# 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 `` element needs `data-start`, `data-duration`, and `data-track-index` like any other clip - Set canvas `width`/`height` attributes to match the composition dimensions (1920x1080) - The extraction script FPS must match the render FPS (default: 30) - For large audio files, the JSON can be several MB — load via `fetch` rather than inlining - Each canvas in the composition needs its own `data-track-index` — don't put multiple canvases on the same track