Crystal Bundles
Interlock audio-reactive X/Y/Z shapes, orbit their interior cells and add a mirrored spectrum floor or fading grid trails.
Crystal Bundles builds symmetric forms around the X, Y and Z axes. Twelve Core Configs include a Cross Weave, a single bass-driven cube, interlocking beams, segmented arms, triangles, a cube lattice and a stepped cross. The Central Interlock mode passes beams through a shared junction and shades their overlapping interior cells. Original Bundles retains the earlier open arrangements. Sound continuously changes length while beat, modulation or manual triggers choose the next config. Orbit the sculpture by hand or automatically, and choose rotational transitions. The aligned floor can add a mirrored GPU spectrum, outward highlights and light-cycle paths with fading tails.
Open Crystal Bundles
Launch the visualizer with its matching left-nav entry selected.
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
Crystal Rhythm · Locked Cross · Mechanical Cross · Reference Axes · Locked Junction · Cube Lattice · Stepped Cross · Spectrum Stage · Light Cycles · Original Rhythm · Held Axes · Corner Pulse · Interlocked · Mint Corner · Wide Axes · Segmented Arms · Wide Beams · Triangle Cluster · Corner Portal · Cross Weave · Bass Cube
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 |
|---|---|---|
| Config Modulation | Core Configs | Assign a source to select configs. The default Count route advances once per rising trigger; use its Threshold and Steps, or choose a continuous algorithm. |
| Bar Reach | Structure | Set how far the outer faces travel along their grid axes as sound increases. |
| Bundle Spread | Structure | Increase the shared grid-cell spacing while preserving each fixed root. |
| Band Turns | Structure | Turn the complete junction in quarter-turn steps, keeping its three-axis symmetry and grid alignment. |
| Bass Growth | Audio | Set how far the bass group extends from its fixed roots; its default route follows absolute Bass amplitude. |
| Mid Growth | Audio | Set independent extension of the mid-frequency group; its default route follows absolute Mid amplitude. |
| High Growth | Audio | Set independent extension of the high-frequency group; its default route follows absolute High amplitude. |
| Interior Shading | Material | Reveal colored interior cells where perpendicular rectangular volumes actually overlap. The cells fade during the rotational morph. |
| Glow | Material | Add a restrained halo around the colored faces and edges. |
| Orbit Speed | Camera | Orbit around the complete sculpture, with negative values reversing direction. Zero holds the view. Drag the canvas to orbit by hand; use the wheel to zoom. |
| Spectrum Height | Floor Grid | Lift individual grid segments with the canonical spectrum. Matching distances from the center share the same frequency. |
| Center-Out Highlights | Floor Grid | Illuminate line segments in waves that fan outward from the center. Assign Bass or Beat to highlight them on a hit. |
| Grid Light | Floor Grid | Fade the aligned blue lattice or assign a modulation source to its brightness. |
| Grid Extent | Floor Grid | Reveal more aligned grid cells without changing their spacing; supports continuous modulation. |
| Grid Expansion | Floor Grid | Set the outward reveal strength. Starts on Beat; choose another modulation source for a continuous response. |
| Grid Turn Time | Floor Grid | Set how quickly the triggered grid layer turns and settles onto the axes. |
| Trail Brightness | Light-Cycle Trails | Control trail opacity independently of speed and tail length. Assign Bass, Beat or another modulation source to brighten and fade the paths. |
| Travel Speed | Light-Cycle Trails | Set travel in grid cells per second; zero freezes the paths. |
| Turn Trigger | Light-Cycle Trails | The default Beat Count route requests one turn per beat. Turns wait for the next grid corner. Clear the route for seeded random turns; its base value then chooses the initial heading. Another modulation selection can request the turns. |
Settings reference
Core Configs
| Setting | Available values | What it changes |
|---|---|---|
| Structure Mode | CENTRAL INTERLOCK, ORIGINAL BUNDLES | Pass the symmetric beams through a shared central junction, or keep the earlier open bundle arrangement. |
