| name | audio-analysis |
| description | Read real-time amplitude and 8-band frequency data from any AudioSource, AudioStream, or VideoPlayer entity in a Decentraland SDK7 scene with the AudioAnalysis component. Renderer fills the component each frame; scenes copy values into a plain JS view via readIntoView/tryReadIntoView and drive entity scale, color, lights, materials, particles, or UI from amplitude (overall loudness) and bands[0..7] (low→high frequency bins). Use when the user asks for music visualizers, beat reactivity, audio-reactive scenes, equalizers, dancing lights, scaling cubes that pulse to music, audio-driven materials, or anything that should react to sound. Do NOT use to play sound (see audio-video) or to detect player-emitted audio (this reads only entity-attached AudioSource/AudioStream/VideoPlayer audio). |
AudioAnalysis
Real-time audio signal analysis attached to any entity that already has an AudioSource, AudioStream, or VideoPlayer. The renderer analyzes the audio frame buffer and writes results back into the component each tick. Scenes read those results to drive visualizers, beat-reactive geometry, audio-driven lights, etc.
Authoring split
The audio-emitting entity (a speaker / radio / video screen) is static and belongs in main-entities.ts with its AudioSource / AudioStream / VideoPlayer component. AudioAnalysis itself is not in the supported declarative list — attach it at runtime in src/index.ts via getEntityOrNullByName. Reactive entities (pulsing cubes, EQ bars) are likewise added in code since their visuals are driven dynamically.
dj_speaker: {
components: {
Transform: { position: { x: 8, y: 1, z: 8 } },
AudioSource: { audioClipUrl: 'sounds/track.mp3', playing: true, loop: true, volume: 0.8 }
}
}
import { engine, AudioAnalysis, PBAudioAnalysisMode, Transform } from '@dcl/sdk/ecs'
import { Vector3 } from '@dcl/sdk/math'
export function main() {
const speaker = engine.getEntityOrNullByName('dj_speaker')
if (!speaker) return
AudioAnalysis.createAudioAnalysis(speaker, PBAudioAnalysisMode.MODE_LOGARITHMIC)
}
RULE: Requires an audio-emitting component on the same entity
AudioAnalysis does nothing on its own. The entity MUST also have one of: AudioSource, AudioStream, or VideoPlayer. The renderer taps that component's audio frame buffer to compute amplitude/bands. An entity with only AudioAnalysis produces no data.
RULE: Audio must be playing for non-zero output
Values are derived from live audio frames. If the source is paused, muted, or not yet loaded, amplitude and all bands[] stay at 0. There is no "ready" event — start your reactive systems unconditionally, they will simply animate toward 0 while silent.
RULE: Only the Unity explorer implements this
Bevy and the mobile Godot explorer ignore the component (no analysis written). Treat AudioAnalysis as a Unity-explorer-only enhancement and design fallbacks (e.g. a base scale that doesn't depend on amplitude) so the scene still looks reasonable elsewhere.
RULE: Read via readIntoView into a pre-allocated view
readIntoView / tryReadIntoView write into a caller-owned AudioAnalysisView = { amplitude: number, bands: number[] }. Allocate the view once at scene init and reuse it every frame — do not new it inside the system. The bands array MUST be pre-sized to 8.
RULE: Use createAudioAnalysis, not create
Use the helper AudioAnalysis.createAudioAnalysis(entity, mode?, amplitudeGain?, bandsGain?). It pre-fills all required protobuf fields (8 bands + amplitude + mode) with safe defaults. Calling the raw AudioAnalysis.create(entity, {...}) requires you to provide every band/amplitude field manually. Use createOrReplaceAudioAnalysis to overwrite an existing one without throwing.
Import
import {
AudioAnalysis,
AudioAnalysisView,
PBAudioAnalysisMode,
AudioSource,
engine,
Transform
} from '@dcl/sdk/ecs'
import { Vector3 } from '@dcl/sdk/math'
AudioAnalysisView is a TypeScript type alias (not a component), exported from @dcl/sdk/ecs.
