Simulation

Fireball

Fireball is a responsive simulated scene in BeamTracer Audio Visualizers, built on WebGPU. Settings, audio modulation, presets, and tips.

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

Fireball 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 Fireball

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

Campfire · Inferno · Candle · Storm Front · Bass Bonfire · Ghost Fire · Violet Rush · Blue Propane · Smoke Signal · Strobe Core · Will-O-Wisp · Key Flame

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
Temperature RateCombustionSets how quickly temperature changes or moves.
Density RateCombustionControls how concentrated the visible elements appear.
Fire IntensityCombustionSets the visible fire intensity.
TurbulenceFlame MotionSets how irregular or unpredictable the turbulence appears.
WindFlame MotionControls how strongly wind moves the scene.
Bloom StrengthBloomSets the visible bloom strength.
Key Light HueLightingMoves the color around the color spectrum.
Key Light XLightingMoves the Key Light left or right of the fireball.
Key Light YLightingMoves the Key Light up or down relative to the fireball, so higher values light the smoke from higher above.
Key Light ZLightingMoves the Key Light toward or away from the viewer, so negative values place it behind the fireball and positive values in front.
Fire Light On SmokeLightingSets how strongly the glow of the fire lights the surrounding smoke, so higher values make the smoke around the flames shine brighter.
Emitter XAnimationSets the left-to-right position of the point the fire comes from.
Emitter YAnimationSets the height of the point the fire comes from, with higher values placing it higher in the view.
Emitter ZAnimationSets the depth of the point the fire comes from, moving it toward or away from the viewer.
Wander HAnimationSets how far the fire source drifts left and right on its own, so 0 keeps it fixed and higher values let it sway widely.
Wander VAnimationSets how far the fire source drifts up and down on its own, so 0 keeps it fixed and higher values let it bob widely.
Wander ZAnimationSets how far the fire source drifts toward and away from the viewer on its own, so 0 keeps it fixed and higher values let it move through more depth.

Settings reference

Core

SettingAvailable valuesWhat it changes
Simulation Speed0–2Sets how quickly simulation changes or moves.
Raymarch Steps4–42Sets how finely the fire and smoke volume is sampled when drawn, so higher values give smoother, more detailed clouds and lower values look coarser and banded.
DenoiseOn / OffTurns denoise on or off.
Denoise Strength0–1Sets the visible denoise strength.
Volume Resolution0.1–1Trades visual detail against performance.
Exposure0.1–2Sets the overall rendered brightness.
Key CleanOn / OffTurns key clean on or off.

Combustion

SettingAvailable valuesWhat it changes
Temperature Rate0–8Sets how quickly temperature changes or moves. Use Assign modulation to choose a source.
Density Rate0–20Controls how concentrated the visible elements appear. Use Assign modulation to choose a source.
Fire Intensity0–80Sets the visible fire intensity. Use Assign modulation to choose a source.
Glow Spread1–5Controls how far elements separate from the center or from one another.
Fire Lifespan0.5s–10sSets how many seconds flames burn before they die out, so longer values give larger, longer-lasting fire.
Smoke Lifespan1s–100sSets how many seconds smoke lingers after the fire, so longer values leave thick smoke hanging around the flames.

Flame Motion

SettingAvailable valuesWhat it changes
Buoyancy0–10Sets how strongly the hot gas rises, so higher values make the fireball climb faster and stretch into a taller plume.
Turbulence0–5Sets how irregular or unpredictable the turbulence appears. Use Assign modulation to choose a source.
Turbulence Decay0–1Sets how long turbulence decay remains visible.
Turbulence Frequency1–10Sets the scale of the fireball turbulence pattern.
Velocity Damping0–2Balances immediate audio response against steadier motion.
Wind0–50Controls how strongly wind moves the scene. Use Assign modulation to choose a source.
Wind Direction0°–360°Sets the direction in which the wind pushes the scene.
Phase Asymmetry-0.99–0.99Sets which direction the fire and smoke scatter light, so positive values glow brightest when lit from behind and negative values glow brightest when lit from the viewer side.
Powder Effect0–1Sets how much the thin edges of the smoke darken for a crisper, puffier look, so higher values make clouds look more defined at their edges.

