diff --git a/skills/gsap-effects/SKILL.md b/skills/gsap-effects/SKILL.md
index 2f71fe8ce..5369015c0 100644
--- a/skills/gsap-effects/SKILL.md
+++ b/skills/gsap-effects/SKILL.md
@@ -1,16 +1,17 @@
---
name: gsap-effects
-description: Ready-made GSAP animation effects for HyperFrames compositions. Use when adding typewriter text, text reveals, or character-by-character animation to a composition. Reference files contain copy-paste patterns.
+description: Ready-made animation effects for HyperFrames compositions. Use when adding typewriter text, text reveals, character-by-character animation, audio visualizations, spectrum bars, waveform displays, or any reactive audio-driven animation to a composition. Also use when audio has been analyzed or transcribed in the current session and music is detected — the audio visualizer can enhance the composition with reactive visuals. Reference files contain patterns and data contracts.
---
# GSAP Effects
-Drop-in animation patterns for HyperFrames compositions. Each effect is a self-contained reference with the HTML, CSS, and GSAP code needed to add it to a composition.
+Drop-in animation patterns for HyperFrames compositions. Each effect is a self-contained reference with the HTML, CSS, and code needed to add it to a composition.
These effects follow all HyperFrames composition rules — deterministic, no randomness, timelines registered via `window.__timelines`.
## Available Effects
-| Effect | File | Use when |
-| ---------- | -------------------------------- | ---------------------------------------------------------------------------- |
-| Typewriter | [typewriter.md](./typewriter.md) | Text should appear character by character, with or without a blinking cursor |
+| Effect | File | Use when |
+| ---------------- | -------------------------------------------- | ------------------------------------------------------------------------------------------------------------------- |
+| Typewriter | [typewriter.md](./typewriter.md) | Text should appear character by character, with or without a blinking cursor |
+| Audio Visualizer | [audio-visualizer.md](./audio-visualizer.md) | Reactive bars, waveforms, circles, or glow that respond to audio. Includes extraction script and Canvas 2D patterns |
diff --git a/skills/gsap-effects/audio-visualizer.md b/skills/gsap-effects/audio-visualizer.md
new file mode 100644
index 000000000..c9edb2592
--- /dev/null
+++ b/skills/gsap-effects/audio-visualizer.md
@@ -0,0 +1,238 @@
+# Audio Visualizer
+
+Reactive audio visualizations for HyperFrames compositions. Pre-extracts amplitude and frequency data from an audio file, then drives rendering from the GSAP timeline.
+
+## Why Pre-Extraction
+
+HyperFrames renders frame-by-frame in headless Chrome — there's no audio playing during rendering, so the Web Audio API's real-time `AnalyserNode` won't work. Instead, extract all audio data before the composition runs and bake it as a static JSON array. The composition reads the array by frame index. This is fully deterministic and seekable.
+
+## Step 1: Extract Audio Data
+
+```bash
+python skills/gsap-effects/scripts/extract-audio-data.py audio.mp3 -o audio-data.json
+python skills/gsap-effects/scripts/extract-audio-data.py video.mp4 --fps 30 --bands 16 -o audio-data.json
+```
+
+Requires ffmpeg and numpy (`pip install numpy`).
+
+| Flag | Default | Description |
+| --------- | --------------- | -------------------------------------------------------- |
+| `--fps` | 30 | Must match the composition/render FPS |
+| `--bands` | 16 | Number of frequency bands (more = finer spectrum detail) |
+| `-o` | audio-data.json | Output path |
+
+The script uses a 4096-sample FFT window (not the per-frame sample count) to ensure each frequency band maps to distinct FFT bins. Bands are logarithmically spaced from 30Hz to 16kHz — the useful range for music. Each band is normalized independently across the full track so treble activity is visible even when bass is louder in absolute terms.
