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.
It and Screen Sync are alternative ways of controlling Chroma lighting, and the player chooses which of them is active. Most titles will never see it. It is documented here because it is the lighting path a player is likely to select when listening to music rather than playing.
Behaviour
System audio is analyzed on the player's machine and resolved to a mood, which drives a matching lighting effect. Intensity is taken into account as well, so lighting responds proportionally to the strength of a moment.
The mood palette is deliberately fine grained, with distinct readings for characters a coarse model would flatten together, so that an eerie passage and a frightening one do not land on the same lighting.
Filtering and aggregation
| Behavior | Detail |
|---|---|
| Non-music rejection | Speech, silence, and other non-musical content are filtered out. Speech-heavy content produces little or no reaction by design. |
| Aggregation | The mood settles over a short window rather than reacting to every bar, so lighting follows the piece rather than the beat. |
Silence lifecycle
| State | Behavior |
|---|---|
| Audio playing | Moods emitted, lighting responds |
| Audio becomes silent | Lighting stops responding |
| Silent for a prolonged period | Lighting control is released and the entry disappears from the Chroma application list |
| Audio returns | Control is reacquired and lighting responds again immediately |
Passages with very low volume may register as silence and trigger this path.
Next
- Screen Sync, the lighting path for games and video
- Performance, measured cost and latency