Scattering & Shadow

SettingAvailable valuesWhat it changes
Multi Scattering0–1Sets how much light bounces around inside dense smoke, so higher values brighten and soften the shaded core of the clouds.
Shadow Absorption0–10Sets how strongly the smoke blocks the Key Light, so higher values cast deeper shadows inside the clouds and lower values let light pass through.
Shadow Ambient0–1Controls the scene-wide fill light.

Bloom

SettingAvailable valuesWhat it changes
Bloom Strength0–3Sets the visible bloom strength. Use Assign modulation to choose a source.
Bloom Radius0–1Sets the visible bloom radius.
Bloom Threshold0–1Sets the level that must be crossed before bloom appears.

Colors

SettingAvailable valuesWhat it changes
Fire Hue Shift0°–360°Moves the color around the color spectrum.
Saturation0–2Moves colors from muted toward vivid.

Flame Colors

SettingAvailable valuesWhat it changes
Fire Color HotColorSets the fire color hot.
Fire Color MidColorSets the fire color mid.
Fire Color EdgeColorSets the fire color edge.

Lighting

SettingAvailable valuesWhat it changes
Key Light0–1500Sets how bright the main light shining on the fire and smoke is, from off (0) to very bright.
Key Light ColorColorSets the key light color.
Key Light Hue0°–360°Moves the color around the color spectrum. Use Assign modulation to choose a source.
Key Light X-20–20Moves the Key Light left or right of the fireball. Use Assign modulation to choose a source.
Key Light Y2–30Moves the Key Light up or down relative to the fireball, so higher values light the smoke from higher above. Use Assign modulation to choose a source.
Key Light Z-20–20Moves the Key Light toward or away from the viewer, so negative values place it behind the fireball and positive values in front. Use Assign modulation to choose a source.
Fire Light On Smoke0–2Sets how strongly the glow of the fire lights the surrounding smoke, so higher values make the smoke around the flames shine brighter. Use Assign modulation to choose a source.
Light Near Scale0–20Sets the visual light near scale.
Light Far Scale0–20Sets the visual light far scale.
Light Reflection0–20Controls how strongly the surrounding scene is reflected.

Audio

SettingAvailable valuesWhat it changes
Master Gain0x–5xSets how strongly the input signal affects master.
Bass Intensity0x–3xSets the visible bass intensity.
Mid Intensity0x–3xSets the visible mid intensity.
High Intensity0x–3xSets the visible high intensity.
Smoothing0.01–0.8Balances immediate audio response against steadier motion.

Animation

SettingAvailable valuesWhat it changes
Show Emitter OrbOn / OffShows or hides emitter orb.
Orb Emissive0–1Sets how brightly the emitter orb glows; only visible when Show Emitter Orb is on.
Movement Boost0–0.4Sets how strongly the input signal affects movement.
Movement Wind0–50Controls how strongly wind moves the scene.
Emitter X0.08–0.92Sets the left-to-right position of the point the fire comes from. Use Assign modulation to choose a source.
Emitter Y0.05–0.72Sets the height of the point the fire comes from, with higher values placing it higher in the view. Use Assign modulation to choose a source.
Emitter Z0.08–0.92Sets the depth of the point the fire comes from, moving it toward or away from the viewer. Use Assign modulation to choose a source.
Wander H0–0.35Sets how far the fire source drifts left and right on its own, so 0 keeps it fixed and higher values let it sway widely. Use Assign modulation to choose a source.
Wander V0–0.35Sets how far the fire source drifts up and down on its own, so 0 keeps it fixed and higher values let it bob widely. Use Assign modulation to choose a source.
Wander Z0–0.35Sets how far the fire source drifts toward and away from the viewer on its own, so 0 keeps it fixed and higher values let it move through more depth. Use Assign modulation to choose a source.
Wander Speed0–3Sets how quickly wander changes or moves.
MeanderOn / OffTurns meander on or off.
Meander Speed0–3Sets how quickly meander changes or moves.

Camera

SettingAvailable valuesWhat it changes
Camera RotationOn / OffTurns camera rotation on or off.
Rotation Speed-1–1Sets how quickly rotation changes or moves.
Camera Distance0.35–3Sets how far the camera sits from the subject.

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 Temperature Rate, then compare Mid, High, and Volume while the demo track plays. The slider's live fill shows the signal reaching that control.