+
+## Step 2: Understanding the Data
+
+```json
+{
+ "duration": 180.5,
+ "fps": 30,
+ "bands": 16,
+ "totalFrames": 5415,
+ "frames": [
+ { "time": 0.0, "rms": 0.0, "bands": [0.0, 0.0, 0.0, ...] },
+ { "time": 0.0333, "rms": 0.42, "bands": [0.8, 0.6, 0.3, ...] }
+ ]
+}
+```
+
+**`rms`** (0-1) — overall loudness of this frame, normalized across the full track. 0 is silence, 1 is the loudest moment in the entire audio. Use this for anything that should respond to overall energy: scaling, pulsing, glow intensity, opacity, movement speed.
+
+**`bands`** (array of 0-1 values) — frequency magnitudes. Each value is normalized independently for that band across the full track, so a 0.8 in treble means "this is 80% of the loudest this treble band gets anywhere in the audio" — not that treble is as loud as bass in absolute terms. This is what makes all frequency ranges visually active.
+
+- Index 0 = lowest bass (~30Hz). Index `n-1` = highest treble (~16kHz).
+- Low indices (0-3) react to kick drums, bass lines, sub-bass rumble.
+- Mid indices (4-9) react to vocals, guitars, synths, most melodic content.
+- High indices (10-15) react to hi-hats, cymbals, sibilance, brightness.
+
+## Loading the Data
+
+Embed the data in the composition so it's available when the timeline runs.
+
+```js
+// Option A: inline (small files, under ~500KB)
+const AUDIO_DATA = {
+ /* paste audio-data.json contents */
+};
+setupTimeline(AUDIO_DATA);
+
+// Option B: fetch (large files)
+fetch("audio-data.json")
+ .then((r) => r.json())
+ .then((data) => {
+ setupTimeline(data);
+ });
+
+function setupTimeline(AUDIO_DATA) {
+ // Register tl.call() draws here — AUDIO_DATA is guaranteed to be loaded
+ for (let f = 0; f < AUDIO_DATA.totalFrames; f++) {
+ tl.call(
+ () => {
+ draw(AUDIO_DATA.frames[f]);
+ },
+ [],
+ f / AUDIO_DATA.fps,
+ );
+ }
+}
+```
+
+With fetch, wrap all timeline setup inside the callback so `AUDIO_DATA` is available when the `for` loop reads `totalFrames`. The fetch completes before the renderer's first seek because it waits for `window.__hf` readiness.
+
+## Step 3: Drive Rendering from the Timeline
+
+Register a `tl.call()` at every frame interval. Each call reads the pre-computed data and renders. This is deterministic and seekable — scrubbing in the studio works because each frame's draw is tied to a specific timeline position.
+
+## Rendering Approaches
+
+The data is framework-agnostic. Here's how to wire it up in each approach.
+
+### Canvas 2D
+
+Best for: bars, waveforms, circles, gradients, particles. Most common choice.
+
+```js
+const canvas = document.querySelector("#viz-canvas");
+const ctx = canvas.getContext("2d");
+
+for (let f = 0; f < AUDIO_DATA.totalFrames; f++) {
+ tl.call(
+ () => {
+ const frame = AUDIO_DATA.frames[f];
+ if (!frame) return;
+ ctx.clearRect(0, 0, canvas.width, canvas.height);
+ // read frame.rms and frame.bands, draw whatever you want
+ },
+ [],
+ f / AUDIO_DATA.fps,
+ );
+}
+```
+
+### WebGL / Three.js
+
+HyperFrames has a Three.js adapter that patches `THREE.Clock` for deterministic time. Create your scene normally, then update uniforms or object properties from the audio data each frame.
+
+```js
+// In your Three.js setup:
+const uniforms = { uBass: { value: 0 }, uMid: { value: 0 }, uRms: { value: 0 } };
+
+for (let f = 0; f < AUDIO_DATA.totalFrames; f++) {
+ tl.call(
+ () => {
+ const frame = AUDIO_DATA.frames[f];
+ if (!frame) return;
+ uniforms.uBass.value = Math.max(frame.bands[0], frame.bands[1], frame.bands[2]);
+ uniforms.uMid.value = Math.max(frame.bands[6], frame.bands[7], frame.bands[8]);
+ uniforms.uRms.value = frame.rms;
+ },
+ [],
+ f / AUDIO_DATA.fps,
+ );
+}
+```
+
+### DOM Elements
+
+For simpler visualizations (a few bars, a pulsing element), you can animate DOM elements directly. Less performant than Canvas for many elements, but fine for under ~20.
