Mood Analyzer
The Mood Analyzer classifies the emotional character of music and drives matching Chroma lighting. It is intended for music listening rather than gameplay, and is mutually exclusive with Screen Sync.
Most titles will never trigger it. It is documented here because it is the lighting path a player's system switches to outside of gameplay.
Processing pipeline
System audio output is captured in short chunks approximately every 50 ms and passed through two models in sequence:
- YAMNet identifies the type of sound present.
- A mood classifier produces a mood label.
Intensity is also measured, so lighting can respond proportionally to the strength of a moment.
Mood labels
The classifier produces one of 23 labels:
Amusing Annoying Awe-inspiring Beautiful
Bittersweet Cheerful Compassionate Defiant
Dreamy Eerie Energizing Entrancing
Erotic Exciting Heroic Proud
Romantic Sad Scary Serene
Tender Tense Transcendent
Filtering and aggregation
| Behavior | Detail |
|---|---|
| Non-music rejection | Speech, silence, and certain other classes are filtered out. Speech-heavy content produces little or no reaction by design. |
| Aggregation | Predictions are collected over a 2-second window, and the dominant mood for that window is emitted. |
| Class weighting | Certain moods are internally boosted or suppressed so that results remain varied. |
The selected mood is emitted as an event to the Chroma/WYVRN SDK, which plays the matching lighting effect.
Silence lifecycle
| State | Behavior |
|---|---|
| Audio playing | Moods emitted, lighting responds |
| Audio becomes silent | STOP sent immediately, lighting stops responding |
| Silent for 20 seconds | Chroma/WYVRN SDK released entirely |
| Audio returns | SDK re-initialized, first mood emitted immediately |
After 20 seconds of continuous silence the Mood Analyzer releases the Chroma SDK to free resources and return lighting control, and the entry disappears from the Chroma application list. When audio returns, the SDK re-initializes and the first mood is emitted without waiting for a full 2-second aggregation window.
Passages with very low volume may register as silence and trigger this path.
Next
- Screen Sync, the lighting path for games and video
- Performance, device selection and measured cost