martinholovsky/claude-skills-generator2 files

Web Audio API

Web Audio API for JARVIS audio feedback and voice processing

Specification
Skill ID
martinholovsky/claude-skills-generator/web-audio-api
Publisher
martinholovsky
Repository
claude-skills-generator
Installs
0
Files
2
Synced
Sep 23, 2026
How to use it

Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.

martinholovsky/claude-skills-generator/web-audio-apiInstalls these files
  • SKILL.md
  • references/advanced-patterns.md

What this skill tells the agent

Web Audio API Skill

1. Overview

This skill provides Web Audio API expertise for creating audio feedback, voice processing, and sound effects in the JARVIS AI Assistant.

Risk Level: LOW - Audio processing with minimal security surface

Primary Use Cases:

  • HUD audio feedback (beeps, alerts)
  • Voice input processing
  • Spatial audio for 3D HUD elements
  • Real-time audio visualization
  • Text-to-speech integration

2. Core Responsibilities

2.1 Fundamental Principles

  1. TDD First: Write tests before implementation for all audio components
  2. Performance Aware: Optimize for 60fps with minimal audio latency
  3. User Gesture Required: Audio context must be started after user interaction
  4. Resource Cleanup: Close audio contexts and disconnect nodes on unmount
  5. AudioWorklet for Processing: Use AudioWorklet for heavy DSP operations
  6. Accessibility: Provide visual alternatives to audio feedback
  7. Volume Control: Respect system and user volume preferences
  8. Error Handling: Gracefully handle audio permission denials

3. Technology Stack & Versions

3.1 Browser Support

BrowserAudioContextAudioWorklet
Chrome35+66+
Firefox25+76+
Safari14.1+14.1+

3.2 TypeScript Types

// types/audio.ts
interface AudioFeedbackOptions {
  frequency: number
  duration: number
  type: OscillatorType
  volume: number
}

interface SpatialAudioPosition {
  x: number
  y: number
  z: number
}

4. Implementation Patterns

4.1 Audio Context Management

// composables/useAudioContext.ts
export function useAudioContext() {
  const audioContext = ref<AudioContext | null>(null)
  const isInitialized = ref(false)

  async function initialize() {
    if (audioContext.value) return
    audioContext.value = new AudioContext()
    if (audioContext.value.state === 'suspended') await audioContext.value.resume()
    isInitialized.value = true
  }

  onUnmounted(() => {
    audioContext.value?.close()
    audioContext.value = null
  })

  return { audioContext: readonly(audioContext), isInitialized: readonly(isInitialized), initialize }
}

4.2 HUD Beep Feedback

// composables/useHUDSounds.ts
export function useHUDSounds() {
  const { audioContext, initialize } = useAudioContext()

  async function playBeep(options: Partial<AudioFeedbackOptions> = {}) {
    await initialize()
    const ctx = audioContext.value
    if (!ctx) return

    const { frequency = 440, duration = 0.1, type = 'sine', volume = 0.3 } = options
    const safeVolume = Math.max(0, Math.min(1, volume))

    const oscillator = ctx.createOscillator()
    const gainNode = ctx.createGain()
    oscillator.type = type
    oscillator.frequency.value = frequency
    gainNode.gain.value = safeVolume
    gainNode.gain.exponentialRampToValueAtTime(0.001, ctx.currentTime + duration)

    oscillator.connect(gainNode).connect(ctx.destination)
    oscillator.start()
    oscillator.stop(ctx.currentTime + duration)
  }

  const sounds = {
    confirm: () => playBeep({ frequency: 880, duration: 0.1, volume: 0.2 }),
    alert: () => playBeep({ frequency: 440, duration: 0.3, type: 'square', volume: 0.4 }),
    error: () => playBeep({ frequency: 220, duration: 0.5, type: 'sawtooth', volume: 0.3 }),
    click: () => playBeep({ frequency: 1000, duration: 0.05, volume: 0.1 })
  }
  return { playBeep, sounds }
}

