- Home
- Skills
- Bbeierle12
- Skill Mcp Claude
- Audio Reactive
audio-reactive_skill
- JavaScript
6
GitHub Stars
2
Bundled Files
2 months ago
Catalog Refreshed
4 months ago
First Indexed
Readme & install
Copy the install command, review bundled files from the catalogue, and read any extended description pulled from the listing source.
Installation
Preview and clipboard use veilstrat where the catalogue uses aiagentskills.
npx veilstrat add skill bbeierle12/skill-mcp-claude --skill audio-reactive- _meta.json350 B
- SKILL.md11.9 KB
Overview
This skill binds audio analysis data to visual parameters to drive music-reactive animations and visualizers. It provides smoothing, band extraction (bass/mid/high), beat responses, and common mappings for scale, position, color, bloom, and other visual properties. Use it to connect FFT and beat detection to DOM, WebGL, Three.js, or post-processing effects.
How this skill works
The system samples an analyser (FFT or volume) and computes normalized band values for bass, mid, and high ranges. Built-in smoothers stabilize values across frames. Beat detectors trigger flash, pop, or spawn behaviors. Those outputs are applied to visual controllers (scale, rotation, brightness, emissive intensity, chromatic offset, particle emission) via simple mapping functions or timed controllers.
When to use it
- Creating audio visualizers that pulse, glow, or animate to music.
- Driving Three.js or React Three Fiber materials, transforms, and post-processing.
- Adding beat-triggered effects like flashes, particle spawns, or timeline pops.
- Syncing UI elements (DOM) to live audio or playback files.
- Optimizing visuals for performance-sensitive environments with smoothing and throttling.
Best practices
- Normalize FFT dB values to a 0–1 range and apply per-band smoothers to avoid jitter.
- Run expensive visual updates at lower frequency (e.g., every other frame) and batch DOM changes inside requestAnimationFrame.
- Use beat cooldowns or debounce to avoid repeated triggers; combine with decay-based animations for natural results.
- Map different frequency bands to appropriate properties: bass→scale/brightness, mid→rotation/position, high→detail/shimmer/chromatic effects.
- Prefer CSS variables or shader uniforms for updating many objects efficiently instead of per-element style writes.
Example use cases
- Pulse a hero element on bass while high frequencies add micro-shakes to text for energy.
- Drive a React Three Fiber sphere: bass scales the mesh, mid increases rotation speed, high raises emissive intensity.
- Trigger particle bursts on detected beats using a BeatSpawner with cooldown to limit spawn rate.
- Make post-processing bloom react to low frequencies and chromatic aberration respond to highs for cinematic motion.
- Use an audio-driven GSAP timeline to advance visual sequences proportionally to bass energy.
FAQ
Normalize dB to 0–1 and apply an exponential smoother (high factor like 0.9–0.98). Throttle updates and batch DOM/shader changes inside requestAnimationFrame.
Which band maps to which visual property?
Common mapping: bass→scale/brightness/emissive, mid→rotation/position/wave motion, high→shake/detail/chromatic/glow thresholds.
How should beat detection integrate with visuals?
Use a beat detector to trigger short-lived controllers (BeatFlash, BeatPop). Apply cooldowns and decay rates so beats produce visible but non-disruptive reactions.