Best Sound Effects Marketplaces for Mobile & Web App UI Design

Compare best sound effects marketplaces for mobile & web app UI design, with licensing traps, real pricing & which library fits your product.

Updated on August 26, 2026
Product designer selects a coordinated set of interface sounds from a large audio library for a mobile app.

Most product teams meet UI sound by accident. Someone ships a feature, the QA build carries a placeholder click pulled off a tutorial video, and nobody swaps it out until a designer notices, eight months later, that the app sounds like a 2011 Flash game. By then the sound is in the design system, referenced in four components, and quietly shipping to a few hundred thousand devices under a license nobody has read.

That is why choosing between sound effects marketplaces matters more than it looks. Picking a library for UI sound effects is not a creative decision first, it is a distribution decision. The moment a WAV file is compiled into an app binary and pushed to the App Store, you are not using a sound effect anymore. You are redistributing it, and most royalty-free audio licenses were written for video, not for software.

This guide compares the best sound effects marketplaces for mobile and web app UI design on the four things that actually decide the outcome: whether the license covers embedded software, whether the catalog holds anything usable in the 40 to 300 millisecond range where interface audio lives, what the files cost across three years rather than one month, and how the audio physically reaches the user on iOS, Android, and the browser. I have run this process on client products and on our own, and the failure mode is always the same. Teams pick a library for catalog size, then discover at launch that the license does not cover what they built.

What Separates a Usable Sound Effects Marketplace From a Big One

Catalog size is close to meaningless for interface work. A library with 400,000 files is useless if 399,000 of them are three-second explosions, ambient rain beds, and helicopter flybys. What matters for app UI sound design is a much narrower set of things.

You need short files. Interface sounds live in the 40 to 300 millisecond range, and most stock libraries index almost nothing that brief because their customers are video editors who need room to breathe. You need consistent tonal character across a set, so your success chime and your error tone sound like siblings rather than strangers who met in a folder. You need uncompressed source files at 44.1 kHz or 48 kHz because you will be trimming, pitching, and re-exporting, and an MP3 that’s already been through one lossy pass will fall apart the second time. And you need search that understands interaction vocabulary. Typing “toggle” or “swipe” should return something. On half these platforms, it returns nothing useful.

Category depth is the other quiet differentiator, and it matters more than people expect once your product moves past generic taps. A rideshare app, a car marketplace, or a driving game does not need one engine sound. It needs door closes, indicator ticks, ignition turns, and interior ambience that all sit in the same acoustic world. Depth in one category beats breadth across fifty when you are building something coherent, and a general marketplace with a hundred unrelated vehicle clips scattered across contributors is worth less to that team than a single well-recorded collection. More on how to judge that below.

Then there is the part almost nobody checks before subscribing: whether the license permits what you are about to do.

The Licensing Trap That Catches App Teams

Here is the distinction that costs teams money. Nearly every royalty-free audio license is written around content: a YouTube video, a podcast episode, a social ad, a film. Your sound plays inside the finished piece and the audience consumes it passively. Software is different. When you bundle a sound file into an iOS app or a JavaScript bundle, you are shipping the asset itself to the end user’s device. Some licenses treat that as normal use. Others treat it as redistribution, or as an “end product for sale,” which sits in a different and usually more expensive tier.

Three specific traps show up repeatedly.

The first is subscription expiry. Several major platforms tie your license to an active subscription, meaning that if you cancel, you lose the right to keep using assets you already downloaded. That is a manageable inconvenience for a video that has already been published. It is a serious problem for an app that is still in the store, still being downloaded, and still playing that sound on every button press. If you cancel a subscription in year two, you may be distributing unlicensed audio in year three without realizing it.

The second is per-project registration. Some marketplaces require you to register each downloaded asset against a specific end product, and each registration covers one product only. Ship the same sound kit across a web app, an iOS app, and an Android app, and you may technically need three registrations. Nobody reads this until a legal review.

The third is indemnification, which is the only part of a license that matters when something goes wrong. A platform that indemnifies you is agreeing to handle a third-party claim if the asset turns out to be encumbered. A platform that does not is leaving you exposed. Coverage varies widely, and the difference between capped indemnification and none at all is the difference between an annoying email and a lawsuit.

