--- id: Bbeierle12/Skill-MCP-Claude/audio-router version: "bcc727a4" license: MIT install: manual updated: 2026-07-27 --- # audio-router — audio-router intelligently directs audio processing requests to the right specialized skill, whether for playback control, sound analysis, or reactive audio handling. Built for Claude, it streamlines how audio workflows are orchestrated across multiple focused capabilities. Publisher: Bbeierle12 · Stars: 8 · Updated: 2026-07-27 Install (manual): `git clone https://github.com/Bbeierle12/Skill-MCP-Claude` ## SKILL.md # 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 audio** → `audio-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 [View on SkillFed](https://skillfed.io/Bbeierle12/Skill-MCP-Claude/audio-router) · [View on GitHub](https://github.com/Bbeierle12/Skill-MCP-Claude)