mcpField
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audio-router

audio-router

github.com/bbeierle12Creative & media967 installsUpdated 1d ago
Repository

About audio-router

audio-router directs audio tasks to three specialized skills for playback, analysis, and audio-reactive visuals. It matches request signals to skills and describes when to combine them.

Key features

  1. 01Routes to three specialized skills
  2. 02Matches tasks using request signals
  3. 03Supports combining audio skills
  4. 04Includes a task decision table
  5. 05Covers audio-visual integrations

Use cases

  1. 01Selecting a skill for an audio player
  2. 02Planning spectrum display or beat detection
  3. 03Combining skills for an audio visualizer
  4. 04Mapping audio data to visual effects

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/bbeierle12/skill-mcp-claude --skill audio-router

After installing, type/audio-routerin Claude Code to confirm it loaded.

Bundled files_meta.json

Details

From the project README

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
NeedSkillSignals
Playing audio, music, SFXaudio-playbackplay, load, music, sound, mp3, transport, player, loop
Extracting audio dataaudio-analysisFFT, frequency, spectrum, amplitude, waveform, beat detection
Visual-audio connectionaudio-reactivevisualizer, 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

TaskPrimary SkillSupporting Skills
Play music fileplayback-
Loop ambient soundplayback-
Create visualizerreactiveplayback + analysis
Detect beatsanalysisplayback
Pulse on bassreactiveanalysis + playback
Frequency spectrum displayanalysisplayback
Sound effectsplayback-
Audio-reactive particlesreactiveanalysis + playback
Volume meteranalysisplayback

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
TaskSkills 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
LibraryUse Case
Tone.jsFull audio synthesis, analysis, effects
Howler.jsSimple playback, sprites, mobile
Web Audio APILow-level, custom processing
Common Frequency Bands
BandRangeVisual Use
Sub-bass20-60 HzDeep pulses, rumble
Bass60-250 HzScale, intensity, beat
Low-mid250-500 HzBackground motion
Mid500-2000 HzGeneral energy
High-mid2000-4000 HzDetail, sparkle
High4000+ HzShimmer, 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

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