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Bind audio CHOP channels to GLSL TOP uniform slots

create_audio_glsl_uniforms

Bind audio CHOP channels to GLSL uniform slots on an existing glslTOP, so named channels drive shader parameters each cook.

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
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.
source_chop_pathYesPath to the CHOP whose channels are read (must contain every `chan` listed in bindings).
target_glsl_pathYesPath to an existing glslTOP whose seq.vec slots will be bound.
Behavior4/5

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

The description discloses behavioral traits beyond the annotations: it is idempotent, creates no operators, and the binding takes effect every cook. These details add value over the readOnlyHint/destructiveHint annotations, which only state it is non-read-only and non-destructive. No contradiction with annotations.

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 extremely concise: two sentences that front-load the core action and then provide a couple of high-value behavioral notes (no operators, idempotent/composable). No fluff, every clause earns its place.

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?

For a 4-parameter tool with 100% schema coverage and no output schema, the description covers the key non-obvious details: it writes to existing glslTOP slots, is idempotent, and composes with create_glsl_shader. It does not mention return values, but for a parameter-binding operation this is not critical. The description is sufficiently complete for its complexity.

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?

The input schema provides 100% parameter description coverage, including details for bindings, expand_capacity, source_chop_path, and target_glsl_path. The description adds high-level context (e.g., named channels drive uniform slots) but does not elaborate on parameter syntax or semantics beyond what the schema already covers. Baseline 3 is appropriate.

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 specifies the action ('Writes CHOP-reference expressions onto the seq.vec uniform slots'), the target resource ('existing glslTOP'), and the effect ('drive shader uniforms every cook'). It distinguishes itself from sibling tools by emphasizing it creates no operators and is a pure parameter binding, which differentiates it from 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 Guidelines3/5

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

The description implicitly conveys when to use it (with an existing glslTOP and a CHOP source) and mentions composability with create_glsl_shader, but it does not explicitly state exclusions or name alternative tools for other binding scenarios (e.g., bind_to_channel or bind_audio_reactive). The usage context is clear but not fully explicit.

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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