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Bind audio CHOP channels to GLSL TOP uniform slots

create_audio_glsl_uniforms

Bind audio analysis channels from a CHOP to existing glslTOP uniform slots, enabling real-time shader parameter control by frequency bands like low, mid, or rms.

Instructions

Writes CHOP-reference expressions onto the seq.vec uniform slots of an existing glslTOP, so named channels (low/mid/high/rms etc.) drive shader uniforms every cook. Creates no operators — pure parameter binding. Idempotent and composable with create_glsl_shader.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
target_glsl_pathYesPath to an existing glslTOP whose seq.vec slots will be bound.
source_chop_pathYesPath to the CHOP whose channels are read (must contain every `chan` listed in bindings).
bindingsYesChannel → uniform/component map. Multiple entries can target the same slot (different components) to build a multi-component uniform.
expand_capacityNoIf true, grow g.seq.vec.numBlocks to fit the highest slot index. If false, an out-of-range slot is a hard error.
Behavior3/5

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

With no annotations provided, the description carries full burden. It states idempotent and non-destructive behavior ('creates no operators—pure parameter binding'), but lacks details on conflict resolution (e.g., overwriting existing bindings), error conditions (missing channels), or side effects on the glslTOP's state. This is adequate but leaves some ambiguity.

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?

The description is two sentences, front-loading the core action in the first sentence and adding context in the second. It is concise with no wasted words, though the first sentence is slightly dense. Could be slightly more readable but remains efficient.

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

Completeness3/5

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

Given the tool's moderate complexity (4 params, nested objects, no output schema, no annotations), the description covers purpose and key behavioral traits but omits prerequisites (e.g., glslTOP must exist with seq.vec slots, CHOP must be present) and potential issues (e.g., bindings conflicting). It is sufficient for understanding but not exhaustive.

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

Parameters3/5

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

Schema description coverage is 100%, so the baseline is 3. The description adds no additional parameter details beyond what the schema already provides; it only summarizes the tool's function. The schema itself has rich descriptions (e.g., slot auto-assignment, uniform reuse), so the description's lack of extra parameter info is acceptable.

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 binds audio CHOP channels to GLSL TOP uniform slots using a specific verb (writes/binds) and resource (seq.vec uniform slots of glslTOP). It distinguishes itself from siblings like bind_audio_reactive by emphasizing it is pure parameter binding, creates no operators, and is idempotent/composable with create_glsl_shader.

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 clear context: it's for binding existing CHOP to existing glslTOP, no operators created, idempotent, and composable with shader creation. It implicitly differentiates from tools that create operators or handle other types of binding, but could explicitly mention when not to use it (e.g., if no glslTOP exists) or compare directly to sibling tools like bind_to_channel.

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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