From bbeierle12-skill-mcp-claude
Audio playback using Tone.js including players, transport, scheduling, and loading audio. Use when implementing background music, sound effects, audio synchronization, or timed audio events. Essential for any audio-enabled web application.
npx claudepluginhub joshuarweaver/cascade-code-languages-misc-1 --plugin bbeierle12-skill-mcp-claudeThis skill uses the workspace's default tool permissions.
Audio playback and scheduling with Tone.js.
Searches, retrieves, and installs Agent Skills from prompts.chat registry using MCP tools like search_skills and get_skill. Activates for finding skills, browsing catalogs, or extending Claude.
Searches prompts.chat for AI prompt templates by keyword or category, retrieves by ID with variable handling, and improves prompts via AI. Use for discovering or enhancing prompts.
Checks Next.js compilation errors using a running Turbopack dev server after code edits. Fixes actionable issues before reporting complete. Replaces `next build`.
Audio playback and scheduling with Tone.js.
npm install tone
import * as Tone from 'tone';
// Simple playback
const player = new Tone.Player('/audio/music.mp3').toDestination();
// Must start audio context after user interaction
document.addEventListener('click', async () => {
await Tone.start();
player.start();
});
import * as Tone from 'tone';
// Audio context requires user gesture to start
async function initAudio() {
await Tone.start();
console.log('Audio context started');
}
// Common pattern: init on first click
document.addEventListener('click', initAudio, { once: true });
// Create player
const player = new Tone.Player({
url: '/audio/track.mp3',
loop: true,
autostart: false,
onload: () => console.log('Loaded')
}).toDestination();
// Control
player.start();
player.stop();
player.seek(10); // Seek to 10 seconds
player.volume.value = -6; // Volume in dB
// Properties
player.state; // 'started' | 'stopped'
player.loaded; // boolean
player.duration; // in seconds
// Single file
const player = new Tone.Player('/audio/music.mp3');
await player.load('/audio/music.mp3');
// Multiple files with Players
const players = new Tone.Players({
kick: '/audio/kick.mp3',
snare: '/audio/snare.mp3',
hihat: '/audio/hihat.mp3'
}).toDestination();
// Access individual player
players.player('kick').start();
// Buffer for programmatic access
const buffer = new Tone.Buffer('/audio/sample.mp3', () => {
console.log('Buffer loaded, duration:', buffer.duration);
});
// Global transport (master clock)
Tone.Transport.start();
Tone.Transport.stop();
Tone.Transport.pause();
// Position
Tone.Transport.position = '0:0:0'; // bars:beats:sixteenths
Tone.Transport.seconds = 10; // in seconds
// Tempo
Tone.Transport.bpm.value = 120;
// Time signature
Tone.Transport.timeSignature = [4, 4];
// Schedule at specific time
Tone.Transport.schedule((time) => {
player.start(time);
}, '0:0:0');
// Schedule repeating
Tone.Transport.scheduleRepeat((time) => {
synth.triggerAttackRelease('C4', '8n', time);
}, '4n'); // Every quarter note
// Schedule once
Tone.Transport.scheduleOnce((time) => {
console.log('One time event at', time);
}, '4:0:0'); // At bar 4
| Format | Description | Example |
|---|---|---|
'4n' | Quarter note | One beat at 4/4 |
'8n' | Eighth note | Half a beat |
'16n' | Sixteenth note | Quarter beat |
'1m' | One measure | Full bar |
'2:0:0' | Bars:beats:16ths | Start of bar 2 |
'+0.5' | Relative seconds | 0.5s from now |
0.5 | Absolute seconds | At 0.5 seconds |
// Source → Effects → Destination
const player = new Tone.Player('/audio/track.mp3');
const reverb = new Tone.Reverb(2);
const volume = new Tone.Volume(-6);
player.chain(reverb, volume, Tone.Destination);
// Reverb
const reverb = new Tone.Reverb({
decay: 2.5,
wet: 0.4
});
// Delay
const delay = new Tone.FeedbackDelay({
delayTime: '8n',
feedback: 0.3,
wet: 0.25
});
// Filter
const filter = new Tone.Filter({
frequency: 1000,
type: 'lowpass',
Q: 2
});
// Compressor
const compressor = new Tone.Compressor({
threshold: -24,
ratio: 4,
attack: 0.003,
release: 0.25
});
// Volume/Gain
const volume = new Tone.Volume(-12);
const gain = new Tone.Gain(0.5);
const reverb = new Tone.Reverb(2);
reverb.wet.value = 0.5; // 50% wet, 50% dry
// Automate wet mix
reverb.wet.rampTo(1, 2); // Ramp to 100% wet over 2 seconds
class MusicPlayer {
constructor() {
this.player = new Tone.Player().toDestination();
this.isPlaying = false;
}
async load(url) {
await this.player.load(url);
}
async play() {
await Tone.start();
this.player.start();
this.isPlaying = true;
}
pause() {
this.player.stop();
this.isPlaying = false;
}
setVolume(db) {
this.player.volume.value = db;
}
seek(seconds) {
const wasPlaying = this.isPlaying;
this.player.stop();
this.player.seek(seconds);
if (wasPlaying) this.player.start();
