---
id: Bbeierle12/Skill-MCP-Claude/audio-reactive
version: "89c30102"
license: MIT
install: manual
updated: 2026-07-27
---
# audio-reactive — audio-reactive lets you create dynamic visual experiences synchronized to sound. Tap into music frequencies and beat detection to drive animations, lighting, and effects that pulse with your audio. Perfect for live performances, interactive installations, and immersive media projects.
Publisher: Bbeierle12 · Stars: 8 · Updated: 2026-07-27
Install (manual): `git clone https://github.com/Bbeierle12/Skill-MCP-Claude`
## SKILL.md
# Audio Reactive Visuals
Connecting audio analysis to visual parameters.
## Quick Start
```javascript
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(${1 + bass * 0.2})`;
requestAnimationFrame(animate);
}
```
## Core Patterns
### Audio-to-Visual Mapping
```javascript
class AudioReactiveMapper {
constructor(analyser) {
this.analyser = analyser;
this.smoothers = {
bass: new Smoother(0.85),
mid: new Smoother(0.9),
high: new Smoother(0.92)
};
}
// Get values optimized for different visual properties
getValues() {
const fft = this.analyser.getValue();
const len = fft.length;
// Extract and normalize bands
const rawBass = this.avgRange(fft, 0, len * 0.1);
const rawMid = this.avgRange(fft, len * 0.1, len * 0.5);
const rawHigh = this.avgRange(fft, len * 0.5, len);
return {
bass: this.smoothers.bass.update(this.normalize(rawBass)),
mid: this.smoothers.mid.update(this.normalize(rawMid)),
high: this.smoothers.high.update(this.normalize(rawHigh))
};
}
avgRange(data, start, end) {
let sum = 0;
for (let i = Math.floor(start); i < Math.floor(end); i++) {
sum += data[i];
}
return sum / (end - start);
}
normalize(db) {
return Math.max(0, Math.min(1, (db + 100) / 100));
}
}
class Smoother {
constructor(factor = 0.9) {
this.factor = factor;
this.value = 0;
}
update(input) {
this.value = this.factor * this.value + (1 - this.factor) * input;
return this.value;
}
}
```
## Visual Property Mappings
### Scale/Size
```javascript
// Pulse on bass
function updateScale(element, bass) {
const scale = 1 + bass * 0.3; // 1.0 to 1.3
element.style.transform = `scale(${scale})`;
}
// Three.js mesh
function updateMeshScale(mesh, bass) {
const scale = 1 + bass * 0.5;
mesh.scale.setScalar(scale);
}
```
### Position/Movement
```javascript
// 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, ${y}px)`;
}
// Smooth wave motion
function updateWavePosition(mesh, mid, time) {
mesh.position.y = Math.sin(time * 2) * mid * 2;
}
```
### Rotation
```javascript
// Continuous rotation speed based on energy
class SpinController {
constructor() {
this.rotation = 0;
}
update(energy) {
const speed = 0.01 + energy * 0.05;
this.rotation += speed;
return this.rotation;
}
}
```
### Color/Brightness
```javascript
// Brightness based on volume
function updateBrightness(element, volume) {
const brightness = 0.5 + volume * 0.5; // 50% to 100%
element.style.filter = `brightness(${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;
}
```
### Opacity/Visibility
```javascript
// Fade based on volume
function updateOpacity(element, volume) {
element.style.opacity = 0.3 + volume * 0.7;
}
```
## Beat Response
### Simple Beat Flash
```javascript
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);
}
```
### Beat Scale Pop
```javascript
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;
}
}
```
### Beat Spawn
```javascript
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);
});
```
## React Three Fiber Integration
### Audio Reactive Component
```tsx
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 (
);
}
```
### Audio Context Hook
```tsx
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;
}
```
## Post-Processing Integration
### Audio-Reactive Bloom
```tsx
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 (
);
}
```
### Audio-Reactive Chromatic Aberration
```tsx
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 ;
}
```
## GSAP Integration
### Audio-Driven Timeline
```javascript
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);
}
}
```
### Beat-Triggered GSAP
```javascript
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();
}
```
## Complete System Example
```javascript
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, ${flashIntensity})`;
}
start() {
const animate = () => {
this.update();
requestAnimationFrame(animate);
};
animate();
}
}
```
## Temporal Collapse Integration
```javascript
const TEMPORAL_MAPPINGS = {
// Digit glow intensity
digitGlow: (bass, mid) => 1 + bass * 2 + mid,
// Particle emission rate
particleRate: (bass, isBeat) => isBeat ? 50 : bass * 20,
// Background pulse
backgroundBrightness: (bass) => 1 + bass * 0.3,
// Time dilation visual (warp effect)
warpIntensity: (high) => high * 0.5,
// Vignette darkness (close in on beat)
vignetteDarkness: (isBeat, current) => isBeat ? 0.7 : current * 0.95,
// Chromatic aberration (glitch on high)
chromaticOffset: (high) => 0.001 + high * 0.004
};
function applyTemporalMappings(audioData, visuals) {
const { bass, mid, high, isBeat } = audioData;
visuals.digitMaterial.emissiveIntensity =
TEMPORAL_MAPPINGS.digitGlow(bass, mid);
visuals.particles.emissionRate =
TEMPORAL_MAPPINGS.particleRate(bass, isBeat);
visuals.background.brightness =
TEMPORAL_MAPPINGS.backgroundBrightness(bass);
visuals.bloom.intensity =
1.5 + bass * 1.5;
visuals.chromatic.offset =
TEMPORAL_MAPPINGS.chromaticOffset(high);
}
```
## Performance Tips
```javascript
// 1. Update at lower frequency if possible
let frameCount = 0;
function animate() {
if (frameCount % 2 === 0) {
updateAudioData();
}
applyVisuals();
frameCount++;
}
// 2. Use smoothing to hide skipped frames
const smoother = new Smoother(0.95); // Higher = more smoothing
// 3. Batch DOM updates
function applyAllStyles(elements, values) {
// Single reflow
requestAnimationFrame(() => {
elements.forEach((el, i) => {
el.style.transform = `scale(${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));
```
## Reference
- See `audio-playback` for audio loading and transport
- See `audio-analysis` for FFT and beat detection
- See `audio-router` for audio domain routing
[View on SkillFed](https://skillfed.io/Bbeierle12/Skill-MCP-Claude/audio-reactive) · [View on GitHub](https://github.com/Bbeierle12/Skill-MCP-Claude)