From bbeierle12-skill-mcp-claude
Binding audio analysis data to visual parameters including smoothing, beat detection responses, and frequency-to-visual mappings. Use when creating audio visualizers, music-reactive animations, or any visual effect driven by audio input.
npx claudepluginhub joshuarweaver/cascade-code-languages-misc-1 --plugin bbeierle12-skill-mcp-claudeThis skill uses the workspace's default tool permissions.
Connecting audio analysis to visual parameters.
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`.
Connecting audio analysis to visual parameters.
import * as Tone from 'tone';
const analyser = new Tone.Analyser('fft', 256);
const player = new Tone.Player('/audio/music.mp3');
player.connect(analyser);
player.toDestination();
function animate() {
const fft = analyser.getValue();
const bass = (fft[2] + 100) / 100; // Normalize to 0-1
// Apply to visual
element.style.transform = `scale(${1 + bass * 0.2})`;
requestAnimationFrame(animate);
}
class AudioReactiveMapper {
constructor(analyser) {
this.analyser = analyser;
this.smoothers = {
bass: new Smoother(0.85),
mid: new Smoother(0.9),
high: new Smoother(0.92)
};
}
// Get values optimized for different visual properties
getValues() {
const fft = this.analyser.getValue();
const len = fft.length;
// Extract and normalize bands
const rawBass = this.avgRange(fft, 0, len * 0.1);
const rawMid = this.avgRange(fft, len * 0.1, len * 0.5);
const rawHigh = this.avgRange(fft, len * 0.5, len);
return {
bass: this.smoothers.bass.update(this.normalize(rawBass)),
mid: this.smoothers.mid.update(this.normalize(rawMid)),
high: this.smoothers.high.update(this.normalize(rawHigh))
};
}
avgRange(data, start, end) {
let sum = 0;
for (let i = Math.floor(start); i < Math.floor(end); i++) {
sum += data[i];
}
return sum / (end - start);
}
normalize(db) {
return Math.max(0, Math.min(1, (db + 100) / 100));
}
}
class Smoother {
constructor(factor = 0.9) {
this.factor = factor;
this.value = 0;
}
update(input) {
this.value = this.factor * this.value + (1 - this.factor) * input;
return this.value;
}
}
// Pulse on bass
function updateScale(element, bass) {
const scale = 1 + bass * 0.3; // 1.0 to 1.3
element.style.transform = `scale(${scale})`;
}
// Three.js mesh
function updateMeshScale(mesh, bass) {
const scale = 1 + bass * 0.5;
mesh.scale.setScalar(scale);
}
// Vibration based on high frequencies
function updatePosition(element, high) {
const shake = high * 5; // Pixels
const x = (Math.random() - 0.5) * shake;
const y = (Math.random() - 0.5) * shake;
element.style.transform = `translate(${x}px, ${y}px)`;
}
// Smooth wave motion
function updateWavePosition(mesh, mid, time) {
mesh.position.y = Math.sin(time * 2) * mid * 2;
}
// Continuous rotation speed based on energy
class SpinController {
constructor() {
this.rotation = 0;
}
update(energy) {
const speed = 0.01 + energy * 0.05;
this.rotation += speed;
return this.rotation;
}
}
// Brightness based on volume
function updateBrightness(element, volume) {
const brightness = 0.5 + volume * 0.5; // 50% to 100%
element.style.filter = `brightness(${brightness})`;
}
// Color shift based on frequency balance
function getReactiveColor(bass, mid, high) {
// More bass = more red/magenta, more high = more cyan
const r = Math.floor(bass * 255);
const g = Math.floor(mid * 100);
const b = Math.floor(high * 255);
return `rgb(${r}, ${g}, ${b})`;
}
// Three.js emissive intensity
function updateGlow(material, bass) {
