# Hyperfy Audioreactive Lights - M3 Demo Day [toc] ## AI meeting summary {%youtube vKgTMyQn8MI %} 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.