Fire Simulation
Fire Simulation is a responsive simulated scene in BeamTracer Audio Visualizers, built on WebGL. Settings, audio modulation, presets, and tips.
Fire Simulation is a responsive simulated scene in the Simulation category. Open it from the left visualizer list, start an audio source, and use the settings panel to shape its response.
Open Fire Simulation
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
Campfire · Inferno · Blue Flame · Ghostly · Plasma · Violet
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 |
|---|---|---|
| Fuel Rows | Core | Sets how many separate fuel points feed the Bottom Fire line, so higher values make a fuller, more continuous wall of flame; available when Bottom Fire is on. |
| Burn Temperature | Heat & Fuel | Sets how hot the flame burns, in kelvins; higher values make the fire brighter and shift its colors toward white-hot, while lower values look dimmer and redder. |
| Buoyancy | Heat & Fuel | Sets how strongly heat lifts the flames upward, so higher values make flames rise faster and stretch taller. |
| Vorticity | Flow Solver | Controls the strength of the swirling motion. |
| Spectrum Force | Spectrum Emitter | Sets how strongly each spectrum emitter throws flame upward, so louder frequencies shoot taller bursts; available when Spectrum Mode is on. |
| Circular Force | Circular Emitter | Sets how hard the circular ring of emitters pushes flame outward, with louder frequencies pushing further; available when Circular Spectrum is on. |
| Puff Force | Puff Emitter | Sets how hard each random puff of flame is thrown when a beat hits, so higher values launch bigger, faster puffs; available when Random Puffs is on. |
Settings reference
Core
| Setting | Available values | What it changes |
|---|---|---|
| Display Mode | NORMAL, DEBUG FIRE, TEMPERATURE, FUEL, PRESSURE, DENSITY, NOISE | Chooses the display mode or style. |
| Bottom Fire | On / Off | Turns bottom fire on or off. |
| Position X | 0–1 | Sets the horizontal center of the fire along the bottom, from the left edge (0) to the right edge (1); available when Bottom Fire is on. |
| Position Y | 0–1 | Sets the height of the fire line, from the bottom of the screen (0) to the top (1); available when Bottom Fire is on. |
| Width | 0.1–4 | Sets the visible width. |
| Fuel Rows | 1–40 | Sets how many separate fuel points feed the Bottom Fire line, so higher values make a fuller, more continuous wall of flame; available when Bottom Fire is on. Use Assign modulation to choose a source. |
| Sim Resolution | 64–512 | Trades visual detail against performance. |
| Dye Resolution | 128–1024 | Trades visual detail against performance. |
| Splat Radius | 0.01–2 | Sets the visible splat radius. |
| Mouse Interaction | On / Off | Turns mouse interaction on or off. |
Heat & Fuel
| Setting | Available values | What it changes |
|---|---|---|
| Burn Temperature | 1200K–2200K | Sets how hot the flame burns, in kelvins; higher values make the fire brighter and shift its colors toward white-hot, while lower values look dimmer and redder. Use Assign modulation to choose a source. |
| Cooling | 1500–4500 | Sets how quickly the flame loses heat, so higher values give shorter, quicker-fading flames and lower values let flames climb higher. |
| Fuel Dissipation | 0.85–0.99 | Sets how long fuel lingers before it burns away; values near 0.99 give tall, lasting flames, while lower values make the fire short and flickery. |
| Buoyancy | 0.05–0.35 | Sets how strongly heat lifts the flames upward, so higher values make flames rise faster and stretch taller. Use Assign modulation to choose a source. |
Flow Solver
| Setting | Available values | What it changes |
|---|---|---|
| Vorticity | 5–25 | Controls the strength of the swirling motion. Use Assign modulation to choose a source. |
| Velocity Dissipation | 0.94–1 | Sets how much motion the flames keep from moment to moment; values near 1 let flames keep flowing and swirling, while lower values make motion die out quickly. |
| Density Dissipation | 0.95–1 | Controls how concentrated the visible elements appear. |
| Pressure Dissipation | 0.5–1 | Controls how strongly the simulation pushes outward. |
| Pressure Iterations | 5–50 | Trades visual detail against performance. |