material.emissiveIntensity = 1 + bass * 3;
}
// Fade based on volume
function updateOpacity(element, volume) {
element.style.opacity = 0.3 + volume * 0.7;
}
class BeatFlash {
constructor(decayRate = 0.95) {
this.intensity = 0;
this.decayRate = decayRate;
}
trigger() {
this.intensity = 1;
}
update() {
this.intensity *= this.decayRate;
return this.intensity;
}
}
// Usage
const flash = new BeatFlash();
function animate() {
if (beatDetector.detect(analyser)) {
flash.trigger();
}
const intensity = flash.update();
element.style.backgroundColor = `rgba(0, 245, 255, ${intensity})`;
requestAnimationFrame(animate);
}
class BeatPop {
constructor(popScale = 1.3, decayRate = 0.9) {
this.scale = 1;
this.targetScale = 1;
this.popScale = popScale;
this.decayRate = decayRate;
}
trigger() {
this.targetScale = this.popScale;
}
update() {
// Lerp toward target, then decay target back to 1
this.scale += (this.targetScale - this.scale) * 0.3;
this.targetScale = 1 + (this.targetScale - 1) * this.decayRate;
return this.scale;
}
}
class BeatSpawner {
constructor(onSpawn) {
this.onSpawn = onSpawn;
this.cooldown = 0;
this.minInterval = 200; // ms
}
check(isBeat) {
if (isBeat && this.cooldown <= 0) {
this.onSpawn();
this.cooldown = this.minInterval;
}
this.cooldown -= 16; // Assuming 60fps
}
}
// Usage: spawn particles on beat
const spawner = new BeatSpawner(() => {
particleSystem.emit(10);
});
import { useRef } from 'react';
import { useFrame } from '@react-three/fiber';
function AudioReactiveSphere({ audioData }) {
const meshRef = useRef();
const materialRef = useRef();
useFrame(() => {
if (!audioData || !meshRef.current) return;
const { bass, mid, high, isBeat } = audioData;
// Scale on bass
const scale = 1 + bass * 0.5;
meshRef.current.scale.setScalar(scale);
// Rotation speed on mid
meshRef.current.rotation.y += 0.01 + mid * 0.03;
// Emissive on high
if (materialRef.current) {
materialRef.current.emissiveIntensity = 1 + high * 2;
}
});
return (
<mesh ref={meshRef}>
<sphereGeometry args={[1, 32, 32]} />
<meshStandardMaterial
ref={materialRef}
color="#111"
emissive="#00F5FF"
emissiveIntensity={1}
/>
</mesh>
);
}
function useAudioAnalysis(playerRef) {
const [data, setData] = useState(null);
const analyserRef = useRef(null);
const mapperRef = useRef(null);
useEffect(() => {
analyserRef.current = new Tone.Analyser('fft', 256);
mapperRef.current = new AudioReactiveMapper(analyserRef.current);
if (playerRef.current) {
playerRef.current.connect(analyserRef.current);
}
return () => analyserRef.current?.dispose();
}, []);
useFrame(() => {
if (mapperRef.current) {
setData(mapperRef.current.getValues());
}
});
return data;
}
function AudioReactiveBloom({ audioData }) {
const bloomRef = useRef();
useFrame(() => {
if (bloomRef.current && audioData) {
// Bass drives bloom intensity
bloomRef.current.intensity = 1 + audioData.bass * 2;
// High frequencies lower threshold (more bloom)
bloomRef.current.luminanceThreshold = 0.3 - audioData.high * 0.2;
}
});
return (
<EffectComposer>
<Bloom ref={bloomRef} luminanceThreshold={0.2} intensity={1} />
</EffectComposer>
);
}
function AudioReactiveChroma({ audioData }) {
const chromaRef = useRef();
useFrame(() => {
if (chromaRef.current && audioData) {
// High frequencies drive aberration
const offset = 0.001 + audioData.high * 0.005;
chromaRef.current.offset.set(offset, offset * 0.5);
}
});
return <ChromaticAberration ref={chromaRef} offset={[0.002, 0.001]} />;
}
class AudioTimeline {
constructor() {
