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skills/smithery/ai/juce-audio-graphics-architect

juce-audio-graphics-architect

SKILL.md

JUCE Audio Graphics Architect

Overview

Plan and implement JUCE plugins that combine real-time DSP with interactive visuals and layered UI, while keeping the audio thread realtime-safe.

Core Capabilities

  1. Plan plugin architecture, data flow, and thread boundaries.
  2. Implement DSP chains with APVTS parameters and smoothing.
  3. Build FFT and metering pipelines for audio-reactive UI.
  4. Create OpenGL or shader-driven visuals and particle systems.
  5. Design layered UI with transparency, shadows, and animation.
  6. Integrate third-party modules when they reduce custom work.

Third-Party Usage

  • Prefer proven libraries and JUCE modules over custom re-implementation.
  • Verify license, platform support, and JUCE version compatibility.
  • Integrate via CMake (submodule, FetchContent, or CPM) and document the steps.

Workflow Decision Tree

  • For new plugin scaffolding: start with assets/templates/cmake-plugin/ and assets/templates/Source/, then follow references/dsp-recipes.md.
  • For DSP chain or parameter wiring: use references/dsp-recipes.md and references/juce-api-quickref.md.
  • For FFT or spectrum analysis: use references/dsp-recipes.md and references/juce-tutorials-map.md.
  • For OpenGL or shader visuals: use references/opengl-juce-visuals.md and assets/shaders/.
  • For layered UI or animation: use references/ui-layering-animation.md and references/juce-animation.md.
  • For third-party modules: use references/third-party-modules.md and references/third-party/.
  • For real-world DSP ideas: use references/skill_package/.
  • For blend-mode and layered UI research: use references/local/.

Execution Checklist

  • Confirm plugin format(s), target OS, and minimum JUCE version.
  • Confirm sample rate, channel layout, and buffer size assumptions.
  • Confirm CPU/GPU budget and whether OpenGL is acceptable.
  • Define a realtime-safe data bridge from audio thread to UI (lock-free FIFO or atomics).
  • Keep DSP allocations out of processBlock and avoid locks on the audio thread.
  • Provide a minimal validation plan (compile steps, smoke test, or visual check).

Output Expectations

  • Provide code with clear separation between audio thread and UI thread responsibilities.
  • Include parameter layout and attachments when UI controls are requested.
  • Include fallbacks for hosts without OpenGL or when OpenGL is disabled.
  • Note JUCE version-specific APIs that require verification.

Resources

  • references/juce-tutorials-map.md: topic map and search keywords for official JUCE docs.
  • references/juce-api-quickref.md: quick reference for key JUCE classes used by this skill.
  • references/juce-animation.md: JUCE animation module notes and easing patterns.
  • references/dsp-recipes.md: DSP chain, parameter, FFT, and audio-to-UI patterns.
  • references/opengl-juce-visuals.md: OpenGL renderer setup and shader pipeline patterns.
  • references/ui-layering-animation.md: transparency, shadows, and layered UI composition.
  • references/third-party-modules.md: integration notes for foleys_gui_magic, JIVE, melatonin_blur, and optional GPU UI.
  • references/juce-upstream/examples/: JUCE example sources (FFT, DSP, OpenGL, LookAndFeel, animation).
  • references/juce-upstream/api/: JUCE headers for APVTS, Reverb, DelayLine, AudioVisualiserComponent, Graphics, Component, OpenGL.
  • references/juce-upstream/animation/: JUCE animation headers (Animator, Easing, ValueAnimatorBuilder).
  • references/third-party/: README docs for foleys_gui_magic, JIVE, melatonin_blur, juce_murka, imgui_juce, and awesome-juce.
  • references/skill_package/: DSP algorithm notes and device inspirations from the provided skill package.
  • references/local/: internal UI research and demo project notes (blend modes, masking, photorealistic UI).
  • assets/templates/cmake-plugin/: minimal juce_add_plugin() CMake template.
  • assets/templates/Source/: processor/editor templates with FFT and OpenGL hooks.
  • assets/templates/ui/: layered UI component templates.
  • assets/shaders/: shader examples for audio-reactive visuals and particles.
  • assets/source/: raw visual assets (layered RGBA UI, knobs, Midjourney renders).
  • references/juce-upstream/docs/: JUCE official docs (CMake API, module format, etc.).
  • references/web/: downloaded CCRMA reverb/delay math and spatialization links.
  • references/external-paths.md: location of large external assets and references kept outside the skill.
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smithery/ai
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