Noise
| Setting | Available values | What it changes |
|---|---|---|
| Noise Blending | 0–1 | Sets how irregular or unpredictable the noise blending appears. |
| Noise Volatility | 0–0.5 | Sets how irregular or unpredictable the noise volatility appears. |
Wind
| Setting | Available values | What it changes |
|---|---|---|
| Wind Enabled | On / Off | Turns wind enabled on or off. |
| Wind Strength | 0–50 | Controls how strongly wind moves the scene. |
| Wind Turbulence | 0.0001–0.001 | Controls how strongly wind moves the scene. |
| Omnidirectional | On / Off | Turns omnidirectional on or off. |
Containment
| Setting | Available values | What it changes |
|---|---|---|
| Shape Confinement | 0–0.5 | Narrows the flame into a tapered, triangle-like shape that fades out toward the sides and top; 0 leaves the fire unshaped and higher values squeeze it tighter. |
| Shape Center X | 0–1 | Sets the horizontal center of the tapered flame shape, from the left edge (0) to the right edge (1); available when Shape Confinement is above zero. |
Colors
| Setting | Available values | What it changes |
|---|---|---|
| Color Preset | NATURAL, BLUE, GREEN, PURPLE, PLASMA | Chooses the color preset mode or style. |
Spark Emission
| Setting | Available values | What it changes |
|---|---|---|
| Sparks Enabled | On / Off | Turns sparks enabled on or off. |
| Spark Offset X | -0.5–0.5 | Shifts where sparks start to the left (negative) or right (positive) of the flame center; available when Sparks Enabled is on. |
| Spark Height | 0–1 | Sets the visible spark height. |
| Spark Emit Rate | 1–30 | Sets how quickly spark emit changes or moves. |
| Max Sparks | 50–500 | Sets the most sparks that can be on screen at once, so higher values allow a denser shower; available when Sparks Enabled is on. |
Spark Appearance
| Setting | Available values | What it changes |
|---|---|---|
| Spark Size | 2px–20px | Sets the visible spark size. |
| Spark Size Variation | 0%–100% | Sets the visible spark size variation. |
| Spark Hue | 0°–360° | Moves the color around the color spectrum. |
| Spark Hue Variation | 0°–60° | Sets how far each spark color can randomly drift from Spark Hue, so higher values give a wider mix of colors; available when Sparks Enabled is on. |
Spark Motion
| Setting | Available values | What it changes |
|---|---|---|
| Spark Speed | 100–700 | Sets how quickly spark changes or moves. |
| Spark Speed Variation | 0%–100% | Sets how quickly spark variation changes or moves. |
| Spark Life | 0%–100% | Sets how long each spark glows before it fades out, from 0% for a quick flash to 100% for sparks that linger; available when Sparks Enabled is on. |
| Spark Fluid Reactive | On / Off | Turns spark fluid reactive on or off. |
| Spark Fluid Strength | 0–5 | Sets the visible spark fluid strength. |
| Spark Avoid Mouse | On / Off | Turns spark avoid mouse on or off. |
| Spark Avoid Radius | 200px–600px | Sets the visible spark avoid radius. |
Audio
| Setting | Available values | What it changes |
|---|---|---|
| Master Gain | 0x–5x | Sets how strongly the input signal affects master. |
| Bass Intensity | 0–3 | Sets the visible bass intensity. |
| Mid Intensity | 0–3 | Sets the visible mid intensity. |
| High Intensity | 0–3 | Sets the visible high intensity. |
| Smoothing | 0.01–0.8 | Balances immediate audio response against steadier motion. |
Spectrum Emitter
| Setting | Available values | What it changes |
|---|---|---|
| Spectrum Mode | On / Off | Turns spectrum mode on or off. |
| Spectrum Bars | 16–128 | Sets how many fire emitters are spread across the Spectrum Width, one per slice of the music spectrum; available when Spectrum Mode is on. |
| Spectrum Force | 0.001–0.01 | Sets how strongly each spectrum emitter throws flame upward, so louder frequencies shoot taller bursts; available when Spectrum Mode is on. Use Assign modulation to choose a source. |
| Spectrum Threshold | 0–0.5 | Sets the level that must be crossed before spectrum appears. |
| Spectrum Intensity | 0.05–1 | Sets the visible spectrum intensity. |
| Spectrum Width | 0.2–1 | Sets the visible spectrum width. |
| Spectrum Base Y | 0–1 | Sets the height where the Spectrum Mode emitters start, from the bottom of the screen (0) to the top (1); available when Spectrum Mode is on. |