| Core Config | AXIS ARMS, OPEN CORNER, INTERLOCK, SEGMENTED ARMS, WIDE BEAMS, TRIANGLE CLUSTER, CORNER PORTAL, CROSS WEAVE, BASS CUBE, LOCKED JUNCTION, CUBE LATTICE, STEPPED CROSS | Choose a symmetric center-out arrangement or a single bass-driven cube. |
| Auto Config Changes | On / Off | Enable config changes from beat counting or a modulation route; length modulation continues independently. |
| Config Trigger | BEAT COUNT, MODULATION | Count detected beats or let a modulation route select and trigger core configs. |
| Beats Per Config | 1–16 | Choose how many beats each core config holds before advancing. |
| Config Modulation | 0–11 | Assign a source to select configs. The default Count route advances once per rising trigger; use its Threshold and Steps, or choose a continuous algorithm. Use Assign modulation to choose a source. |
| Trigger Next Config | Action | Trigger the next core config from this button, MIDI, keyboard or OSC, including when automatic changes are off. |
| Bars Per Band | 1–6 | Set the number of adjacent grid cells assigned to each frequency band. |
Transitions
| Setting | Available values | What it changes |
|---|---|---|
| Transition Motion | CONTINUOUS MORPH, 3-STAGE TRANSFORM | Blend continuously, or perform three distinct mechanical strokes: retract/unlock, rotate/reposition, then extend/lock. Beat, modulation and manual config triggers use the chosen motion. |
| Rotational Transition | SLIDE, BLOCK HINGES, QUARTER TURN, AXIS TUMBLE | Choose selected block hinges or a complete quarter turn around one or alternating axes. In 3-Stage Transform, rotation happens only during the middle stroke. Every turn lands back on the grid. |
| Morph Time | 0.04–1.2 | Set the continuous morph duration in seconds; fast beats wait for the current transition to finish. |
| Retract Time | 0.05–1.2 | Set the first movement in seconds. Existing arms retract at their fixed hinges before they rotate. Sound cue 1 starts with this movement. |
| Rotate Time | 0.05–1.2 | Set the second movement in seconds. Compact parts turn and move along orthogonal rails. Sound cue 2 follows Retract Time and one Stage Pause. |
| Extend Time | 0.05–1.2 | Set the third movement in seconds. Arms extend from their new hinges into the next audio-reactive core config. Sound cue 3 follows the first two movements and two Stage Pauses. |
| Stage Pause | 0–0.3 | Hold the pose between mechanical movements, in seconds, so three external transformation sounds have distinct accents. New config triggers wait for all three movements to finish. |
Structure
| Setting | Available values | What it changes |
|---|---|---|
| Bar Reach | 0.35–2 | Set how far the outer faces travel along their grid axes as sound increases. Use Assign modulation to choose a source. |
| Bundle Spread | 0–0.8 | Increase the shared grid-cell spacing while preserving each fixed root. Use Assign modulation to choose a source. |
| Bar Thickness | 0.06–0.4 | Change the cross-section of each prism and the spacing between neighboring bars. |
| Band Turns | 0–3 | Turn the complete junction in quarter-turn steps, keeping its three-axis symmetry and grid alignment. Use Assign modulation to choose a source. |
Audio
| Setting | Available values | What it changes |
|---|---|---|
| Bass Growth | 0–8 | Set how far the bass group extends from its fixed roots; its default route follows absolute Bass amplitude. Use Assign modulation to choose a source. |
| Mid Growth | 0–8 | Set independent extension of the mid-frequency group; its default route follows absolute Mid amplitude. Use Assign modulation to choose a source. |
| High Growth | 0–8 | Set independent extension of the high-frequency group; its default route follows absolute High amplitude. Use Assign modulation to choose a source. |
| Prism Gain | 0–3 | Scale the three groups’ extension response together, consistently in playback and rendered video. |
| Band Smoothing | 0–0.95 | Smooth Bass, Mid, High or Volume routes. Absolute amplitude routes use their own Attack and Release. |
Material
| Setting | Available values | What it changes |
|---|---|---|
| Palette | SPECTRAL, MINT, CITRUS, ICE | Choose distinct colors for the bass, mid and high groups. |