None of this means you should avoid these platforms. It means you should read the license section on software and applications specifically, not the marketing copy, and keep a record of what you downloaded and when. That record takes ten minutes to maintain and saves a week of forensic work later.

How to Audit Sound Effects You Have Already Shipped

Most teams reading this are not starting clean. There is already audio in the product; it arrived from somewhere nobody documented, and the person who added it has left. The audit is less painful than it sounds and takes about half a day.

Start by finding every audio file in the repository, not every sound in the design spec, because the two lists never match. On iOS that means the app bundle and any asset catalogs. On Android it means res/raw and assets. On web it means the audio directory plus anything pulled in through a bundler. Search the codebase by file extension rather than by filename, because the files that will cause you problems are usually called something like beep2_final.wav.

For each file, record four things: where it came from, which license was in force on the download date, whether that license covers embedded software, and whether it depends on an active subscription. If you cannot establish a file’s origin, treat it as unlicensed. That is the correct assumption rather than a pessimistic one, because you will not be able to prove otherwise if anyone ever asks.

Then replace in this order: anything with unknown provenance, anything under a non-commercial or attribution-only Creative Commons license, anything from an archive that limits use to education and research, and anything tied to a subscription you are not certain you will renew. Everything else can wait. The same release discipline that keeps development work from accumulating silent debt applies to audio: keep the inventory in version control next to the code, not in a spreadsheet that one person owns.

Teams that run this once rarely have to run it again, because the inventory file makes every future addition self-documenting.

Comparing the Best Sound Effects Marketplaces for App UI Design

The table below reflects how these platforms actually behave for product teams rather than for video creators. Pricing moves constantly, so treat the figures as a starting point and confirm on the vendor’s own pricing page before you commit.

Every platform below was assessed against the same four criteria: whether the license explicitly addresses embedded software, whether the catalog contains usable material under 300 milliseconds, whether search responds to interaction vocabulary rather than only mood and genre, and what the licence is worth if the subscription lapses. Platforms were not scored on catalog size.

MarketplaceStrongest forPricing modelApp distribution notesWorth knowing
Epidemic SoundSheer SFX volume and breadthSubscription, entry tier around $9.99/mo billed annuallyOwns its full catalog, removing performing-rights complications; higher tiers add client and commercial coverageBuilt around online content distribution, so confirm your tier covers embedding in software
ArtlistOne subscription covering audio, footage, and templatesSubscription, entry tier around $9.99/mo annually; Max tiers higherPro and Max tiers extend commercial and client rightsSome catalog artists are affiliated with performing rights organisations
SoundsnapDeep, well-tagged effects searchSubscription with unlimited downloadsStandard commercial licensingLeans toward raw recordings rather than designed interface kits
AiSHA SoundFast, precise discovery across 200,000+ professional effectsCloud-based library accessRoyalty-free catalog curated from independent publishers; confirm scope for embedded software as with any platformAudio-based similarity matching finds sounds by how they sound, not just by tag
Envato ElementsCheapest breadth across audio and design assets togetherSubscription around $16.50/mo billed annuallyRequires registering each asset to a specific end productLicense is tied to an active subscription, which is risky for a shipped app
StoryblocksSimplest license termsSubscriptionIndividual license covers client and personal use, with indemnification for individuals and small businessesSmaller and less specialised catalog
Pond5Buying individual files without a subscriptionPer-clip purchase, or subscriptionPerpetual per-clip license that survives cancellationIndividual license is narrower in scope; indemnification capped lower
BOOM Library / A Sound EffectProfessionally designed UI, sci-fi, and futuristic setsOne-off pack purchasePerpetual royalty-free, usually explicit about software useHigher upfront cost and requires curation
FreesoundOdd, specific, hard-to-find one-offsFreeDepends entirely on the individual file’s licenseMixed Creative Commons terms; CC-BY needs attribution, CC-BY-NC blocks commercial use
Pixabay / MixkitFast free placeholders and MVP buildsFreePlatform licenses that are generally commercial-friendlyQuality varies, and the same clips appear in thousands of other products
BBC Sound EffectsArchive material and prototypingFreeRemArc license permits personal, educational, and research use onlyYou cannot legally ship it in a commercial product

The BBC row deserves emphasis because it catches people constantly. The archive is extraordinary, with thousands of recordings going back a century, and it is completely off limits for commercial software. Prototype with it if you like. Do not ship it.