| Spectrum Max Y | 0–1 | Sets the highest point the emitters rise to for the loudest frequencies, from the bottom of the screen (0) to the top (1); available when Spectrum Mode is on. |
| Spectrum Splat Radius | 0.1–1 | Sets the visible spectrum splat radius. |
| Spectrum Fuel | 0–3 | Sets how much fuel each spectrum emitter feeds the fire, so higher values give thicker, brighter flames; available when Spectrum Mode is on. |
Circular Emitter
| Setting | Available values | What it changes |
|---|---|---|
| Circular Spectrum | On / Off | Turns circular spectrum on or off. |
| Circular Radius | 0.01–0.6 | Sets the visible circular radius. |
| Circular Bass Radius | On / Off | Turns circular bass radius on or off. |
| Circular Force | 0–1 | Sets how hard the circular ring of emitters pushes flame outward, with louder frequencies pushing further; available when Circular Spectrum is on. Use Assign modulation to choose a source. |
| Circular Position Y | 0–1 | Sets the height of the circular ring, from the bottom of the screen (0) to the top (1); available when Circular Spectrum is on. |
| Circular Fuel | 0–5 | Sets how much fuel the ring emitters feed the fire, so higher values give thicker, brighter flames; available when Circular Spectrum is on. |
| Circular Intensity | 0–1 | Sets the visible circular intensity. |
| Circular Upward Bias | 0–2 | Adds an upward push to the ring emitters so flames rise from all sides of the circle; higher values lift the flames more; available when Circular Spectrum is on. |
| Circular Splat Radius | 0.01–0.5 | Sets the visible circular splat radius. |
| Circular Sensitivity | 0–2 | Sets how strongly the input signal affects circular. |
| Circular Bass Gate | 0–3 | Sets how loud the bass must be before the ring grows when Circular Bass Radius is on, so higher values need stronger kicks; available when Circular Spectrum is on. |
| Circular Invert | On / Off | Turns circular invert on or off. |
| Circular Rotation | 0°–360° | Sets the circular rotation of the visible composition. |
Central Emitter
| Setting | Available values | What it changes |
|---|---|---|
| Central Emitter | On / Off | Turns central emitter on or off. |
| Drag X | 0–1 | Sets the horizontal position of the Central Emitter, from the left edge (0) to the right edge (1); available when Central Emitter is on. |
| Drag Y | 0.05–1 | Sets the vertical position of the Central Emitter, from the bottom of the screen (0) to the top (1); available when Central Emitter is on. |
| Drag Spread | 0–5 | Controls how far elements separate from the center or from one another. |
| Central Splat Size | 0.1–1 | Sets the visible central splat size. |
| Central Fuel | 0–1 | Sets how much fuel the Central Emitter feeds the fire on each bass hit, so higher values give bigger, brighter bursts; available when Central Emitter is on. |
Puff Emitter
| Setting | Available values | What it changes |
|---|---|---|
| Random Puffs | On / Off | Turns random puffs on or off. |
| Puff Force | 50–1000 | Sets how hard each random puff of flame is thrown when a beat hits, so higher values launch bigger, faster puffs; available when Random Puffs is on. Use Assign modulation to choose a source. |
| Puff Fuel | 0–4 | Sets how much fuel each random puff carries, so higher values give thicker, brighter puffs; available when Random Puffs is on. |
| Puff Position Y | 0–2 | Sets the height where random puffs appear, from the bottom of the screen (0) through the middle (1) to the top (2); available when Random Puffs is on. |
| Puff Audio Sensitivity | 0–2 | Sets how strongly the input signal affects puff audio. |
| Puff Upward Bias | 0–1 | Sets how strongly random puffs are thrown upward, so higher values send them rising faster; available when Random Puffs is on. |
| Puff Splat Radius | 0.01–0.1 | Sets the visible puff splat radius. |
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 moderate audio strength. Large gain changes can overwhelm the motion before you can see what each band contributes.
- Try assigning Bass to Fuel Rows, then compare Mid, High, and Volume while the demo track plays. The slider's live fill shows the signal reaching that control.