audio-analysis

Reads real-time amplitude and 8-band frequency data from audio entities in Decentraland SDK7 scenes.

1|Updated Apr 4, 2026
One-click install
npx skills add https://github.com/stom66/dcl-bowling --skill audio-analysis-stom66
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: audio-analysis
Source: https://github.com/stom66/dcl-bowling/tree/main/agent/skills/audio-analysis
Command: npx skills add https://github.com/stom66/dcl-bowling --skill audio-analysis-stom66

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill requires @dcl/sdk, and includes references (resource) components.

What problem does it solve? Building music visualizers, beat-reactive geometry, or audio-driven effects in a Decentraland SDK7 scene requires access to live audio signal data, which the base AudioSource component does not expose. This Skill explains how to attach and read the AudioAnalysis component to obtain per-frame amplitude and frequency band values. ## Core Features & Use Cases - Real-time signal reading: Attach AudioAnalysis to any entity with an AudioSource, AudioStream, or VideoPlayer and read amplitude plus 8 frequency bands each frame via readIntoView. - Visualizer patterns: Includes canonical patterns for amplitude-pulsing meshes, 8-bar equalizers, bass-triggered effects, and custom gain configuration with MODE_LOGARITHMIC or MODE_RAW. - Use Case: Build a club scene where a sphere pulses to the music's overall amplitude while eight bars scale with individual frequency bands, all driven by a single pre-allocated AudioAnalysisView read once per frame. ## Quick Start Ask the AI to add an AudioAnalysis component to an entity that already has an AudioSource and drive a mesh's scale from the amplitude value each frame.

Frequently Asked Questions about audio-analysis

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I read audio frequency data in a Decentraland SDK7 scene?▼

Attach the AudioAnalysis component to an entity that already has an AudioSource, AudioStream, or VideoPlayer, then call AudioAnalysis.readIntoView each frame with a pre-allocated view. The view exposes amplitude and an 8-element bands array you can use to drive visuals.

How do I build a music visualizer or equalizer in Decentraland?▼

Create one entity with AudioSource plus AudioAnalysis, read it into a shared AudioAnalysisView once per frame, then run consumer systems that scale bars by bands[0..7] and pulse a sphere by amplitude. The references file contains a complete working example.

Does AudioAnalysis work in all Decentraland explorers?▼

No, only the Unity explorer implements AudioAnalysis. Bevy and the mobile Godot explorer ignore the component and write no data, so scenes should include visual fallbacks that do not depend on amplitude values.

Why does AudioAnalysis return zeros for my video or audio?▼

Zeros occur when the source is paused, muted, or not loaded, or when a VideoPlayer uses an HLS stream (.m3u8) instead of a progressive MP4/WebM file. HLS audio decodes on a path the analyzer does not tap.

What is the difference between MODE_LOGARITHMIC and MODE_RAW?▼

MODE_LOGARITHMIC applies log-spaced, gain-scaled bands that roughly fit 0..1 for typical music and is recommended for visualizers. MODE_RAW returns linear FFT magnitudes where low bands dominate, and the amplitudeGain and bandsGain settings are ignored.