---
name: audio-reactive
description: Binding audio analysis data to visual parameters including smoothing, beat detection responses, and frequency-to-visual mappings. Use when creating audio visualizers, music-reactive animations, or any visual effect driven by audio input.
---

# 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 (
    <mesh ref={meshRef}>
      <sphereGeometry args={[1, 32, 32]} />
      <meshStandardMaterial
        ref={materialRef}
        color="#111"
        emissive="#00F5FF"
        emissiveIntensity={1}
      />
    </mesh>
  );
}
```

### 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 (
    <EffectComposer>
      <Bloom ref={bloomRef} luminanceThreshold={0.2} intensity={1} />
    </EffectComposer>
  );
}
```

### 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 <ChromaticAberration ref={chromaRef} offset={[0.002, 0.001]} />;
}
```

## 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


---
Source attribution: Bbeierle12
Original project: https://github.com/Bbeierle12/Skill-MCP-Claude/blob/9f228393b17de9671959227d5fdaa43f147f0cb2/skills/audio-reactive/SKILL.md
License: MIT
License information: https://opensource.org/license/mit
Original upstream instructions; downloaded from Dave AI.

## Upstream license notice

MIT License

Copyright (c) 2025 Bbeierle12

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.



# Dave AI resource metadata

Creator / publisher: Bbeierle12
Original project: https://github.com/Bbeierle12/Skill-MCP-Claude/blob/9f228393b17de9671959227d5fdaa43f147f0cb2/skills/audio-reactive/SKILL.md
Attribution basis: Recovered original package and original project license at a pinned revision

Fields of work: Design, Development & Engineering
Roles: Frontend Developer, Graphic Designer, Motion Designer
Specialties: Cross Platform, Design, Frontend
Tools: Tone.Js
Country applicability: Country not specified
Classification basis: Source catalog labels
Instruction SHA-256: aa254e0dbbce1c3111f426d969c30d5c73c48c5a278cef6482b151ad1a9861f1
Metadata reviewed: 2026-10-27
This metadata supersedes earlier Dave AI catalog attribution. Original instruction and supporting files are preserved.
