Agent Skills: Audio Router

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.

UncategorizedID: Bbeierle12/Skill-MCP-Claude/audio-router

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skills/audio-router/SKILL.md

Skill Metadata

Name
audio-router
Description
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.

Audio Router

Routes to 3 specialized skills based on audio requirements.

Routing Protocol

  1. Classify — Identify audio task from user request
  2. Match — Apply signal matching rules below
  3. Combine — Audio-visual projects need 2-3 skills together
  4. Load — Read matched SKILL.md files before implementation

Quick Route

Tier 1: Core Skills

| 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 |

Signal Matching

Primary Signals

audio-playback:

  • "play audio", "load music", "sound effect"
  • "Tone.js", "Player", "transport"
  • "loop", "crossfade", "volume"
  • "schedule", "timing", "sync to beat"
  • "background music", "ambient sound"

audio-analysis:

  • "FFT", "frequency", "spectrum"
  • "beat detection", "amplitude"
  • "waveform", "audio data"
  • "frequency bands", "bass", "treble"
  • "analyze", "extract", "measure"

audio-reactive:

  • "visualizer", "audio reactive"
  • "respond to music", "sync visuals"
  • "pulse on beat", "frequency to color"
  • "music driven", "audio visualization"
  • "bloom on bass", "particles on beat"

Confidence Scoring

  • High (3+ signals) — Route directly to matched skill
  • Medium (1-2 signals) — Route with supporting skills
  • Low (0 signals) — Start with audio-playback

Common Combinations

Simple Audio Player (1 skill)

audio-playback → Load and play audio files

Audio Visualizer (3 skills)

audio-playback → Load and control audio
audio-analysis → Extract frequency/beat data
audio-reactive → Map data to visual properties

Background Music (1-2 skills)

audio-playback → Looping, crossfade, volume
audio-analysis → Optional: beat sync features

Beat-Synced Animation (2-3 skills)

audio-analysis → Beat detection
audio-reactive → Trigger animations on beat
audio-playback → Control playback

Decision Table

| 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 |

Integration with Other Domains

With Post-Processing (postfx-*)

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.

With Particles (particles-*)

audio-analysis → Beat detection, energy levels
audio-reactive → Emission rate mapping
particles-systems → Particle emitter configuration

Beats trigger particle bursts, energy controls speed.

With GSAP (gsap-*)

audio-analysis → Beat detection
audio-reactive → Timeline control
gsap-sequencing → Beat-synced timeline

Audio events trigger or scrub GSAP timelines.

With R3F (r3f-*)

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.

With Shaders (shaders-*)

audio-analysis → Frequency uniforms
audio-reactive → Uniform update strategy
shaders-uniforms → Pass audio data to shaders

FFT data becomes shader uniforms for custom effects.

Workflow Patterns

Visualizer Development

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

Beat-Reactive Experience

1. audio-playback → Load audio
2. audio-analysis → Configure beat detection
3. audio-reactive → Define beat response animations

Ambient Soundscape

1. audio-playback → Looping players, crossfade
   (Single skill usually sufficient)

Temporal Collapse Stack

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:

  • Background cosmic ambient audio (looped)
  • Tick sound per second (intensifies in final 10)
  • Beat detection for particle bursts
  • Bass → bloom intensity
  • High frequencies → chromatic aberration
  • Celebration music at zero

Quick Reference

Task → Skills

| 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 |

Audio Library Quick Reference

| Library | Use Case | |---------|----------| | Tone.js | Full audio synthesis, analysis, effects | | Howler.js | Simple playback, sprites, mobile | | Web Audio API | Low-level, custom processing |

Common Frequency Bands

| 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 |

Fallback Behavior

  • No specific signals → Start with audio-playback
  • "Visualizer" mentioned → Full stack: all three skills
  • "React to music"audio-reactive + audio-analysis
  • Just playing audioaudio-playback only
  • Performance concerns → Focus on audio-analysis optimization

Performance Priority

When performance is critical:

  1. audio-analysis — Use smaller FFT size (64-128)
  2. audio-reactive — Apply smoothing to reduce jitter
  3. audio-playback — Preload audio, reuse players