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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.
npx skill4agent add bbeierle12/skill-mcp-claude audio-router| Need | Skill | Signals |
|---|---|---|
| Playing audio, music, SFX | | play, load, music, sound, mp3, transport, player, loop |
| Extracting audio data | | FFT, frequency, spectrum, amplitude, waveform, beat detection |
| Visual-audio connection | | visualizer, reactive, respond to audio, sync, pulse, beat-driven |
audio-playbackaudio-playback → Load and play audio filesaudio-playback → Load and control audio
audio-analysis → Extract frequency/beat data
audio-reactive → Map data to visual propertiesaudio-playback → Looping, crossfade, volume
audio-analysis → Optional: beat sync featuresaudio-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 aberrationaudio-analysis → Beat detection, energy levels
audio-reactive → Emission rate mapping
particles-systems → Particle emitter configurationaudio-analysis → Beat detection
audio-reactive → Timeline control
gsap-sequencing → Beat-synced timelineaudio-playback → Audio context in React
audio-analysis → Data extraction
audio-reactive → Update Three.js objects
r3f-fundamentals → Scene/mesh setupaudio-analysis → Frequency uniforms
audio-reactive → Uniform update strategy
shaders-uniforms → Pass audio data to shaders1. audio-playback → Set up player and audio context
2. audio-analysis → Configure analyzers and band extraction
3. audio-reactive → Map frequencies to visual properties1. audio-playback → Load audio
2. audio-analysis → Configure beat detection
3. audio-reactive → Define beat response animations1. audio-playback → Looping players, crossfade
(Single skill usually sufficient)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| 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-reactiveaudio-analysisaudio-playbackaudio-analysisaudio-analysisaudio-reactiveaudio-playback