Where Each Tier Actually Fits

Subscription platforms make sense once your product has more than a handful of sounds and you expect to iterate. Epidemic Sound and Artlist have diverged in useful ways: Epidemic doubled down on audio depth and owns its catalog outright, while Artlist turned into a broader creative subscription with footage, templates, and AI generation bundled in. If audio is the only thing you need, the specialist is the better buy. If your team also produces video, the bundle changes the arithmetic, and the three-year numbers are further down this page.

Soundsnap sits slightly apart because its search is genuinely built for people hunting specific sounds rather than browsing moods. That matters more than it sounds. Half the time cost of sourcing UI audio is search friction.

One-off pack purchases from specialist houses are underrated for interface work specifically. Designed UI packs from professional sound houses arrive pre-curated, tonally consistent, and licensed in perpetuity, which sidesteps the subscription-expiry problem entirely. A single well-chosen $80 pack can cover an entire design system’s audio needs for the life of the product, and the coherence you get from one designer’s ear across forty files is something you will not assemble from a marketplace search.

Free libraries earn their place at the prototype stage and in early-stage products where budget is genuinely zero. Resolve the licensing before launch, not after. The pattern of grabbing free assets during a scrappy MVP phase and never revisiting them is how encumbered audio ends up in production, and it is a variation on the same fundamentals covered in our guide to Android app design for beginners: the shortcuts you take in week two become the technical debt you inherit in year two.

When Your Product Needs a Category, Not a Catalog

Generic interface kits stop being enough the moment your product has a subject. A rideshare app, a parking tool, a car marketplace, or a driving game does not need one engine sound. It needs door closes, indicator ticks, ignition turns, wiper sweeps, and interior ambiance that all sit in the same acoustic world, recorded with comparable microphones at comparable distances, so that layering two of them does not sound like a collage. General marketplaces scatter that material across dozens of contributors with different gear and different room tone, which is why a search for “car door” returns forty clips that cannot be used together.

This is where a specialised collection earns its price. A curated set such as this library of car sounds effects gives a vehicle-focused product a coherent starting point in one pass, instead of a week spent auditioning contributor uploads and then discovering that half of them were recorded in incompatible conditions. The same logic applies to any vertical with a sonic identity: kitchen and appliance sounds for a recipe app, retail and transaction sounds for checkout flows, water and nature beds for a meditation product.

The test is simple. If a reasonable person could describe your product’s sound world in one noun, buy the category. If your product only needs taps, toggles, and a notification tone, a general marketplace or a single designed UI pack is cheaper and faster.

What AI Sound Generation Changes, and What It Does Not

Text-to-audio generation has moved fast enough to belong in this comparison rather than in a footnote, and for a specific slice of interface work it is now the cheapest correct answer.

Where it works: simple tonal cues. Taps, toggles, confirmations, short notification tones. These are synthetic sounds with no real-world referent, generation handles them well, and the commercial terms on most generation tools are cleaner than a marketplace license because the output is produced on request rather than drawn from a catalog carrying contributor terms.

Where it still loses: coherence across a set, and anything textured. Generating twelve sounds in twelve separate prompts produces twelve unrelated sounds, because the model has no memory of what the previous eleven sounded like, and tonal family resemblance is the entire point of an interface kit. Recorded, professionally designed material also stays ahead on layered, physical, real-world audio, which most apps don’t need and which vehicle, retail, and simulation products absolutely do.

The practical middle path is to generate one base tone and derive the rest of the kit from it by pitching, filtering, and trimming that single source, which gives you the family resemblance the model will not. Then read the generation tool’s terms with the same suspicion you apply to a marketplace license. Ownership and commercial rights on generated audio vary by vendor, and a few reserve rights that matter once your sound becomes a recognizable part of a product.

The honest summary is that AI generation has replaced the bottom tier of stock audio for interface work. It has not replaced the top.

Sound Is Feedback, Not Decoration

The reason any of this is worth the effort comes down to what audio does in an interface. Nielsen Norman Group’s research on audio signifiers and earcons frames it precisely: nonverbal sounds tied to specific system states carry information that visual feedback alone cannot always deliver, particularly when the user is not looking at the screen. A distinct tone confirming that a payment cleared does something a green checkmark cannot do for someone holding a phone at their side.

