physics-reactive-audio

Map simulation state to DSP parameters with lock-free data transfers.

3|Updated Feb 18, 2026
One-click install
npx skills add https://github.com/joshband/LocusQ --skill physics-reactive-audio
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: physics-reactive-audio
Source: https://github.com/joshband/LocusQ/tree/main/.codex/skills/physics-reactive-audio
Command: npx skills add https://github.com/joshband/LocusQ --skill physics-reactive-audio

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

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.

Frequently Asked Questions about physics-reactive-audio

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I map physics simulation state to audio DSP parameters in real time?

To map physics simulation state to audio DSP parameters in real time, you establish a bounded, lock-free state transfer contract that translates simulation outputs like velocity and force into DSP controls such as filter cutoff and gain. This ensures deterministic execution without blocking the audio thread.

Why does my real-time audio thread dropouts when reading simulation velocity data?

Real-time audio thread dropouts occur when reading simulation data if the data transfer is not lock-free or properly bounded. You must implement a strict state transfer contract with explicit safety clamps to prevent blocking the DSP thread and ensure stable audio performance.

What is lock-free data transfer for real-time audio DSP?

Lock-free data transfer for real-time audio DSP is a bounded communication mechanism that passes simulation state across multi-threaded contexts without using blocking locks. This approach maintains deterministic execution and prevents audio thread starvation during parameter updates.

Can I use physics-driven audio design for interactive installations?

Yes, you can use physics-driven audio design for interactive installations by connecting a simulator loop to the DSP path. This setup allows simulation outputs like proximity and force to drive spatialized soundfields predictably within a defined CPU budget.

What's the best way to ensure deterministic audio performance in a multi-threaded simulation?

The best way to ensure deterministic audio performance in a multi-threaded simulation is to apply explicit guardrails for CPU budgets and use bounded data flows. This prevents timing variances and keeps the DSP execution stable across all threads.

Do I need safety clamps to prevent audio clipping when mapping simulation forces?

Yes, you need safety clamps to prevent audio clipping and unstable DSP behavior when mapping simulation forces. These guardrails bound the incoming state values, ensuring the real-time audio output remains stable and predictable regardless of simulation spikes.