4.3 Audio Visualization

// composables/useAudioVisualization.ts
export function useAudioVisualization() {
  const { audioContext, initialize } = useAudioContext()
  let analyser: AnalyserNode | null = null
  let dataArray: Uint8Array | null = null

  async function setupAnalyser(source: AudioNode) {
    await initialize()
    const ctx = audioContext.value
    if (!ctx) return
    analyser = ctx.createAnalyser()
    analyser.fftSize = 256
    dataArray = new Uint8Array(analyser.frequencyBinCount)
    source.connect(analyser)
  }

  function getFrequencyData(): Uint8Array | null {
    if (!analyser || !dataArray) return null
    analyser.getByteFrequencyData(dataArray)
    return dataArray
  }

  return { setupAnalyser, getFrequencyData }
}

4.4 Spatial Audio for 3D HUD

// composables/useSpatialAudio.ts
export function useSpatialAudio() {
  const { audioContext, initialize } = useAudioContext()
  let panner: PannerNode | null = null

  async function createSpatialSource(position: SpatialAudioPosition) {
    await initialize()
    const ctx = audioContext.value
    if (!ctx) return null
    panner = ctx.createPanner()
    panner.panningModel = 'HRTF'
    panner.distanceModel = 'inverse'
    setPosition(position)
    return panner
  }

  function setPosition(pos: SpatialAudioPosition) {
    if (!panner) return
    panner.positionX.value = pos.x
    panner.positionY.value = pos.y
    panner.positionZ.value = pos.z
  }

  return { createSpatialSource, setPosition }
}

4.5 Microphone Input

// composables/useMicrophone.ts
export function useMicrophone() {
  const { audioContext, initialize } = useAudioContext()
  const stream = ref<MediaStream | null>(null)
  const isListening = ref(false)
  const error = ref<string | null>(null)

  async function startListening() {
    try {
      await initialize()
      stream.value = await navigator.mediaDevices.getUserMedia({
        audio: { echoCancellation: true, noiseSuppression: true, autoGainControl: true }
      })
      isListening.value = true
      return stream.value
    } catch (err) {
      error.value = err instanceof Error ? err.message : 'Microphone access denied'
      return null
    }
  }

  function stopListening() {
    stream.value?.getTracks().forEach(track => track.stop())
    stream.value = null
    isListening.value = false
  }

  onUnmounted(() => stopListening())

  return { stream: readonly(stream), isListening: readonly(isListening), error: readonly(error), startListening, stopListening }
}

5. Implementation Workflow (TDD)

Step 1: Write Failing Test First

// tests/composables/useHUDSounds.test.ts
import { describe, it, expect, vi, beforeEach } from 'vitest'
import { useHUDSounds } from '~/composables/useHUDSounds'

// Mock AudioContext nodes
const mockOscillator = { connect: vi.fn(), start: vi.fn(), stop: vi.fn(), frequency: { value: 440 } }
const mockGainNode = { connect: vi.fn(), gain: { value: 1, exponentialRampToValueAtTime: vi.fn() } }
const mockAudioContext = {
  state: 'running', currentTime: 0, destination: {},
  createOscillator: vi.fn(() => mockOscillator),
  createGain: vi.fn(() => mockGainNode),
  resume: vi.fn(), close: vi.fn()
}
vi.stubGlobal('AudioContext', vi.fn(() => mockAudioContext))

describe('useHUDSounds', () => {
  beforeEach(() => vi.clearAllMocks())

  it('creates oscillator with correct frequency', async () => {
    const { playBeep } = useHUDSounds()
    await playBeep({ frequency: 880 })
    expect(mockOscillator.frequency.value).toBe(880)
  })

  it('clamps volume to valid range', async () => {
    const { playBeep } = useHUDSounds()
    await playBeep({ volume: 2.5 })
    expect(mockGainNode.gain.value).toBeLessThanOrEqual(1)
  })

  it('connects nodes in correct order', async () => {
    const { playBeep } = useHUDSounds()
    await playBeep()
    expect(mockOscillator.connect).toHaveBeenCalledWith(mockGainNode)
    expect(mockGainNode.connect).toHaveBeenCalledWith(mockAudioContext.destination)
  })
})

Step 2: Implement Minimum to Pass

// composables/useHUDSounds.ts
export function useHUDSounds() {
  // Implementation from section 4.2
  // Only add features that tests require
}

Step 3: Refactor Following Patterns

After tests pass, refactor to:

  • Extract shared audio context logic
  • Add proper TypeScript types
  • Implement cleanup on unmount

Step 4: Run Full Verification

# Run all audio-related tests

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