| Interior Shading | 0–1 | Reveal colored interior cells where perpendicular rectangular volumes actually overlap. The cells fade during the rotational morph. Use Assign modulation to choose a source. |
| Glass Fill | 0–0.8 | Set the strength of side faces that fade independently with band level and during transitions; outlines and end faces remain. |
| Edge Light | 0–1 | Set the brightness of the fine outlines that reveal each prism in depth. |
| Glow | 0–1 | Add a restrained halo around the colored faces and edges. Use Assign modulation to choose a source. |
Camera
| Setting | Available values | What it changes |
|---|---|---|
| Orbit Speed | -0.6–0.6 | Orbit around the complete sculpture, with negative values reversing direction. Zero holds the view. Drag the canvas to orbit by hand; use the wheel to zoom. Use Assign modulation to choose a source. |
| Camera Distance | 4–12 | Move the camera closer to or farther from the complete sculpture. |
| Camera Yaw | -3.14–3.14 | Orbit horizontally around the bundle to inspect its depth. |
| Camera Pitch | -1.2–1.2 | Orbit above or below the bundle. |
Floor Grid
| Setting | Available values | What it changes |
|---|---|---|
| Floor Style | ALIGNED GRID, MIRRORED SPECTRUM | Add a GPU spectrum surface mirrored around the center in all four quadrants, while retaining the aligned base grid. |
| Spectrum Height | 0–2 | Lift individual grid segments with the canonical spectrum. Matching distances from the center share the same frequency. Use Assign modulation to choose a source. |
| Center-Out Highlights | 0–1 | Illuminate line segments in waves that fan outward from the center. Assign Bass or Beat to highlight them on a hit. Use Assign modulation to choose a source. |
| Grid Light | 0–0.6 | Fade the aligned blue lattice or assign a modulation source to its brightness. Use Assign modulation to choose a source. |
| Grid Extent | 0.3–4 | Reveal more aligned grid cells without changing their spacing; supports continuous modulation. Use Assign modulation to choose a source. |
| Grid Expansion | 0–2 | Set the outward reveal strength. Starts on Beat; choose another modulation source for a continuous response. Use Assign modulation to choose a source. |
| Turn Grid On Beats | On / Off | Trigger quarter turns of a second grid layer while the base lattice stays aligned with the blocks. |
| Beats Per Grid Turn | 1–16 | Count grid turns separately from configuration changes. |
| Grid Turn Time | 0.04–1.2 | Set how quickly the triggered grid layer turns and settles onto the axes. Use Assign modulation to choose a source. |
| Trigger Grid | Action | Send one grid expansion and quarter turn from this button, MIDI, keyboard or OSC. |
Light-Cycle Trails
| Setting | Available values | What it changes |
|---|---|---|
| Grid Trails | On / Off | Send seeded light paths through the grid in four mirrored quadrants, with right-angle turns and fading tails. |
| Trail Brightness | 0–1 | Control trail opacity independently of speed and tail length. Assign Bass, Beat or another modulation source to brighten and fade the paths. Use Assign modulation to choose a source. |
| Tail Length | 2–64 | Set how many grid cells the fading tail covers behind each head. |
| Travel Speed | 0–12 | Set travel in grid cells per second; zero freezes the paths. Use Assign modulation to choose a source. |
| Trail Patterns | 1–8 | Choose the number of paths in each mirrored quadrant. |
| Turn Trigger | 0–63 | The default Beat Count route requests one turn per beat. Turns wait for the next grid corner. Clear the route for seeded random turns; its base value then chooses the initial heading. Another modulation selection can request the turns. Use Assign modulation to choose a source. |
| New Trail Pattern | Action | Generate a different repeatable set of light-cycle paths. |
Background
| Setting | Available values | What it changes |
|---|---|---|
| Background Opacity | 0–1 | Fade the black background and floor grid for layering while retaining the colored blocks. |
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
- Start with Locked Cross or Reference Axes to see the central junction without config changes. Original Rhythm and Held Axes preserve the earlier bundle study. Interior Shading adds colored cells only where rectangular beams overlap.
