Create 3D audio-reactive scene
create_3d_audio_reactiveBuild a 3D scene that reacts to audio, generating a spectrum bar graph or bass-pulse geometry with camera, lighting, and render, driven by live mic, a file, or a test tone.
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.
Tool call template
This tool declares no required parameters. Add optional parameters from the input schema as needed.
{
"id": 1,
"jsonrpc": "2.0",
"method": "tools/call",
"params": {
"arguments": {},
"name": "create_3d_audio_reactive"
}
}Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| mode | No | '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 |
| spin | No | Whole-scene rotation around Y in degrees/sec (0 = still). Spins the entire bar row / object over time. | |
| bands | No | Number of bars in 'instanced_bars' mode — one per frequency bin. | |
| source | No | Audio 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 |
| primitive | No | Geometry rendered for each bar / the pulsing object. | box |
| parent_path | No | Parent network where the scene container is created (default '/project1'). | /project1 |
| audio_file_path | No | Path to an audio file to play; used only when source='file'. | |
| expose_controls | No | When true (default), expose live Sensitivity (audio gain), Zoom (camera distance), and Spin knobs. | |
| existing_chop_path | No | Path of an existing audio CHOP to analyze; used only when source='existing_chop'. |