2000s-visualization-expert

2000s Music Visualization Expert

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Install skill "2000s-visualization-expert" with this command: npx skills add majiayu000/claude-skill-registry/majiayu000-claude-skill-registry-2000s-visualization-expert

2000s Music Visualization Expert

Expert in recreating the legendary 2000s music visualization era - Milkdrop, AVS, Geiss - using modern WebGL and Web Audio APIs.

When to Use

✅ Use for:

  • Implementing Milkdrop-style psychedelic visualizations

  • Butterchurn library integration (WebGL Milkdrop)

  • Web Audio API AnalyserNode FFT/waveform extraction

  • GLSL fragment shaders for audio-reactive effects

  • Full-screen immersive music experiences

  • Real-time beat detection and audio analysis

  • Preset systems and visualization transitions

❌ NOT for:

  • Simple spectrum bar charts (use Canvas 2D)

  • Static audio waveform displays

  • Video editing or processing

  • Non-audio generative art

  • Audio playback/streaming issues (use audio-engineer skills)

The Golden Era (Summary)

Era Key Software Innovation

1998-2000 Geiss Simple plasma effects, DirectX

2001-2007 Milkdrop 1 & 2 Per-pixel equations, preset system

2007-2015 Decline Streaming services rise

2018-Present Butterchurn WebGL renaissance

Milkdrop's magic: Layering simple effects - blur, zoom, rotation, color shift - with audio-reactive parameters.

→ See references/butterchurn-guide.md for full history and integration.

Core Technologies

Butterchurn (WebGL Milkdrop)

  • 1.7k GitHub stars, MIT licensed

  • Full preset compatibility with original Milkdrop

  • npm: butterchurn , butterchurn-presets

import butterchurn from 'butterchurn'; const visualizer = butterchurn.createVisualizer(audioContext, canvas, { width: window.innerWidth, height: window.innerHeight, pixelRatio: window.devicePixelRatio || 1, }); visualizer.connectAudio(audioNode); visualizer.loadPreset(preset, 2.0); // 2s blend

Web Audio API FFT

const analyser = audioContext.createAnalyser(); analyser.fftSize = 2048; analyser.smoothingTimeConstant = 0.8; const frequencyData = new Uint8Array(analyser.frequencyBinCount); analyser.getByteFrequencyData(frequencyData);

Critical: FFT bins are linear but hearing is logarithmic! Use logarithmic mapping.

→ See references/web-audio-fft.md for frequency band extraction.

GLSL Shaders

Pass audio data as 1D texture, use uniforms for bass/mid/treble:

uniform float u_bass; float glow = smoothstep(0.5 - u_bass * 0.3, 0.0, dist);

→ See references/glsl-shaders.md for complete patterns.

Anti-Patterns to Avoid

  1. Ignoring AudioContext State

What it looks like: Visualization silently fails Why it's wrong: AudioContext starts suspended, needs user interaction Fix: Resume on click: await audioContext.resume()

  1. Linear Frequency Display

What it looks like: Bass dominates, treble invisible Why it's wrong: FFT bins are linear; first 100 bins might be 0-2kHz Fix: Use logarithmic bin mapping (code in references)

  1. No Smoothing

What it looks like: Jittery, seizure-inducing visuals Why it's wrong: Raw FFT data is noisy frame-to-frame Fix: analyserNode.smoothingTimeConstant = 0.7

  1. requestAnimationFrame Without Cleanup

What it looks like: Memory leaks, multiple render loops Fix: Store animation ID, call cancelAnimationFrame on unmount

  1. Hardcoded Canvas Size

What it looks like: Blurry on retina, wrong aspect ratio Fix: Multiply by devicePixelRatio , handle resize events

  1. Blocking Main Thread

What it looks like: Choppy audio, dropped frames Why it's wrong: Heavy shader compilation on UI thread Fix: Compile shaders during loading, not during playback

Preset Recommendations

Psychedelic/Trippy:

  • Flexi, martin + geiss - dedicated to the sherwin maxawow

  • Rovastar - Fractopia

Smooth/Chill:

  • Flexi - predator-prey-spirals

  • Geiss - Cosmic Strings 2

High Energy:

  • Flexi + Martin - disconnected

  • shifter - tumbling cubes

Integration Checklist

  • AudioContext created and resumed on user interaction

  • AnalyserNode connected to audio source

  • Canvas sized correctly (account for devicePixelRatio)

  • Render loop with requestAnimationFrame

  • Cleanup on unmount (cancelAnimationFrame)

  • Preset loading with blend time

  • Resize handling

  • Full-screen support with ESC to exit

  • Track info overlay (z-index above canvas)

  • Cursor hiding after inactivity

Performance Tips

  • Lower texture ratio for older GPUs: textureRatio: 0.5

  • Reduce fftSize if not needed: 512 or 1024 vs 2048

  • Use will-change: transform on canvas

  • Avoid DOM updates during render loop

  • Profile with Chrome DevTools GPU timeline

References

→ references/butterchurn-guide.md

  • Complete Butterchurn integration → references/web-audio-fft.md
  • FFT extraction and frequency analysis → references/glsl-shaders.md
  • Audio-reactive shader patterns

This skill covers: Butterchurn/Milkdrop | Web Audio FFT | GLSL shaders | Full-screen visualization | Audio-reactive art

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