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* 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>
239 lines
9.6 KiB
Markdown
239 lines
9.6 KiB
Markdown
# Audio Visualizer
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Reactive audio visualizations for HyperFrames compositions. Pre-extracts amplitude and frequency data from an audio file, then drives rendering from the GSAP timeline.
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## Why Pre-Extraction
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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.
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## Step 1: Extract Audio Data
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```bash
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python skills/gsap-effects/scripts/extract-audio-data.py audio.mp3 -o audio-data.json
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python skills/gsap-effects/scripts/extract-audio-data.py video.mp4 --fps 30 --bands 16 -o audio-data.json
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```
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Requires ffmpeg and numpy (`pip install numpy`).
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| Flag | Default | Description |
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| --------- | --------------- | -------------------------------------------------------- |
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| `--fps` | 30 | Must match the composition/render FPS |
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| `--bands` | 16 | Number of frequency bands (more = finer spectrum detail) |
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| `-o` | audio-data.json | Output path |
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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.
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## Step 2: Understanding the Data
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```json
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{
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"duration": 180.5,
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"fps": 30,
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"bands": 16,
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"totalFrames": 5415,
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"frames": [
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{ "time": 0.0, "rms": 0.0, "bands": [0.0, 0.0, 0.0, ...] },
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{ "time": 0.0333, "rms": 0.42, "bands": [0.8, 0.6, 0.3, ...] }
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]
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}
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```
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**`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.
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**`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.
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- Index 0 = lowest bass (~30Hz). Index `n-1` = highest treble (~16kHz).
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- Low indices (0-3) react to kick drums, bass lines, sub-bass rumble.
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- Mid indices (4-9) react to vocals, guitars, synths, most melodic content.
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- High indices (10-15) react to hi-hats, cymbals, sibilance, brightness.
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## Loading the Data
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Embed the data in the composition so it's available when the timeline runs.
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```js
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// Option A: inline (small files, under ~500KB)
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const AUDIO_DATA = {
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/* paste audio-data.json contents */
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};
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setupTimeline(AUDIO_DATA);
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// Option B: fetch (large files)
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fetch("audio-data.json")
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.then((r) => r.json())
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.then((data) => {
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setupTimeline(data);
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});
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function setupTimeline(AUDIO_DATA) {
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// Register tl.call() draws here — AUDIO_DATA is guaranteed to be loaded
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for (let f = 0; f < AUDIO_DATA.totalFrames; f++) {
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tl.call(
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() => {
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draw(AUDIO_DATA.frames[f]);
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},
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[],
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f / AUDIO_DATA.fps,
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);
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}
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}
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```
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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.
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## Step 3: Drive Rendering from the Timeline
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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.
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## Rendering Approaches
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The data is framework-agnostic. Here's how to wire it up in each approach.
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### Canvas 2D
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Best for: bars, waveforms, circles, gradients, particles. Most common choice.
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```js
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const canvas = document.querySelector("#viz-canvas");
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const ctx = canvas.getContext("2d");
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for (let f = 0; f < AUDIO_DATA.totalFrames; f++) {
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tl.call(
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() => {
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const frame = AUDIO_DATA.frames[f];
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if (!frame) return;
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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// read frame.rms and frame.bands, draw whatever you want
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},
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[],
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f / AUDIO_DATA.fps,
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);
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}
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```
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### WebGL / Three.js
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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.
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```js
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// In your Three.js setup:
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const uniforms = { uBass: { value: 0 }, uMid: { value: 0 }, uRms: { value: 0 } };
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for (let f = 0; f < AUDIO_DATA.totalFrames; f++) {
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tl.call(
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() => {
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const frame = AUDIO_DATA.frames[f];
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if (!frame) return;
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uniforms.uBass.value = Math.max(frame.bands[0], frame.bands[1], frame.bands[2]);
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uniforms.uMid.value = Math.max(frame.bands[6], frame.bands[7], frame.bands[8]);
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uniforms.uRms.value = frame.rms;
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},
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[],
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f / AUDIO_DATA.fps,
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);
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}
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```
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### DOM Elements
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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.
