Spheres

Distorted

Distorted is a spherical audio-reactive composition in BeamTracer Audio Visualizers, built on WebGPU. Settings, audio modulation, presets, and tips.

Open Distorted ↗
Default demo track · live audio-reactive settings

Distorted is a spherical audio-reactive composition in the Spheres category. Open it from the left visualizer list, start an audio source, and use the settings panel to shape its response.

Open Distorted

Launch the visualizer with its matching left-nav entry selected.

Quick start

  1. Start the demo track, choose a local audio file, or enable a live input.
  2. Try a preset or style first, then open the section for the part of the image you want to change.
  3. On a control with Assign modulation, open the source picker, choose a signal, and watch the slider's live fill.
  4. Use Reset to Defaults whenever you want to return to the original look.

Presets and styles

Default · Plasma · Ghost

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 controlSectionWhat the route changes
Noise ScaleCoreSets the visual noise scale.
Radius ScaleMaterialSets the visible radius scale.
Distort OffsetMaterialShifts how lumpy the sphere surface is overall; negative values smooth it toward a ball, and higher values make it bulge and warp more.
Chromatic SmearMaterialSets how far the red, green, and blue channels smear apart when the sphere lurches; at 0 there is no color fringing, and higher values give a stronger glitchy streak.
Noise SpeedMaterialSets how quickly noise changes or moves.
Hue Noise MixMaterialSets how irregular or unpredictable the hue noise mix appears.
Clear Hue SpeedColorsSets how quickly clear hue changes or moves.
Sky Hue SpeedColorsSets how quickly sky hue changes or moves.
Ground Hue SpeedColorsSets how quickly ground hue changes or moves.
Background Hue SpeedColorsSets how quickly background hue changes or moves.
Time UnitAnimationSets how fast the surface ripples and the color shifts; higher values make everything churn faster, and lower values slow it to a crawl.
Spring KAnimationSets how stiffly the sphere snaps back after being kicked; higher values give a quick, tight rebound, and lower values a slow, loose one.
Spring DragAnimationSets how quickly the sphere settles after a kick; low values let it keep wobbling for longer, and high values make it stop quickly.

Settings reference

Core

SettingAvailable valuesWhat it changes
Noise Scale600–1Sets the visual noise scale. Use Assign modulation to choose a source.
Post Noise Floor0–0.5Sets how irregular or unpredictable the post noise floor appears.
Post Noise Scale1–500Sets the visual post noise scale.

Material

SettingAvailable valuesWhat it changes
Radius Scale0.1–4Sets the visible radius scale. Use Assign modulation to choose a source.
Distort Offset-1–2Shifts how lumpy the sphere surface is overall; negative values smooth it toward a ball, and higher values make it bulge and warp more. Use Assign modulation to choose a source.
Chromatic Smear0–2000Sets how far the red, green, and blue channels smear apart when the sphere lurches; at 0 there is no color fringing, and higher values give a stronger glitchy streak. Use Assign modulation to choose a source.
Noise Speed0–30Sets how quickly noise changes or moves. Use Assign modulation to choose a source.
Hue Noise Mix0–2Sets how irregular or unpredictable the hue noise mix appears. Use Assign modulation to choose a source.

Colors

SettingAvailable valuesWhat it changes
Saturation0–1Moves colors from muted toward vivid.
Value0–2Sets the brightness of the sphere colors; low values darken them toward black, and values above 1 make them more intense.
Clear ColorColorSets the clear color.
Clear Auto HueOn / OffTurns clear auto hue on or off.
Clear Hue Speed0.01–2Sets how quickly clear hue changes or moves. Use Assign modulation to choose a source.
Light SkyColorSets the light sky.
Sky Auto HueOn / OffTurns sky auto hue on or off.
Sky Hue Speed0.01–2Sets how quickly sky hue changes or moves. Use Assign modulation to choose a source.
Light GroundColorSets the light ground.
Ground Auto HueOn / OffTurns ground auto hue on or off.
Ground Hue Speed0.01–2Sets how quickly ground hue changes or moves. Use Assign modulation to choose a source.
Background SphereColorSets the background sphere.
Background Auto HueOn / OffTurns background auto hue on or off.
Background Hue Speed0.01–2Sets how quickly background hue changes or moves. Use Assign modulation to choose a source.

Audio

SettingAvailable valuesWhat it changes
Master Gain0–3Sets how strongly the input signal affects master.
Bass Intensity0–3Sets the visible bass intensity.
Mid Intensity0–3Sets the visible mid intensity.
High Intensity0–3Sets the visible high intensity.
Smoothing0.01–0.8Balances immediate audio response against steadier motion.

Animation

SettingAvailable valuesWhat it changes
Time Unit0.05–8Sets how fast the surface ripples and the color shifts; higher values make everything churn faster, and lower values slow it to a crawl. Use Assign modulation to choose a source.
Spring K0.005–0.2Sets how stiffly the sphere snaps back after being kicked; higher values give a quick, tight rebound, and lower values a slow, loose one. Use Assign modulation to choose a source.
Spring Drag0–0.6Sets how quickly the sphere settles after a kick; low values let it keep wobbling for longer, and high values make it stop quickly. Use Assign modulation to choose a source.
Click Impulse0.1–2Sets how big a jolt each click or tap gives the sphere, making it swell and distort more before it springs back.

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

  • Keep the base shape readable and use bass for deformation; add highs to glow or surface detail as a secondary response.
  • Try assigning Bass to Noise Scale, then compare Mid, High, and Volume while the demo track plays. The slider's live fill shows the signal reaching that control.