Agent skill
2000s-visualization-expert
Expert in 2000s-era music visualization (Milkdrop, AVS, Geiss) and modern WebGL implementations. Specializes in Butterchurn integration, Web Audio API AnalyserNode FFT data, GLSL shaders for audio-reactive visuals, and psychedelic generative art. Activate on "Milkdrop", "music visualization", "WebGL visualizer", "Butterchurn", "audio reactive", "FFT visualization", "spectrum analyzer". NOT for simple bar charts/waveforms (use basic canvas), video editing, or non-audio visuals.
Install this agent skill to your Project
npx add-skill https://github.com/curiositech/some_claude_skills/tree/main/.claude/skills/2000s-visualization-expert
Metadata
Additional technical details for this skill
- tags
-
audio webgl visualization shaders music
- category
- Design & Creative
- pairs with
-
[ { "skill": "sound-engineer", "reason": "Audio processing feeds the visualizations" }, { "skill": "metal-shader-expert", "reason": "Advanced GPU shader techniques" } ]
SKILL.md
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()
2. 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)
3. 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
4. requestAnimationFrame Without Cleanup
What it looks like: Memory leaks, multiple render loops
Fix: Store animation ID, call cancelAnimationFrame on unmount
5. Hardcoded Canvas Size
What it looks like: Blurry on retina, wrong aspect ratio
Fix: Multiply by devicePixelRatio, handle resize events
6. 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 maxawowRovastar - Fractopia
Smooth/Chill:
Flexi - predator-prey-spiralsGeiss - Cosmic Strings 2
High Energy:
Flexi + Martin - disconnectedshifter - 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: transformon 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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