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Hyperfy Audioreactive Lights - M3 Demo Day

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Watch: https://www.youtube.com/watch?v=vKgTMyQn8MI

The speaker explains how to use the Audio Reactive apps in Hyperfy to create Audio Reactive Lights in a scene. They outline the steps, including giving the material a name and emission color, adding an audio source and labeling it, and assigning the audio bridge. They also mention using an Audio Light to enhance the lighting effects. The speaker encourages everyone to try it out and mentions other potential use cases like games or clubs. Additionally, they note that once a GLB file is added to Audio Bloom, it can be reused in other apps for automatic Audio Reactivity.

Outline

Chapter 1: Introduction to Audio Reactive Apps in Hyperfy
Timestamp: 00:10-00:33
Overview of the purpose and potential of Audio Reactive apps in Hyperfy
Mention of the lack of utilization by many people
Chapter 2: Setting Up Audio Reactive Lights in Hyperfy
Timestamp: 00:42-02:05
Explanation of the necessary steps to set up Audio Reactive Lights
Mention of the need for a model with a named material and emission color
Instructions on adding an audio source and labeling it
Introduction to the audio bridge and its connection to the audio source
Overview of the Audio Bloom app and its role in responding to the bridge and material
Demonstration of the final result of setting up Audio Reactive Lights
Chapter 3: Enhancing the Lighting Effects
Timestamp: 04:06-05:29
Recommendation to add an Audio Light in addition to the Audio Bloom
Explanation of using area lights for better directional emission
Instructions on matching the color of the Audio Light with the emission color of the model
Tips on positioning and adjusting the factor of the Audio Light
Chapter 4: Additional Use Cases
Timestamp: 05:40-07:45
Mention of using multiple lights for different frequency ranges
Explanation of the ability to use different audio sources and swap tracks
Examples of using Audio Reactive apps in other scenarios, such as jump maps and club scenes
Highlighting the versatility of Audio Reactive apps and their compatibility with different GLB files
Chapter 5: Conclusion and Final Thoughts
Timestamp: 07:59
Recap of the main points discussed
Encouragement to try setting up Audio Reactive apps
Mention of the potential for utilizing them in various applications

Note: The timestamps provided are approximate and may vary slightly depending on the actual timing in the transcript.

Notes

  • Hyperfy has Audio Reactive apps that can be used in scenes.
  • Not many people are utilizing these apps.
  • The process of setting up Audio Reactive Lights in a scene is straightforward.
  • The first step is to have a model, which can be created in Blender or using Sketchfab prefabs.
  • The material used in the model should have a name and an emission color.
  • The emission strength does not matter, as it will be set later in the app.
  • An audio source needs to be added, which can handle MP3 files.
  • The audio source should be labeled.
  • An audio bridge needs to be added and connected to the audio source using its name.
  • The Audio Bloom map needs to be added and the model with the material loaded into it.
  • The name of the material should be written in the Material tab of the Audio Bloom map.
  • The bridge added earlier should be assigned to the Audio Bloom map.
  • Additionally, an Audio Light can be added to light up the scene.
  • The Audio Light should have the same color as the emission color of the model.
  • The scene is now ready to go with Audio Reactive Lights.
  • Multiple audio sources can be used and switched between with buttons.
  • The same GLB file used in the Audio Bloom map can be reused in other apps.
  • These Audio Reactive apps can be used for games and other purposes.
  • Once understood, setting up Audio Reactive Lights is straightforward and everyone should try it.