
      "minimum": 0.003,
      "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."
    }
  },
  "additionalProperties": false
}
create_sound annotations
{
  "readOnlyHint": false,
  "openWorldHint": false,
  "idempotentHint": false,
  "destructiveHint": false
}
read_sound — Read a share link
Advertised by the server during the last successful anonymous check.
Advertised read-only

Turn a share link (or the code after #s=) back into the sound design, to change it and call create_sound again.

read_sound input schema
{
  "type": "object",
  "required": [
    "link"
  ],
  "properties": {
    "link": {
      "type": "string",
      "description": "A share link, \"#s=...\" or the bare code."
    }
  },
  "additionalProperties": false
}
read_sound annotations
{
  "readOnlyHint": true,
  "openWorldHint": false,
  "idempotentHint": true,
  "destructiveHint": false
}
list_library_sounds — List built-in sounds
Advertised by the server during the last successful anonymous check.
Advertised read-only

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.

list_library_sounds input schema
{
  "type": "object",
  "properties": {
    "group": {
      "enum": [
        "featured",
        "classics",
        "chords",
        "messages",
        "alerts",
        "arcade",
        "chiptune",
        "chiptunes",
        "scifi",
        "nature",
        "spooky",
        "motion"
      ],
      "type": "string",
      "description": "Only this group, with each sound described."
    },
    "query": {
      "type": "string",
      "description": "Search sound names, e.g. \"bell\" or \"coin\"."
    }
  },
  "additionalProperties": false
}
list_library_sounds annotations
{
  "readOnlyHint": true,
  "openWorldHint": false,
  "idempotentHint": true,
  "destructiveHint": false
}
get_library_sound — Get a built-in sound
Advertised by the server during the last successful anonymous check.
Advertised read-only

Get the full design of a built-in sound and its editor link, to use as a starting point for create_sound.

get_library_sound input schema
{
  "type": "object",
  "required": [
    "name"
  ],
  "properties": {
    "name": {
      "type": "string",
      "description": "Sound name, e.g. \"Tri-Tone\"."
    },
    "group": {
      "enum": [
        "featured",
        "classics",
        "chords",
        "messages",
        "alerts",
        "arcade",
        "chiptune",
        "chiptunes",
        "scifi",
        "nature",
        "spooky",
        "motion"
      ],
      "type": "string",
      "description": "Group to look in, when a name is in more than one."
    }
  },
  "additionalProperties": false
}
get_library_sound annotations
{
  "readOnlyHint": true,
  "openWorldHint": false,
  "idempotentHint": true,
  "destructiveHint": false
}
get_sound_guide — Sound design guide
Advertised by the server during the last successful anonymous check.
Advertised read-only

How sounds are built: layers, envelope, pitch, timing, noise, levels and effects, with example designs. Read it once before designing.

get_sound_guide input schema
{
  "type": "object",
  "properties": {},
  "additionalProperties": false
}
get_sound_guide annotations
{
  "readOnlyHint": true,
  "openWorldHint": false,
  "idempotentHint": true,
  "destructiveHint": false
}

Prompts

Not advertised

No prompt definitions available.

Resources

1 advertised

sound-design-guide — Sound design guide

Advertised by the server during the last successful anonymous check.

sound-design-guide URI
guide://sound-design

MIME type: text/markdown

30-day availability

Aggregated from read-only remote checks; this is not a tool-execution or security guarantee.

Successful checks
1 of 1 (100%)
Average latency
304 ms
95th percentile latency
304 ms

Maintenance history

Public check and source-refresh events. Editorial and ownership records remain private.

  • · probe · passed · 304 ms · metadata changed · 5 tool(s), 1 resource(s), 0 resource template(s)

Connect from your client

Each snippet registers the same endpoint; pick the client you use.

This server is operated by the named third party. Listing and endpoint checks are not an endorsement or a security audit. Review the operator's permissions, terms, and data handling before connecting. How listings are checked and corrected.

Claude Code

Run this once in a terminal. It registers the remote server. Use --scope project to write .mcp.json for the repo.
Claude Code configuration
claude mcp add --transport http notify-sound-mcp https://notifysound.com/mcp

Codex

Run this once. Codex stores MCP servers in ~/.codex/config.toml (or .codex/config.toml in a trusted project).
Codex configuration
codex mcp add notify-sound-mcp --url https://notifysound.com/mcp

Cursor

Merge this server into .cursor/mcp.json in your project, then enable notify-sound-mcp in your MCP settings.
Cursor configuration
{
  "mcpServers": {
    "notify-sound-mcp": {
      "url": "https://notifysound.com/mcp"
    }
  }
}

Cline

Merge this into cline_mcp_settings.json (Cline → MCP Servers → Configure).
Cline configuration
{
  "mcpServers": {
    "notify-sound-mcp": {
      "type": "streamableHttp",
      "url": "https://notifysound.com/mcp",
      "disabled": false
    }
  }
}

VS Code

Merge this server into .vscode/mcp.json. Use MCP: List Servers to start notify-sound-mcp and inspect its tools.
VS Code configuration
{
  "servers": {
    "notify-sound-mcp": {
      "type": "http",
      "url": "https://notifysound.com/mcp"
    }
  }
}

Gemini CLI

Run this once. It writes .gemini/settings.json in the current project; pass --scope user for ~/.gemini/settings.json.
Gemini CLI configuration
gemini mcp add --transport http notify-sound-mcp https://notifysound.com/mcp

Claude Desktop

Merge this into claude_desktop_config.json (macOS: ~/Library/Application Support/Claude/, Windows: %APPDATA%\Claude\), then restart Claude Desktop.
Claude Desktop configuration
{
  "mcpServers": {
    "notify-sound-mcp": {
      "url": "https://notifysound.com/mcp"
    }
  }
}

Windsurf

Merge this into ~/.codeium/windsurf/mcp_config.json, then refresh MCP in Cascade. Windsurf remote servers use serverUrl, not url.
Windsurf configuration
{
  "mcpServers": {
    "notify-sound-mcp": {
      "serverUrl": "https://notifysound.com/mcp"
    }
  }
}

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