this.timeline = gsap.timeline({ paused: true });
this.progress = 0;
}
build(duration) {
this.timeline
.to('.element', { scale: 1.5 }, 0)
.to('.element', { rotation: 360 }, duration * 0.5)
.to('.element', { scale: 1 }, duration);
}
updateWithAudio(bass) {
// Map bass to timeline progress
const targetProgress = this.progress + bass * 0.02;
this.progress = Math.min(1, targetProgress);
this.timeline.progress(this.progress);
}
}
function createBeatAnimation(element) {
return gsap.timeline({ paused: true })
.to(element, {
scale: 1.2,
duration: 0.1,
ease: 'power2.out'
})
.to(element, {
scale: 1,
duration: 0.3,
ease: 'power2.out'
});
}
// On beat
if (isBeat) {
beatAnimation.restart();
}
class AudioVisualSystem {
constructor(player, visualElements) {
this.player = player;
this.elements = visualElements;
// Analysis
this.analyser = new Tone.Analyser('fft', 256);
this.mapper = new AudioReactiveMapper(this.analyser);
this.beatDetector = new BeatDetector();
// Reactive controllers
this.beatFlash = new BeatFlash();
this.beatPop = new BeatPop();
// Connect
this.player.connect(this.analyser);
this.player.toDestination();
}
update() {
const values = this.mapper.getValues();
const isBeat = this.beatDetector.detect(this.analyser);
if (isBeat) {
this.beatFlash.trigger();
this.beatPop.trigger();
}
const flashIntensity = this.beatFlash.update();
const popScale = this.beatPop.update();
// Apply to visuals
this.elements.background.style.opacity = 0.5 + values.bass * 0.5;
this.elements.circle.style.transform = `scale(${popScale})`;
this.elements.glow.style.boxShadow =
`0 0 ${flashIntensity * 50}px rgba(0, 245, 255, ${flashIntensity})`;
}
start() {
const animate = () => {
this.update();
requestAnimationFrame(animate);
};
animate();
}
}
const TEMPORAL_MAPPINGS = {
// Digit glow intensity
digitGlow: (bass, mid) => 1 + bass * 2 + mid,
// Particle emission rate
particleRate: (bass, isBeat) => isBeat ? 50 : bass * 20,
// Background pulse
backgroundBrightness: (bass) => 1 + bass * 0.3,
// Time dilation visual (warp effect)
warpIntensity: (high) => high * 0.5,
// Vignette darkness (close in on beat)
vignetteDarkness: (isBeat, current) => isBeat ? 0.7 : current * 0.95,
// Chromatic aberration (glitch on high)
chromaticOffset: (high) => 0.001 + high * 0.004
};
function applyTemporalMappings(audioData, visuals) {
const { bass, mid, high, isBeat } = audioData;
visuals.digitMaterial.emissiveIntensity =
TEMPORAL_MAPPINGS.digitGlow(bass, mid);
visuals.particles.emissionRate =
TEMPORAL_MAPPINGS.particleRate(bass, isBeat);
visuals.background.brightness =
TEMPORAL_MAPPINGS.backgroundBrightness(bass);
visuals.bloom.intensity =
1.5 + bass * 1.5;
visuals.chromatic.offset =
TEMPORAL_MAPPINGS.chromaticOffset(high);
}
// 1. Update at lower frequency if possible
let frameCount = 0;
function animate() {
if (frameCount % 2 === 0) {
updateAudioData();
}
applyVisuals();
frameCount++;
}
// 2. Use smoothing to hide skipped frames
const smoother = new Smoother(0.95); // Higher = more smoothing
// 3. Batch DOM updates
function applyAllStyles(elements, values) {
// Single reflow
requestAnimationFrame(() => {
elements.forEach((el, i) => {
el.style.transform = `scale(${values[i]})`;
});
});
}
// 4. Use CSS variables for multiple elements
document.documentElement.style.setProperty('--audio-bass', bass);
// CSS: transform: scale(calc(1 + var(--audio-bass) * 0.2));
audio-playback for audio loading and transportaudio-analysis for FFT and beat detectionaudio-router for audio domain routing