Angry Sphere
Angry Sphere is a spherical audio-reactive composition in BeamTracer Audio Visualizers, built on WebGPU. Settings, audio modulation, presets, and tips.
Angry Sphere has two cores. Classic is the snarling blob: a translucent sphere that boils with the bass and throws wires outward on the highs. Urchin is a glossy ball covered in long, tapered spikes, and every spike follows its own slice of the music, so you can watch the bass, the mids and the treble move different parts of the ball. Pick one under Core.
Open Angry Sphere
Launch the visualizer with its matching left-nav entry selected.
Urchin
Set Core to Urchin, or pick the Urchin or Abyss preset. At silence the ball rests with short spikes; when the music plays each spike reaches out with its own frequency and falls back smoothly, and every beat thrusts the whole ball outward for a moment.
- Spectrum Map decides where the frequencies sit. At 0 every frequency is scattered over the whole ball, so the spikes bristle everywhere. At 1 they gather by height: bass at the bottom, mids around the middle, treble at the top. Raise Bass Intensity with the map at 1 and the bottom of the ball grows longest.
- Spikes sets how many cover the ball, Spike Length how far they reach, and Spike Taper their shape, from blunt quills to thin thorns with wide roots. Core Size sets the ball they grow from.
- Beat Surge sets how hard each beat pushes the spikes out. Gloss runs from a satin finish to a wet coat with sharp highlights.
- Palette colors the spikes from root to tip; Prism colors each spike by its frequency. Hue Shift and Hue Animation turn every palette.
Quick start
- Start the demo track, choose a local audio file, or enable a live input.
- Try a preset or style first, then open the section for the part of the image you want to change.
- On a control with Assign modulation, open the source picker, choose a signal, and watch the slider's live fill.
- Use Reset to Defaults whenever you want to return to the original look.
Presets and styles
Default · Rage · Zen · Cosmic · Ghost · Storm · Warp · Pulse · Urchin · Abyss
Audio modulation
On a control with Assign modulation, select the activity icon to open Modulate with. Choose a named source, or choose — None to leave the control unmodulated. After you assign one, its name appears below the slider; select that name to edit the route, or use Clear modulation to remove it. The slider track shows the live signal reaching the control.
| Modulated control | Section | What the route changes |
|---|---|---|
| Core Size | Urchin | The size of the glossy ball the spikes grow from. The ball also breathes with the bass. |
| Spike Length | Urchin | How far the spikes reach. Each spike grows from a short resting length with its own part of the spectrum. |
| Spike Taper | Urchin | The spike profile, from a blunt quill (0) to a needle-thin thorn with a wide root (1). |
| Spectrum Map | Urchin | Where the frequencies sit on the ball. At 0 every frequency is scattered over the whole surface; at 1 they gather by latitude, bass at the bottom and treble at the top. |
| Beat Surge | Urchin | How hard each beat thrusts every spike outward before it settles back. |
| Gloss | Urchin | From a satin finish to a wet, mirror-like coat with sharp highlights along every spike. |
| Blob Opacity | Material | Sets how transparent the blob appears. |
| Camera Speed | Camera | Sets how quickly camera changes or moves. |
| Fly Speed | Camera | Sets how quickly fly changes or moves. |
| Star Size | Stars | Sets the visible star size. |
Settings reference
Core
| Setting | Available values | What it changes |
|---|---|---|
| Core | CLASSIC, URCHIN | CLASSIC is the snarling blob. URCHIN is a glossy ball of long spikes, each one following its own slice of the music, from bass to treble. |
| Quality | LOW, MED, HIGH | Chooses the quality mode or style. |
Urchin
| Setting | Available values | What it changes |
|---|---|---|
| Core Size | 0.4x–1.8x | The size of the glossy ball the spikes grow from. The ball also breathes with the bass. Use Assign modulation to choose a source. |
| Spikes | 200–3000 | How many spikes cover the ball. They always spread evenly, from a sparse few hundred to a dense pelt. |
| Spike Length | 0.2x–2.5x | How far the spikes reach. Each spike grows from a short resting length with its own part of the spectrum. Use Assign modulation to choose a source. |
| Spike Taper | 0–1 | The spike profile, from a blunt quill (0) to a needle-thin thorn with a wide root (1). Use Assign modulation to choose a source. |
| Spectrum Map | 0–1 | Where the frequencies sit on the ball. At 0 every frequency is scattered over the whole surface; at 1 they gather by latitude, bass at the bottom and treble at the top. Use Assign modulation to choose a source. |
| Beat Surge | 0x–2x | How hard each beat thrusts every spike outward before it settles back. Use Assign modulation to choose a source. |
| Gloss | 0–1 | From a satin finish to a wet, mirror-like coat with sharp highlights along every spike. Use Assign modulation to choose a source. |
| Palette | EMBER, ABYSS, VENOM, PEARL, SOLAR, PRISM | Root and tip colors. PRISM colors each spike by its frequency. HUE SHIFT turns every palette. |
Material
| Setting | Available values | What it changes |
|---|---|---|
| Blob Opacity | 0.05–1 | Sets how transparent the blob appears. Use Assign modulation to choose a source. |
Colors
| Setting | Available values | What it changes |
|---|---|---|
| Hue Shift | 0°–360° | Moves the color around the color spectrum. |
| Hue Animation | On / Off | Turns hue animation on or off. |
| Hue Speed | 0.01–2 | Sets how quickly hue changes or moves. |
Audio
| Setting | Available values | What it changes |
|---|---|---|
| Input Gain | 50–2000 | Sets how strongly incoming audio drives the visual. |
| Master Gain | 0x–3x | Sets how strongly the input signal affects master. |
| Bass Intensity | 0x–2x | Sets the visible bass intensity. |
| Mid Intensity | 0x–2x | Sets the visible mid intensity. |
| High Intensity | 0x–2x | Sets the visible high intensity. |
| Smoothing | 0–0.99 | Balances immediate audio response against steadier motion. |
Camera
| Setting | Available values | What it changes |
|---|---|---|
| Camera Mode | ORBIT, AUDIO, FLY | Chooses the camera mode or style. |
| Auto Orbit | On / Off | Turns auto orbit on or off. |
| Camera Speed | 0x–2x | Sets how quickly camera changes or moves. Use Assign modulation to choose a source. |
| Fly Speed | 0.1x–2x | Sets how quickly fly changes or moves. Use Assign modulation to choose a source. |
Stars
| Setting | Available values | What it changes |
|---|---|---|
| Background Opacity | 0–1 | Sets how solid the black space and starfield behind the sphere are. At 1 the sphere floats in its starry night; at 0 only the sphere remains over whatever is behind the visualizer. |
| Show Starfield | On / Off | Shows or hides starfield. |
| Star Size | 0.1x–2x | Sets the visible star size. Use Assign modulation to choose a source. |
Some controls appear only after you enable a related mode or style. The settings panel always reflects the options available for the current selection.
Tips for a better audio visualization
- Choose Urchin under Core, set Spectrum Map to 1 and the Prism palette to see which part of the ball each frequency drives.
- For a sparse, spiky silhouette, lower Spikes, raise Spike Taper and Spike Length; for a dense pelt, raise Spikes and lower Spike Length.
- Keep the base shape readable and use bass for deformation; add highs to glow or surface detail as a secondary response.
- Set Background Opacity to 0 to float either core over another Studio layer.