physics-reactive-audio

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Design, implement, and validate physics-reactive audio behavior with realtime-safe DSP contracts.

joshband By joshband schedule Updated 2/20/2026

name: physics-reactive-audio description: Design, implement, and validate physics-reactive audio behavior with realtime-safe DSP contracts.

Title: Physics-Reactive Audio Skill Document Type: Skill Author: APC Codex Created Date: 2026-02-20 Last Modified Date: 2026-02-20

Physics-Reactive Audio

Use this skill when audio behavior is driven by simulation state (for example: fluid dynamics, flocking, crowd behavior, 0G/gravity, drag, collisions, herd fields).

Workflow

  1. Define simulation scope and ownership: what updates on worker thread vs audio thread.
  2. Choose model outputs needed by audio (force, speed, density, collision energy, proximity, topology).
  3. Define parameter mapping contracts and safety clamps.
  4. Implement lock-free or bounded transfer from simulation to DSP.
  5. Validate stability, determinism, CPU headroom, and audible behavior.

Reference Map

  • references/model-selection-guide.md: Selecting and constraining simulation models.
  • references/realtime-safety.md: Threading contracts and lock avoidance.
  • references/validation-evidence.md: QA matrix and evidence requirements.

Architecture Defaults: Multi-Bus vs Cross-Instance

  • Treat multi-bus support as a first-class, portable architecture tool (AU/VST3 capable).
  • Do not assume cross-instance awareness is portable across AUv3/AU/VST3 hosts.
  • Default architecture recommendation:
    • One authoritative renderer/audio coordinator instance.
    • Routed input via host buses/tracks/sends.
    • Host-serialized state and automation as the canonical recall path.
  • If cross-instance messaging is requested, classify it as optional and host-specific, and document scope limits explicitly.

Execution Rules

  • Never block or allocate on the audio thread.
  • Keep simulation update cadence explicit and bounded.
  • Quantify worst-case CPU and memory behavior.
  • Clamp all mapped values before DSP consumption.
  • Add fallback behavior for simulation stalls or invalid state.

Deliverables

  • Threading/dataflow diagram.
  • Mapping table from simulation state to DSP parameters.
  • Validation summary with tested, partially tested, or not tested.
Install via CLI
npx skills add https://github.com/joshband/LocusQ --skill physics-reactive-audio
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