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Create 3D audio-reactive scene

create_3d_audio_reactive

Generate a 3D audio-reactive scene with instanced bars for spectrum analysis or a bass pulse effect. Includes camera, light, and render output.

Instructions

Build a 3D scene that reacts to sound — the 3D counterpart of create_audio_reactive (use that for a 2D spectrum visual instead). Creates a new baseCOMP under parent_path. An FFT spectrum chain feeds geometry: 'instanced_bars' renders a row of bands boxes/spheres whose individual heights track each frequency bin (a 3D spectrum bar-graph), while 'bass_pulse' swells a single primitive with the low-frequency energy. Includes a Camera, Light, and Render TOP, output as a Null TOP. Exposes Sensitivity (audio gain), Zoom (camera distance), and Spin (whole-scene rotation) knobs. Source can be the live device (mic/line — may prompt for macOS permission), an audio file, a synthetic oscillator (for testing), or an existing CHOP. Returns a summary plus a JSON block with the container path, created node paths, the spectrum/geometry/camera/render/output paths, exposed controls, any node errors, warnings, and an inline preview image.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
sourceNoAudio source. 'device' = live microphone/line in (the real-world default; creating it may pop a one-time macOS microphone-permission dialog — click Allow). 'file' = an audio file. 'oscillator' = a synthetic tone (white noise → energy in every band, handy for testing without any device permission). 'existing_chop' = reuse a CHOP you already have.device
audio_file_pathNoPath to an audio file to play; used only when source='file'.
existing_chop_pathNoPath of an existing audio CHOP to analyze; used only when source='existing_chop'.
modeNo'instanced_bars' = a row of `bands` boxes/spheres, each one's height driven by one frequency bin (a 3D spectrum bar-graph). 'bass_pulse' = a single primitive that swells with the low-frequency energy (the guaranteed-visible fallback).instanced_bars
bandsNoNumber of bars in 'instanced_bars' mode — one per frequency bin.
primitiveNoGeometry rendered for each bar / the pulsing object.box
spinNoWhole-scene rotation around Y in degrees/sec (0 = still). Spins the entire bar row / object over time.
expose_controlsNoWhen true (default), expose live Sensitivity (audio gain), Zoom (camera distance), and Spin knobs.
parent_pathNoParent network where the scene container is created (default '/project1')./project1
Behavior4/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

Discloses creation of a new baseCOMP, inclusion of FFT, camera, light, render, and Null TOP output. Mentions potential macOS permission dialog. Annotations indicate non-destructive and non-read-only, which is consistent.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Well-structured and informative, but slightly long. Each sentence adds value, but could be tightened. Front-loads purpose and sibling differentiation.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

Covers input parameters, behavior, side effects, and return value (summary with JSON block). No output schema, but description compensates by detailing what is returned.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters5/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Adds meaning beyond schema: explains source options in detail (device permission, oscillator for testing), describes mode visuals, and clarifies parameter effects (spin rotates scene, expose_controls adds knobs). Schema coverage is 100%, but description enriches understanding.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description clearly states it builds a 3D scene that reacts to sound, distinguishes from the 2D sibling create_audio_reactive, and specifies the two modes (instanced_bars and bass_pulse) and components (camera, light, render).

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines5/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

Explicitly tells when to use this tool vs the alternative: 'the 3D counterpart of create_audio_reactive (use that for a 2D spectrum visual instead)'. Also provides guidance on source selection, including permission considerations and testing options.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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