Router for audio domain including playback, analysis, and audio-reactive visuals. Use when implementing any audio functionality including music, sound effects, visualizers, or audio-driven animations. Routes to 3 specialized skills.
Routes to 3 specialized skills based on audio requirements.
| Need | Skill | Signals |
|------|-------|---------|
| Playing audio, music, SFX | audio-playback | play, load, music, sound, mp3, transport, player, loop |
| Extracting audio data | audio-analysis | FFT, frequency, spectrum, amplitude, waveform, beat detection |
| Visual-audio connection | audio-reactive | visualizer, reactive, respond to audio, sync, pulse, beat-driven |
audio-playback:
audio-analysis:
audio-reactive:
audio-playbackaudio-playback → Load and play audio files
audio-playback → Load and control audio
audio-analysis → Extract frequency/beat data
audio-reactive → Map data to visual properties
audio-playback → Looping, crossfade, volume
audio-analysis → Optional: beat sync features
audio-analysis → Beat detection
audio-reactive → Trigger animations on beat
audio-playback → Control playback
| Task | Primary Skill | Supporting Skills | |------|---------------|-------------------| | Play music file | playback | - | | Loop ambient sound | playback | - | | Create visualizer | reactive | playback + analysis | | Detect beats | analysis | playback | | Pulse on bass | reactive | analysis + playback | | Frequency spectrum display | analysis | playback | | Sound effects | playback | - | | Audio-reactive particles | reactive | analysis + playback | | Volume meter | analysis | playback |
audio-analysis → Bass/high frequency data
audio-reactive → Mapping strategy
postfx-bloom → Audio-reactive glow intensity
postfx-effects → Audio-reactive chromatic aberration
Audio drives post-processing parameters.
audio-analysis → Beat detection, energy levels
audio-reactive → Emission rate mapping
particles-systems → Particle emitter configuration
Beats trigger particle bursts, energy controls speed.
audio-analysis → Beat detection
audio-reactive → Timeline control
gsap-sequencing → Beat-synced timeline
Audio events trigger or scrub GSAP timelines.
audio-playback → Audio context in React
audio-analysis → Data extraction
audio-reactive → Update Three.js objects
r3f-fundamentals → Scene/mesh setup
Audio data animates 3D scene properties.
audio-analysis → Frequency uniforms
audio-reactive → Uniform update strategy
shaders-uniforms → Pass audio data to shaders
FFT data becomes shader uniforms for custom effects.
1. audio-playback → Set up player and audio context
2. audio-analysis → Configure analyzers and band extraction
3. audio-reactive → Map frequencies to visual properties
1. audio-playback → Load audio
2. audio-analysis → Configure beat detection
3. audio-reactive → Define beat response animations
1. audio-playback → Looping players, crossfade
(Single skill usually sufficient)
For the New Year countdown audio experience:
audio-playback → Cosmic ambient loop, countdown ticks, celebration
audio-analysis → Beat detection, bass/mid/high extraction
audio-reactive → Map to bloom, particles, digit glow, vignette
Key features:
| Task | Skills Needed | |------|---------------| | "Play background music" | playback | | "Loop ambient sound" | playback | | "Crossfade between tracks" | playback | | "Show frequency spectrum" | analysis + playback | | "Detect beats in music" | analysis + playback | | "Make visuals react to audio" | reactive + analysis + playback | | "Pulse element on beat" | reactive + analysis | | "Audio-reactive bloom" | reactive + analysis | | "Sound effects on events" | playback |
| Library | Use Case | |---------|----------| | Tone.js | Full audio synthesis, analysis, effects | | Howler.js | Simple playback, sprites, mobile | | Web Audio API | Low-level, custom processing |
| Band | Range | Visual Use | |------|-------|------------| | Sub-bass | 20-60 Hz | Deep pulses, rumble | | Bass | 60-250 Hz | Scale, intensity, beat | | Low-mid | 250-500 Hz | Background motion | | Mid | 500-2000 Hz | General energy | | High-mid | 2000-4000 Hz | Detail, sparkle | | High | 4000+ Hz | Shimmer, aberration |
audio-playbackaudio-reactive + audio-analysisaudio-playback onlyaudio-analysis optimizationWhen performance is critical:
audio-analysis — Use smaller FFT size (64-128)audio-reactive — Apply smoothing to reduce jitteraudio-playback — Preload audio, reuse playersSearch for places (restaurants, cafes, etc.) via Google Places API proxy on localhost.
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Category:developer