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audio-router音频路由器

Agent Skill

用于辅助前端页面、组件、样式和交互逻辑的开发与维护。它适合让 Agent 生成或审查 React、Next.js、Vue、Tailwind、CSS 等相关代码,整理组件结构,或定位布局和性能问题。使用时需要结合项目现有设计系统、路由和构建方式,避免只生成孤立片段;涉及页面改动时,应配合本地预览和构建检查确认视觉效果。

总安装

1,176

周安装

49

GitHub Stars

8

下载量

392
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

3

许可证

MIT

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:audio-router(音频路由器)
来源仓库:https://github.com/bbeierle12/skill-mcp-claude
仓库路径:skills/audio-router
安装命令:
npx skills add https://github.com/bbeierle12/skill-mcp-claude --skill audio-router
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。不同来源提供的安装方式可能略有差异;本站展示可直接复制的安装命令,安装前请核对来源页面。

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

简介

用于根据音频任务类型自动路由至专用技能模块。

  • 支持信号分类、规则匹配和多技能组合加载,提升复杂项目效率。
  • 核心路由包括 audio-playback、audio-analysis 和 audio-reactive 等子技能。
  • 安装方式:github,通过 npx skills add 命令从指定仓库添加。
  • 注意:多技能协作时需按顺序读取各 SKILL.md 后再实施具体功能。

SKILL.md

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 audioaudio-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

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

04

需要参考平台分布和安装热度时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

补充不同宿主或平台的使用分布数据

能力 5

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Claude Code

28.37%
按下载量换算111

OpenCode

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按下载量换算80

Gemini CLI

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按下载量换算65

windsurf

11.88%
按下载量换算47

Antigravity

8.03%
按下载量换算31

Codex

3.11%
按下载量换算12

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权限和风险

需要联网

该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。

来源信息

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