Component fields
Output (filled by the renderer; read in your systems):
| Field | Type | Range | Notes |
|---|
amplitude | number | 0..~1 (mode-dep.) | Aggregate signal strength of the current audio frame. |
band0 | number | 0..~1 (mode-dep.) | Lowest frequency bin (sub-bass). |
band1..6 | number | 0..~1 (mode-dep.) | Increasing frequency bins, log-spaced under MODE_LOGARITHMIC. |
band7 | number | 0..~1 (mode-dep.) | Highest frequency bin (treble/air). |
Inputs (configure once at create time):
| Field | Type | Default | Notes |
|---|
mode | PBAudioAnalysisMode | MODE_LOGARITHMIC | MODE_RAW = 0 (raw FFT magnitudes) / MODE_LOGARITHMIC = 1 (perceptual log mapping, recommended). |
amplitudeGain | number? | 5.0 | Multiplier applied to amplitude. Only used in MODE_LOGARITHMIC. |
bandsGain | number? | 0.05 | Multiplier applied to all 8 bands. Only used in MODE_LOGARITHMIC. |
Values are unbounded floats — gains can push them above 1. Clamp or scale in your system if the visual you drive needs 0..1. For typical music at default gains, expect peaks roughly in 0..1 with normal content sitting 0..0.5.
AudioAnalysisView
type AudioAnalysisView = {
amplitude: number
bands: number[]
}
Reading the data
const view: AudioAnalysisView = { amplitude: 0, bands: new Array<number>(8) }
engine.addSystem(() => {
AudioAnalysis.readIntoView(audioEntity, view)
})
Common patterns
const view: AudioAnalysisView = { amplitude: 0, bands: new Array<number>(8) }
engine.addSystem(() => {
AudioAnalysis.readIntoView(audioEntity, view)
const t = Transform.getMutable(pulseEntity)
const s = 1 + view.amplitude * 10
t.scale = Vector3.create(s, s, s)
})
for (const [entity, _] of engine.getEntitiesWith(VisualBar, Transform)) {
const i = VisualBar.get(entity).index
Transform.getMutable(entity).scale = Vector3.create(1, view.bands[i] * BAR_HEIGHT, 1)
}
const bass = view.bands[0] + view.bands[1]
if (bass > 0.7) { }
AudioAnalysis.createAudioAnalysis(
audioEntity,
PBAudioAnalysisMode.MODE_LOGARITHMIC,
2.0,
0.1
)
Mode selection
MODE_LOGARITHMIC (default) — bands are log-spaced and gain-scaled to roughly fit 0..1 for typical music. Use for visualizers, scaling, color reactivity. amplitudeGain / bandsGain apply.
MODE_RAW — raw FFT-derived magnitudes, linearly spaced. Lower bands dominate visually because most musical energy is there. Gains are ignored. Use only if you intend to do your own normalization.
Gotchas
- Output values can exceed
1.0 with high gains or loud sources. Clamp downstream if you feed UI bars or alpha channels expecting 0..1.
- Throttled updates. Renderer runs analysis under a frame-time budget — values may skip frames under load. Drive smooth animations with
dt interpolation.
- Multi-source scenes. Each audio-emitting entity needs its own
AudioAnalysis. No global mix-down.
- Works on
VideoPlayer audio too. The same audio frame buffer interface backs AudioStream and VideoPlayer, so you can react to a video's soundtrack.
- No
pitch interaction. AudioSource.pitch changes playback speed; analysis runs on the actual played frames, so a higher pitch shifts perceived band energy upward.
- Don't call
readIntoView before createAudioAnalysis. Reading without the component throws. Use tryReadIntoView if the component may not be attached yet.
Permissions
No special scene permission beyond what AudioSource / AudioStream / VideoPlayer already requires. Streamed audio still needs ALLOW_MEDIA_HOSTNAMES in scene.json for its hostname (see audio-video skill).