- Use Structure Mode to choose Central Interlock or Original Bundles. Locked Junction, Cube Lattice and Stepped Cross offer related original forms. Bass Cube remains one centered cube driven by Bass amplitude.
- Drag the canvas to orbit and use the wheel to zoom. Orbit Speed adds automatic camera travel and accepts modulation; zero holds the view.
- Open Transitions and choose Continuous Morph or 3-Stage Transform under Transition Motion. The mechanical option retracts/unlocks, rotates/repositions, then extends/locks, with a held pose between strokes. Mechanical Cross demonstrates it.
- Choose Slide, Block Hinges, Quarter Turn or Axis Tumble under Rotational Transition. In 3-Stage Transform, rotation happens only in the middle stroke. Complete turns land back on the axes. Morph Time sets the continuous morph duration.
- Retract Time, Rotate Time and Extend Time set the three mechanical movements independently, in seconds. Stage Pause holds between them. For external sound effects, cue 1 starts with the accepted trigger; cue 2 starts after Retract Time plus one pause; cue 3 starts after Retract Time, Rotate Time and two pauses. The initial timings put the cues at 0.00, 0.24 and 0.54 seconds and finish at 0.78 seconds. Sounds are added separately.
- Start with Held Axes to see continuous length modulation without core config changes. Bass Growth, Mid Growth and High Growth set sensitivity. Prism Gain scales all three responses; each route has its own source, Attack and Release.
- Open Core Configs and choose Beat Count or Modulation under Config Trigger. Auto Config Changes enables the selected input. Beats per Config counts beats separately from the floor.
- In Modulation mode, assign a source below Config Modulation. Its default Count algorithm advances once per rising trigger. Set Threshold to reject smaller signals and Steps to choose the config range, or select a continuous algorithm to sweep through configs.
- Trigger Next Config advances manually, including with automatic changes off. Trigger actions also accept MIDI, keyboard and OSC mappings. A new request waits for the current morph or all three mechanical movements to finish.
- Segmented Arms separates each beam into three rectangles. Wide Beams, Triangle Cluster, Corner Portal and Cross Weave keep their X/Y/Z symmetry. Bass Cube shows one centered cube whose size follows Bass amplitude.
- Bars per Band sets the group count. Bar Reach, Bundle Spread and Bar Thickness change the junction; Band Turns rotates it in quarter turns. Glass Fill, Edge Light and the Camera controls set its presentation.
- Floor Grid stays registered with the blocks when thickness or spread changes. Grid Extent reveals additional cells without stretching their spacing. Grid Light and Grid Extent both accept modulation; Grid Expansion starts on Beat and can use another source.
- Choose Mirrored Spectrum under Floor Style for a GPU surface whose matching distances from the center share a frequency in all four quadrants. Spectrum Height controls its lift. Center-Out Highlights illuminates outward-moving line segments and accepts Bass, Beat or another source.
- Enable Grid Trails under Light-Cycle Trails for right-angle light paths. Trail Brightness controls opacity and accepts modulation independently of Travel Speed. The Light Cycles preset starts brightness on Beat.
- Tail Length sets the fading tail in grid cells. Trail Patterns changes the path count in each mirrored quadrant; New Trail Pattern creates another repeatable layout. Turn Trigger starts with a Beat Count route: a requested turn waits for the next corner. Clear that route for seeded random turns.
- Turn Grid on Beats, Beats per Grid Turn and Grid Turn Time control the turning overlay. Trigger Grid sends a pulse and quarter turn manually. The base lattice stays aligned throughout. Set Background Opacity to 0 to remove both floor layers and the black background for Studio layering.