physics-reactive-audio

Community

Real-time physics-driven audio design.

Authorjoshband
Version1.0.0
Installs0

System Documentation

What problem does it solve?

Provides a workflow to design, implement, and validate simulation-driven audio behavior that remains stable and deterministic at the DSP boundary.

Core Features & Use Cases

  • Mapping simulation state (position, velocity, forces) to DSP parameters (filter cutoff, gain, reverb density) with bounded, lock-free data transfers.
  • Deterministic, real-time safe execution: no blocking on the audio thread and explicit guardrails for CPU budgets.
  • Use Case: integrate a gravity-driven particle system to modulate a spatialized soundfield in a game or interactive installation.

Quick Start

Connect a small simulator loop to the DSP path and run a basic scene to observe predictable audio responses.

Dependency Matrix

Required Modules

None required

Components

references

💻 Claude Code Installation

Recommended: Let Claude install automatically. Simply copy and paste the text below to Claude Code.

Please help me install this Skill:
Name: physics-reactive-audio
Download link: https://github.com/joshband/LocusQ/archive/main.zip#physics-reactive-audio

Please download this .zip file, extract it, and install it in the .claude/skills/ directory.
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