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```js
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const bars = document.querySelectorAll(".bar");
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for (let f = 0; f < AUDIO_DATA.totalFrames; f++) {
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tl.call(
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() => {
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const frame = AUDIO_DATA.frames[f];
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if (!frame) return;
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bars.forEach((bar, i) => {
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bar.style.height = frame.bands[i] * 100 + "%";
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});
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},
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[],
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f / AUDIO_DATA.fps,
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);
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}
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```
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## Spatial Mapping
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When laying out frequency data spatially, follow these conventions so visualizations read naturally:
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- **Horizontal layouts**: low frequencies (bass) on the left, high frequencies (treble) on the right. Iterate the bands array left-to-right.
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- **Vertical layouts**: low frequencies at the bottom, high frequencies at the top.
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- **Circular layouts**: bass starts at the top (12 o'clock) and wraps clockwise. Mirror the bands array for a full circle.
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## Motion Principles
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### Smoothing
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Raw per-frame data changes abruptly. Blend with the previous frame for fluid motion:
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```js
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let prev = null;
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const smoothing = 0.25; // 0 = no smoothing, higher = more lag
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function smooth(f) {
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const raw = AUDIO_DATA.frames[f];
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if (!raw) return prev;
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if (!prev) {
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prev = { rms: raw.rms, bands: [...raw.bands] };
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return prev;
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}
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prev = {
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rms: prev.rms * smoothing + raw.rms * (1 - smoothing),
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bands: raw.bands.map((b, i) => prev.bands[i] * smoothing + b * (1 - smoothing)),
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};
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return prev;
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}
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```
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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.
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### Value Mapping
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Audio data is 0-1 but visual properties need different ranges. Map with intention:
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- **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)`.
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- **Opacity**: low values should still be slightly visible. `0.15 + bands[i] * 0.85` keeps elements present during quiet moments.
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- **Color intensity**: shift between a muted base and a vivid peak. Interpolate HSL lightness or RGB channels based on the value.
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- **Position/offset**: use rms to drive drift or wobble. Small movements (5-20px) feel organic; large movements look chaotic.
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### What Makes It Feel Good
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- **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."
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- **Treble drives the detail.** Small particle movements, edge shimmer, opacity flicker. Treble adds texture without dominating.
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- **RMS drives global properties.** Background brightness, overall scale, color warmth. It's the "energy level" of the whole frame.
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- **Don't animate everything at once.** Pick 2-3 visual properties to tie to the audio. More than that looks noisy.
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- **Quiet sections should still have life.** A completely static frame during a soft passage looks broken. Keep minimum values above zero.
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## Band Count Guide
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| Bands | Detail level | Good for |
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| ----- | ------------ | ------------------------------------------- |
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| 4 | Low | Simple pulsing, background glow |
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| 8 | Medium | Bar visualizations, basic spectrum |
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| 16 | High | Detailed EQ, circular visualizers (default) |
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| 32 | Very high | Smooth curves, dense radial layouts |
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More bands = larger JSON file. 16 is a good default.
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## Layering
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Layer multiple canvases with CSS z-index for depth:
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```html
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<canvas id="bg-layer" style="position:absolute;top:0;left:0;z-index:1;"></canvas>
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<canvas id="main-layer" style="position:absolute;top:0;left:0;z-index:2;"></canvas>
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```
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A background layer driven by bass/rms and a foreground layer driven by individual bands creates depth without complexity.
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## HyperFrames Integration Notes
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- The `<canvas>` element needs `data-start`, `data-duration`, and `data-track-index` like any other clip
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- Set canvas `width`/`height` attributes to match the composition dimensions (1920x1080)
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- The extraction script FPS must match the render FPS (default: 30)
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- For large audio files, the JSON can be several MB — load via `fetch` rather than inlining
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- Each canvas in the composition needs its own `data-track-index` — don't put multiple canvases on the same track
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