Simulation

Explosions

Ignite billowing fireballs with your music or another modulation source, then watch the flames expand into cooling smoke.

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

Explosions fills a dark stage with a rolling fireball. Each fireball glows from inside. A bright ignition swells into a pile of rim-lit billows, then cools into an orange crust that dark soot seams split apart, with hot light showing through the tears, before the cloud fades. The fireball keeps rolling and changing as it expands and cools. Modulation starts each burst so a sustained high signal fires once and the next rise can ignite another. Choose a warm fire look or a colored plasma palette, then shape the burst and its decay.

Open Explosions

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

Ember Billow · Flash Burst · Smoke Crown · Blue Plasma · Violet Combustion · Slow Iron

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
Trigger LevelTriggerRoutes a shared audio, beat, LFO, or automation source into the ignition gate.
DurationBurstSets how long each fireball expands, cools, and dissolves.
ExpansionBurstSets how decisively the billowing volume spreads from its compact ignition.
TurbulenceBurstSets the rolling breakup and curl of connected flame and smoke lobes.
Billow DetailBurstSets how many turbulent parcels build the coherent fireball volume.
SmokeCombustionBalances dark persistent smoke pockets against the hot channels.
HeatCombustionSets how long the bright interior remains hot before cooling to embers.
BrightnessCombustionSets flame and filament intensity while preserving color detail.
Subject SizeFramingSets the fireball size while preserving black negative space around it.
Background OpacityFramingFades the black field while retaining flame and smoke coverage for layering.

Settings reference

Trigger

SettingAvailable valuesWhat it changes
Trigger ModeMODULATION, PREVIEW LOOPMODULATION ignites once per routed onset; PREVIEW LOOP creates periodic finite bursts without music.
Trigger Level0–1Routes a shared audio, beat, LFO, or automation source into the ignition gate. Use Assign modulation to choose a source.
Threshold0.15–0.9Sets how high the routed trigger level must rise before a burst ignites.
Cooldown0.15s–2.5sSets the minimum interval between accepted ignition events.
Loop Interval1.2s–8sSets the time between finite bursts in Preview Loop mode.

Burst

SettingAvailable valuesWhat it changes
Duration1.2s–7sSets how long each fireball expands, cools, and dissolves. Use Assign modulation to choose a source.
Expansion0.55–1.6Sets how decisively the billowing volume spreads from its compact ignition. Use Assign modulation to choose a source.
Turbulence0–1.2Sets the rolling breakup and curl of connected flame and smoke lobes. Use Assign modulation to choose a source.
Billow Detail24–96Sets how many turbulent parcels build the coherent fireball volume. Use Assign modulation to choose a source.

Combustion

SettingAvailable valuesWhat it changes
Smoke0–1Balances dark persistent smoke pockets against the hot channels. Use Assign modulation to choose a source.
Heat0.2–1.2Sets how long the bright interior remains hot before cooling to embers. Use Assign modulation to choose a source.
Brightness0.35–1.35Sets flame and filament intensity while preserving color detail. Use Assign modulation to choose a source.
Hot ColorColorChooses the color of the hottest interior channels.
Ember ColorColorChooses the color left behind as hot lobes cool.
Smoke ColorColorChooses the darkest color of the occluding smoke pockets.

Framing

SettingAvailable valuesWhat it changes
Subject Size0.65–1.35Sets the fireball size while preserving black negative space around it. Use Assign modulation to choose a source.
Background Opacity0–1Fades the black field while retaining flame and smoke coverage for layering. 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

  • Assign a rhythmic source to Trigger Level for bursts that follow the music. A source must fall before its next rise can fire again; Threshold sets how high it must rise.
  • Choose Preview Loop under Trigger Mode to explore a look without playing music, then return to Modulation for performance. Loop Interval sets the time between ignitions.
  • Lower Background Opacity to place the flames over another Studio layer.