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Create 3D audio-reactive scene

create_3d_audio_reactive

Generate a 3D scene that reacts to audio by creating a bar graph spectrum or a pulsing object. Adjust sensitivity, zoom, and rotation to customize the visual response.

Instructions

Build a 3D scene that reacts to sound — the 3D counterpart of create_audio_reactive. 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.

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_pathNoAudio file path (source='file').
existing_chop_pathNoPath of an existing audio CHOP to analyze (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_controlsNoExpose live Sensitivity (audio gain), Zoom (camera distance), and Spin knobs.
parent_pathNo/project1
Behavior4/5

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

Annotations indicate readOnlyHint=false and destructiveHint=false; the description adds detail that the tool creates a Camera, Light, Render TOP, and Null TOP, exposes knobs, and handles live vs file sources. This goes beyond annotations without contradicting them. Could mention exact nodes created but is sufficient.

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

Conciseness5/5

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

The description is concise (~100 words), front-loads the main purpose, and covers essential details in a single paragraph. No filler sentences or redundancy.

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

Completeness4/5

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

Given 9 parameters and no output schema, the description explains the tool's output (Null TOP), modes (instanced_bars, bass_pulse), controls (Sensitivity, Zoom, Spin), and source options. It is almost complete, though could mention the network hierarchy or interaction between parameters.

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

Parameters4/5

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

Schema coverage is high (89%), so baseline is 3. The description adds value by explaining the modes (instanced_bars and bass_pulse) and source behaviors (e.g., oscillator for testing, device permission prompt). It does not repeat schema but provides meaningful context for key parameters.

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 the tool builds a 3D audio-reactive scene, explicitly positions it as the 3D counterpart of create_audio_reactive, and describes the two modes (instanced_bars and bass_pulse) with specific goals. This distinguishes it from siblings and gives a precise purpose.

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

Usage Guidelines4/5

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

The description provides context on when to use this tool vs the 2D counterpart (create_audio_reactive) and explains source options (device, file, oscillator, existing_chop) with practical notes like macOS permission prompts. However, it does not explicitly exclude other scenarios or compare with all sibling tools, so a slight gap exists.

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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