This is why a marketplace that gives you variation sets is worth paying more for. Human ears fatigue fast on identical repetition. If your list-item tap plays the exact same 90-millisecond file 200 times in a session, users start noticing, and noticing it becomes friction. Good libraries ship five or six subtle variants of the same event so the software can rotate through them. Most stock platforms do not think this way because video editors never need it.

The best products treat their sound set as part of the design system, versioned and documented alongside colour tokens and spacing scales. Teams working with the kind of adaptive, model-driven interfaces described in our breakdown of six technologies behind an AI-first UX rebuild run into this quickly, because when the interface responds dynamically, the audio has to respond with it rather than firing the same three cues regardless of context.

Accessibility Is a Requirement, Not a Nice-To-Have

Any sound your interface plays automatically falls under accessibility rules, and web teams in particular need to know this before shipping. The W3C’s audio control success criterion is Level A, the baseline conformance tier, and it requires that any audio playing automatically for longer than three seconds can be paused, stopped, or volume-adjusted independently of system volume. Most UI sounds are well under three seconds, which puts them outside the strict letter of that criterion, but the underlying reasoning still applies to your product.

Screen reader users hear your interface sounds mixed with synthesized speech through the same output channel, competing for the same attention. A click layer that seems subtle to a sighted user can make an app close to unusable for someone navigating by audio. Ship a global mute, respect the OS silent switch, keep interface audio out of the way of assistive technology, and default new users to sound off rather than on. That last one is unpopular with stakeholders and correct anyway.

Building a Starter UI Sound Kit

Whichever marketplace you choose, you need fewer files than you think. A complete interface kit for most products covers these events:

  • Primary tap or press with three to five subtle variants to prevent listener fatigue
  • Toggle on and toggle off, deliberately asymmetric so the two states are distinguishable without looking
  • Success confirmation, short and resolved rather than a full melodic flourish
  • Error or rejection, lower in pitch and clearly different in character from success
  • Notification or incoming message, the one sound that will define your product’s sonic identity
  • Navigation transition, a soft whoosh or swipe that reinforces spatial movement
  • Send or submit, marking completion of a user-initiated action
  • Refresh or load complete, quiet enough to ignore when the user is not waiting on it

Eight to twelve files total, with variants. That is the whole kit for most apps. Buying a 5,000-file subscription to fill twelve slots is a common and expensive mistake, and it is worth pricing a single curated pack against a year of subscription before committing to either.

Preparing Marketplace Files Before They Reach Production

Almost nothing you download is ready to ship as-is, and the gap between a marketplace file and a production asset is where a purchased kit either starts sounding like your product or keeps sounding like stock audio.

Trim the head silence to zero. Marketplace files routinely carry 20 to 80 milliseconds of lead-in that nobody notices on a video timeline and everybody feels in an interface, because that lead-in is added directly to your perceived response time. A 90-millisecond tap with 60 milliseconds of leading silence is a 150-millisecond tap, and the interaction feels sluggish for reasons the team will spend a sprint failing to find in the render path.

Apply a short fade at both ends, one to three milliseconds is enough. Files cut at a non-zero point in the waveform produce an audible click on playback, and on cheap phone speakers that click is louder than the sound itself.

Normalise the set together, not file by file. The goal is that every sound in the kit sits at a consistent perceived loudness relative to the others, with the primary tap as your reference point and everything else placed against it. Errors can sit slightly above, ambient confirmations noticeably below. Leave real headroom, roughly 6 dB below full scale, because interface audio plays over whatever else the device is already doing and a file mastered to the ceiling sounds aggressive rather than present. This is where audio for software diverges sharply from audio for content: the loudness discipline that suits short-form video and the tools shaping modern web design is exactly the wrong target for a sound that fires two hundred times in a single session.

Collapse to mono unless a sound is genuinely spatial. Most interface audio plays through a single phone speaker, stereo doubles the file size for no benefit, and a stereo file with a slight channel imbalance reads to the ear as a defect.

Name and version the files like code. sfx_tap_primary_v2.wav tells the next person what it is. click3.wav tells them nothing, and click3_final_FINAL.wav tells them something worse.

Shipping Interface Audio on iOS and Android

Buying the files is the easy half. Getting them to play at the right moment, at the right volume, without blocking the main thread or fighting the operating system, is where most interface audio goes wrong.

