* feat(skills): add audio visualizer effect with extraction script Adds reactive audio visualization patterns for HyperFrames: Script: extract-audio-data.py pre-extracts per-frame RMS amplitude and frequency band data via ffmpeg. Uses a 4096-sample FFT window for clean frequency resolution and per-band normalization across the full track so treble activity is visible alongside louder bass. Patterns: spectrum bars, mirrored waveform, pulsing circle, circular visualizer, background glow — all Canvas 2D driven from the GSAP timeline via tl.call() at each frame. Includes smoothing helper, band count guide, band ordering rules (horizontal: low-left high-right), and combining patterns section. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * refactor(skills): replace prescriptive examples with data model + motion principles Removes five hardcoded draw functions that would get copy-pasted verbatim. Replaces with: - Clear data model docs (what rms and bands mean, how to index) - Rendering approach setup for Canvas 2D, WebGL/Three.js, and DOM - Motion principles (smoothing, value mapping, what makes it feel good) - Spatial mapping conventions (low-left/high-right, etc) The LLM invents the visualization; the skill teaches the data contract and motion constraints. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * fix(skills): off-by-one in band slicing, add data loading, fix trigger - Fix exclusive slice end: high_bin clamped to n_bins (not n_bins-1) so the last FFT bin in each band is included - Add data loading section to skill doc (inline and fetch patterns) - Fix example JSON to show frame 0 at time 0.0 - Update description to trigger when audio is analyzed and music detected Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * refactor(skills): require numpy, fix bugs, clean up skill doc Script rewrite: - numpy is now required (pure-Python DFT was unusable for real files) - Use np.frombuffer instead of struct.unpack (~10x less memory) - Precompute Hann window and band edges (were recalculated every frame) - Extract SAMPLE_RATE as module-level constant - Clamp band bins to prevent max() on empty slice - Validate --fps and --bands inputs Skill doc fixes: - Fix fetch loading example (was null ref on sync for-loop) - Remove redundant Canvas 2D section (was duplicate of Step 3) - Fix opening line (said "Canvas 2D" but doc covers 3 approaches) - Fix undefined W/H in example Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
9.6 KiB
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
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
{
"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.
// 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.
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.
// 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.
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:
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] * 0.85keeps 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:
<canvas id="bg-layer" style="position:absolute;top:0;left:0;z-index:1;"></canvas>
<canvas id="main-layer" style="position:absolute;top:0;left:0;z-index:2;"></canvas>
A background layer driven by bass/rms and a foreground layer driven by individual bands creates depth without complexity.
HyperFrames Integration Notes
- The
<canvas>element needsdata-start,data-duration, anddata-track-indexlike any other clip - Set canvas
width/heightattributes 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
fetchrather than inlining - Each canvas in the composition needs its own
data-track-index— don't put multiple canvases on the same track