+
+```js
+const bars = document.querySelectorAll(".bar");
+for (let f = 0; f < AUDIO_DATA.totalFrames; f++) {
+ tl.call(
+ () => {
+ const frame = AUDIO_DATA.frames[f];
+ if (!frame) return;
+ bars.forEach((bar, i) => {
+ bar.style.height = frame.bands[i] * 100 + "%";
+ });
+ },
+ [],
+ f / AUDIO_DATA.fps,
+ );
+}
+```
+
+## Spatial Mapping
+
+When laying out frequency data spatially, follow these conventions so visualizations read naturally:
+
+- **Horizontal layouts**: low frequencies (bass) on the left, high frequencies (treble) on the right. Iterate the bands array left-to-right.
+- **Vertical layouts**: low frequencies at the bottom, high frequencies at the top.
+- **Circular layouts**: bass starts at the top (12 o'clock) and wraps clockwise. Mirror the bands array for a full circle.
+
+## Motion Principles
+
+### Smoothing
+
+Raw per-frame data changes abruptly. Blend with the previous frame for fluid motion:
+
+```js
+let prev = null;
+const smoothing = 0.25; // 0 = no smoothing, higher = more lag
+
+function smooth(f) {
+ const raw = AUDIO_DATA.frames[f];
+ if (!raw) return prev;
+ if (!prev) {
+ prev = { rms: raw.rms, bands: [...raw.bands] };
+ return prev;
+ }
+ prev = {
+ rms: prev.rms * smoothing + raw.rms * (1 - smoothing),
+ bands: raw.bands.map((b, i) => prev.bands[i] * smoothing + b * (1 - smoothing)),
+ };
+ return prev;
+}
+```
+
+Lower smoothing (0.1-0.2) feels snappy and responsive — good for percussive music. Higher smoothing (0.3-0.5) feels languid and flowing — good for ambient or orchestral.
+
+### Value Mapping
+
+Audio data is 0-1 but visual properties need different ranges. Map with intention:
+
+- **Scale/size**: multiply by a max value. A bar's height = `bands[i] * maxHeight`. Don't let elements disappear at 0 — add a minimum: `minHeight + bands[i] * (maxHeight - minHeight)`.
+- **Opacity**: low values should still be slightly visible. `0.15 + bands[i] * 0.85` keeps elements present during quiet moments.
+- **Color intensity**: shift between a muted base and a vivid peak. Interpolate HSL lightness or RGB channels based on the value.
+- **Position/offset**: use rms to drive drift or wobble. Small movements (5-20px) feel organic; large movements look chaotic.
+
+### What Makes It Feel Good
+
+- **Bass drives the big moves.** Scale, position shifts, and glow should react to low bands. Bass is what makes a visualization feel like it's "hitting."
+- **Treble drives the detail.** Small particle movements, edge shimmer, opacity flicker. Treble adds texture without dominating.
+- **RMS drives global properties.** Background brightness, overall scale, color warmth. It's the "energy level" of the whole frame.
+- **Don't animate everything at once.** Pick 2-3 visual properties to tie to the audio. More than that looks noisy.
+- **Quiet sections should still have life.** A completely static frame during a soft passage looks broken. Keep minimum values above zero.
+
+## Band Count Guide
+
+| Bands | Detail level | Good for |
+| ----- | ------------ | ------------------------------------------- |
+| 4 | Low | Simple pulsing, background glow |
+| 8 | Medium | Bar visualizations, basic spectrum |
+| 16 | High | Detailed EQ, circular visualizers (default) |
+| 32 | Very high | Smooth curves, dense radial layouts |
+
+More bands = larger JSON file. 16 is a good default.
+
+## Layering
+
+Layer multiple canvases with CSS z-index for depth:
+
+```html
+
+
+```
+
+A background layer driven by bass/rms and a foreground layer driven by individual bands creates depth without complexity.
+
+## HyperFrames Integration Notes
+
+- The `