On iOS, short interface sounds belong in System Sound Services rather than a full audio player, because AVAudioPlayer carries setup cost you do not want firing on every tap. Register the sound once at launch, hold the reference, and trigger it on the event. The bigger decision is the audio session category, which determines whether your sounds duck the user’s music, stop it entirely, or mix politely alongside it. Ambient is almost always the right answer for UI feedback, and getting it wrong is how an app ends up pausing someone’s podcast to confirm a button press. For teams working in Swift and SwiftUI this sits alongside the other platform-level choices covered in our guide to iOS app development with Swift, SwiftUI, and ARKit, because the audio session is a global setting and every feature in the app inherits whatever you set.

On Android, SoundPool exists for exactly this use case. It loads short clips into memory once and plays them with minimal latency, which is what taps and toggles need. MediaPlayer is the wrong tool at this size. Load the kit at startup, set the usage flags so your sounds honour the user’s system settings rather than routing as media, and test on a mid-range handset rather than a flagship, because audio latency on Android varies enormously by hardware. The device fragmentation problem that shapes so much of Android app development applies to audio as sharply as it does to layout and performance.

On both platforms, respect the hardware silent switch. On iOS, that is the audio session category doing its job. On Android, it means checking ringer mode before you play. A user who has silenced their phone has made a decision, and an app that overrides it is the app they mute in settings and then uninstall.

Why Web Apps Are the Hardest Case for UI Sound

Browser audio has a constraint that no native platform imposes, and it catches web teams late because it does not reproduce in local development the way it appears in production.

Browsers block audio until the user has interacted with the page. If you create an AudioContext on page load, it is created in a suspended state, and nothing you schedule on it will be heard until you call resume() after a genuine user gesture such as a click or a tap. Google documents this behaviour in its autoplay policy for Chrome, and Safari and Firefox enforce comparable rules. In practice this means the first interface sound of the session is the one most likely to fail silently, which is precisely the sound a user needs to hear in order to understand that your product has audio at all.

The workable pattern is to create the AudioContext lazily on first user interaction, decode the whole sound kit into buffers then play from memory afterward. Do not fetch and decode on each event. Decoding is the expensive operation, not playback, and decoding on every tap produces the lag teams routinely misdiagnose as a file size problem.

Two more web-specific details matter. Serve interface audio with cache headers that let it persist, because a UI kit re-downloaded on every page load is a small but completely avoidable cost on mobile data. And watch total kit weight: a dozen sounds at 20 to 40 KB each is fine, while a dozen at 300 KB each is a measurable regression on a slow connection.

Which Marketplace Should You Actually Choose

If you are shipping a commercial product and want the least legal ambiguity, buy a perpetual pack from a specialist sound house and be done with it. The license survives your subscription decisions, the tonal consistency is better than anything you will assemble from search, and the cost is fixed.

If you are producing audio continuously across app builds, marketing video, and app store previews, a subscription earns its keep. Choose based on license scope rather than catalog size, and check the indemnification clause before the free trial ends.

The Three-Year Cost Comparison Nobody Runs

Subscription pricing is quoted monthly, which makes it feel small, and interface audio is a one-time need, which makes the mismatch expensive. Here is the arithmetic for a team whose only audio requirement is a UI kit.

ApproachYear 1Three-year totalStill licensed in year 5
Entry subscription, roughly $10/month billed annuallyabout $120about $360Only while you keep paying
Mid subscription, roughly $16.50/month billed annuallyabout $198about $594Only while you keep paying
One curated perpetual UI pack$50 to $150$50 to $150Yes

The subscription wins the moment you have a second reason to be there: marketing video, app store previews, podcast intros, event loops. If interface sound is the only line item, the perpetual pack is cheaper by year two and it is still yours after the card on the account expires.

If you are pre-revenue and prototyping, use the free libraries, keep a spreadsheet of every file with its source and license, and budget a day before launch to replace anything with restrictive terms. Teams that maintain that spreadsheet from day one never regret it. Teams that skip it spend a launch week reverse-engineering where a sound came from. More on shipping decisions like this across the product lifecycle sits in our mobile app archive.

The interface sound conversation often gets framed as a branding question. It is mostly a plumbing question. Get the licensing and the file hygiene right, keep the kit small, and the creative part becomes surprisingly easy.

Frequently Asked Questions About Sound Effects Marketplaces for App UI Design

Can I use royalty-free sound effects inside a mobile app I sell?

