MCPInstall

audio-router

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.

Installs
67
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Install

Works with every agent the skills CLI supports.

npx skills add https://github.com/bbeierle12/skill-mcp-claude --skill audio-router
  1. 01

    Install

    Run the command in your project. The CLI asks which agents to install for.

  2. 02

    Describe the task

    Ask your agent for something this skill covers. It loads audio-router automatically when relevant.

  3. 03

    Review the result

    The agent follows the SKILL.md steps, scripts and references bundled with the skill.

SKILL.md

The instructions your agent reads when the skill is triggered.

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

FAQ

What does the audio-router skill do?

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.

How do I install audio-router?

Run npx skills add https://github.com/bbeierle12/skill-mcp-claude --skill audio-router in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/audio-router/ (personal) or .claude/skills/audio-router/ (project).

Which AI agents can use audio-router?

Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.

Is audio-router safe to install?

No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.

Who maintains audio-router?

It is published by bbeierle12 in bbeierle12/skill-mcp-claude. It has 67 recorded installs.

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