physics-reactive-audio
CommunityReal-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 requiredComponents
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.
Agent Skills Search Helper
Install a tiny helper to your Agent, search and equip skill from 223,000+ vetted skills library on demand.