Usually yes, but not automatically. “Royalty-free” means you do not pay per use, not that every use is permitted. Check the license specifically for software, applications, or “end products for sale.” Some platforms cover this on standard plans, others require an extended or commercial tier, and a few tie the right to an active subscription.

What happens to my app’s sounds if I cancel my subscription?

On several major platforms, your license to use downloaded assets terminates with the subscription, even for work already published. That is a significant risk for software still in distribution. If you want certainty, buy perpetual one-off packs instead, or confirm in writing that the platform grants lasting rights for shipped applications.

What audio format should UI sound effects use in production?

Source your files as uncompressed WAV at 44.1 kHz or 48 kHz, then export production assets in the format your platform handles best. iOS handles CAF and AAC efficiently, Android works well with OGG, and web apps generally use MP3 or AAC with a small file size ceiling. Always keep the uncompressed original so you can re-export without stacking lossy generations.

How long should an interface sound be?

Most sit between 40 and 300 milliseconds. Taps and toggles belong at the short end; notifications and success cues can stretch toward the upper end. Anything past roughly half a second starts feeling laggy because it outlasts the interaction that triggered it.

Are free sound effects good enough for a production app?

For an MVP, often yes. For a product with a brand, usually not, because the same free clips appear in thousands of other apps and the quality is uneven. The bigger issue is licensing rather than fidelity: free files carry wildly different terms, and mixed Creative Commons licenses require per-file verification that most teams skip.

Do I need to credit sound effects in my app?

It depends on the license. CC0 and most commercial royalty-free licenses require no attribution. Creative Commons Attribution files do require credit, which usually means adding an acknowledgments screen in your settings. If you are pulling from community libraries, filter by license before downloading, not after.

Should interface sounds be on or off by default?

Off, for most products. Users who want audio feedback will enable it, whereas users who don’t expect it can get startled in a quiet office or meeting. Games and media apps are the reasonable exceptions. Always respect the operating system’s silent or mute state regardless of your in-app setting.

Should interface sound and haptic feedback be designed together?

Yes, and on mobile they should be treated as one feedback layer rather than two. A tap that fires both a sound and a haptic reads as a single event only if they are simultaneous, and even 30 or 40 milliseconds of drift is perceived as two separate responses that feel broken. Decide per event which channel carries the message, because doubling up on every interaction is fatiguing. A common split is haptics for physical-feeling actions like toggles and drags, sound for state changes the user may not be looking at, and both together only for the small number of events that genuinely warrant it.

How much should a small team budget for app UI audio?

A single curated professional pack typically runs somewhere between $50 and $150 and covers a complete interface kit permanently. Subscriptions run roughly $120 to $250 per year at entry tiers. If audio is the only asset type you need, the one-off pack is almost always cheaper across a product’s lifetime.

Do interface sounds affect app performance?

Marginally, if handled correctly. Preload small audio buffers at initialization rather than fetching on each trigger, keep individual files well under 100 KB, and pool audio instances instead of creating new ones per event. Test on a mid-range device, because the audio latency gap between a flagship handset and a budget one is wide enough to change whether the feedback feels immediate or late.

Why don’t my UI sounds play in the browser until the user clicks something?

Because browsers deliberately block it. An AudioContext created before any user interaction starts in a suspended state, and nothing plays until you call resume() after a real click or tap. This is an anti-autoplay measure, not a bug, and it applies in Chrome, Safari, and Firefox. Create the context on first interaction rather than on page load, and never rely on a sound firing before the user has touched the page.

Do I need a separate license for the iOS and Android versions of the same app?

On some platforms, yes. Marketplaces that use per-project registration typically define an “end product” narrowly enough that an iOS build, an Android build, and a web app count as three separate products, each needing its own registration. Others license per seat or per subscription and cover unlimited end products. This is the single most common gap between what a team assumes and what the license says, so check it before you ship the second platform rather than after.

Infographic

Infographic comparing sound effects marketplaces for mobile and web app UI design, including licensing risks, file formats, accessibility, starter sound kits, and marketplace selection tips.
A practical guide to choosing UI sound libraries based on licensing scope, tonal consistency, search quality, production formats, accessibility, and product stage. It also shows how to build a compact sound kit for taps, toggles, notifications, navigation, success, and error states.