}
get duration() {
return this.player.buffer?.duration || 0;
}
get currentTime() {
return this.player.immediate();
}
}
class SFXManager {
constructor() {
this.sounds = {};
}
async load(name, url) {
const player = new Tone.Player(url).toDestination();
await player.load(url);
this.sounds[name] = player;
}
play(name) {
const sound = this.sounds[name];
if (sound) {
sound.stop(); // Stop if already playing
sound.start();
}
}
setVolume(name, db) {
if (this.sounds[name]) {
this.sounds[name].volume.value = db;
}
}
setMasterVolume(db) {
Tone.Destination.volume.value = db;
}
}
// Usage
const sfx = new SFXManager();
await sfx.load('click', '/audio/click.mp3');
await sfx.load('success', '/audio/success.mp3');
sfx.play('click');
class AmbientLayer {
constructor(url) {
this.player = new Tone.Player({
url,
loop: true,
fadeIn: 2,
fadeOut: 2
});
this.volume = new Tone.Volume(-12);
this.reverb = new Tone.Reverb(4);
this.player.chain(this.reverb, this.volume, Tone.Destination);
}
async start() {
await Tone.start();
this.player.start();
}
stop() {
this.player.stop();
}
setIntensity(value) {
// 0-1 range
this.volume.volume.value = -24 + (value * 18); // -24dB to -6dB
this.reverb.wet.value = 0.3 + (value * 0.4); // 30% to 70% wet
}
}
class CrossfadePlayer {
constructor() {
this.playerA = new Tone.Player();
this.playerB = new Tone.Player();
this.crossfade = new Tone.CrossFade();
this.playerA.connect(this.crossfade.a);
this.playerB.connect(this.crossfade.b);
this.crossfade.toDestination();
this.current = 'a';
}
async loadAndCrossfade(url, duration = 2) {
const nextPlayer = this.current === 'a' ? this.playerB : this.playerA;
const targetFade = this.current === 'a' ? 1 : 0;
await nextPlayer.load(url);
nextPlayer.start();
this.crossfade.fade.rampTo(targetFade, duration);
// Stop old player after crossfade
setTimeout(() => {
const oldPlayer = this.current === 'a' ? this.playerA : this.playerB;
oldPlayer.stop();
}, duration * 1000);
this.current = this.current === 'a' ? 'b' : 'a';
}
}
// Player synced to transport
const player = new Tone.Player('/audio/track.mp3');
player.sync().start(0).toDestination();
// Now transport controls playback
Tone.Transport.start();
Tone.Transport.pause();
Tone.Transport.stop();
const drums = new Tone.Player('/audio/drums.mp3').toDestination();
const bass = new Tone.Player('/audio/bass.mp3').toDestination();
const melody = new Tone.Player('/audio/melody.mp3').toDestination();
// Sync all to transport
drums.sync().start(0);
bass.sync().start(0);
melody.sync().start(0);
// Set tempo
Tone.Transport.bpm.value = 120;
// Control all with transport
Tone.Transport.start();
class CountdownAudio {
constructor() {
this.ambient = new Tone.Player({ loop: true });
this.tickSound = new Tone.Player();
this.finalTicks = new Tone.Player();
this.celebration = new Tone.Player();
// Effects
this.filter = new Tone.Filter(2000, 'lowpass');
this.reverb = new Tone.Reverb(3);
// Routing
this.ambient.chain(this.filter, this.reverb, Tone.Destination);
this.tickSound.toDestination();
this.finalTicks.toDestination();
this.celebration.toDestination();
}
async loadAll() {
await Promise.all([
this.ambient.load('/audio/cosmic-ambient.mp3'),
this.tickSound.load('/audio/tick.mp3'),
this.finalTicks.load('/audio/final-tick.mp3'),
this.celebration.load('/audio/celebration.mp3')
]);
}
async start() {
await Tone.start();
this.ambient.start();
}
tick(secondsRemaining) {
if (secondsRemaining <= 10) {
// Intense ticks for final 10 seconds
this.finalTicks.start();
} else {
this.tickSound.start();
}
}
setIntensity(value) {
// 0-1, increases as countdown nears zero
this.filter.frequency.value = 500 + (value * 3500);
this.ambient.volume.value = -12 + (value * 6);
}
celebrate() {
this.ambient.stop();
this.celebration.start();
}
}
function scheduleCountdownAudio(targetDate) {
const checkInterval = setInterval(() => {
const now = Date.now();
const remaining = targetDate - now;
const seconds = Math.floor(remaining / 1000);
if (seconds <= 0) {
clearInterval(checkInterval);
audio.celebrate();
return;
}
// Tick every second
audio.tick(seconds);
// Increase intensity as countdown progresses
const intensity = Math.max(0, 1 - (seconds / 3600)); // Over 1 hour
audio.setIntensity(intensity);
}, 1000);
}
// 1. Preload audio before needed
await player.load(url);
// 2. Reuse players instead of creating new ones
player.stop();
player.start(); // Reuse same player
// 3. Dispose when done
player.dispose();
// 4. Use buffer for frequently played sounds
const buffer = new Tone.Buffer(url);
// Create players from buffer
const player = new Tone.Player(buffer);
// 5. Limit concurrent sounds
const limiter = new Tone.Limiter(-3).toDestination();
players.forEach(p => p.connect(limiter));
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