Geometric Cave
Geometric Cave is an ambient full-canvas background in BeamTracer Audio Visualizers, built on WebGPU. Settings, audio modulation, presets, and tips.
Geometric Cave is an ambient full-canvas background in the Backgrounds category. Open it from the left visualizer list, start an audio source, and use the settings panel to shape its response.
Open Geometric Cave
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
Performance · Prismatic · Neon Pulse · Smoked Glass · Aurora · Monolith
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 |
|---|---|---|
| Dispersion | Physical Glass | Sets how strongly the glass splits light into rainbow colors, like a prism; higher values give more color fringing. It can be driven by audio. |
| Iridescence | Physical Glass | Controls the view-dependent rainbow color shift on the surface. |
| Emissive Swell | Physical Glass | Sets how brightly the glass blocks glow on their own, and it can be driven by audio. |
| Bass Light Gain | Accents | Sets how strongly the input signal affects bass light. |
| Mid Light Gain | Accents | Sets how strongly the input signal affects mid light. |
| High Light Gain | Accents | Sets how strongly the input signal affects high light. |
| Mids → Accent Hue | Appearance Response | Moves the color around the color spectrum. |
| Fog Density | Atmosphere | Makes the scene fog thinner or denser. |
Settings reference
Cave
| Setting | Available values | What it changes |
|---|---|---|
| Cave Rows | 16–56 | Sets how many rows of glass blocks make up the cave ahead of you; higher values fill the tunnel with more rows. |
| Peak Height | 1x–5x | Sets the visible peak height. |
| Block Scale | 0.5–2 | Sets the visual block scale. |
| Row Spacing | 2–8 | Sets the spacing between visible elements. |
| Field Width | 16–64 | Sets the visible field width. |
| Opening Height | 8–20 | Sets the visible opening height. |
Physical Glass
| Setting | Available values | What it changes |
|---|---|---|
| Transmission | 0.96–1 | Sets how much light appears to pass through the material. |
| Thickness | 0–8 | Sets the visible thickness. |
| IOR | 1–2.33 | Changes how strongly the material bends light. |
| Dispersion | 0–4 | Sets how strongly the glass splits light into rainbow colors, like a prism; higher values give more color fringing. It can be driven by audio. Use Assign modulation to choose a source. |
| Opacity | 0.2–1 | Sets the overall transparency. |
| Roughness | 0–1 | Moves the surface from polished toward matte. |
| Clearcoat | 0–0.05 | Adds or reduces a glossy top layer on the surface. |
| Coat Roughness | 0–1 | Moves the surface from polished toward matte. |
| Environment | 0–3 | Sets how strongly the glass reflects the surrounding environment; higher values give brighter, more mirror-like reflections. |
| Iridescence | 0–1 | Controls the view-dependent rainbow color shift on the surface. Use Assign modulation to choose a source. |
| Emissive Swell | 0–2 | Sets how brightly the glass blocks glow on their own, and it can be driven by audio. Use Assign modulation to choose a source. |
Color
| Setting | Available values | What it changes |
|---|---|---|
| Base Hue | 0–1 | Moves the color around the color spectrum. |
| Hue Spread | 0–0.6 | Controls how widely the colors vary around the color spectrum. |
| Accent Hue | 0–1 | Moves the color around the color spectrum. |
| Hue Animation | On / Off | Turns hue animation on or off. |
| Hue Speed | 0.01–1 | Sets how quickly hue changes or moves. |
Accents
| Setting | Available values | What it changes |
|---|---|---|
| Idle Hold | 0.4s–2.8s | Sets how long idle hold remains visible. |
| Light Count | 3–9 | Sets how many visible elements are drawn. |
| Light Intensity | 0–60 | Sets the visible light intensity. |
| Emitter Size | 4–20 | Sets the visible emitter size. |
| Light Fade Time | 0.02s–1.5s | Sets how long light fade remains visible. |
| Bass Light Gain | 0x–3x | Sets how strongly the input signal affects bass light. Use Assign modulation to choose a source. |
| Mid Light Gain | 0x–3x | Sets how strongly the input signal affects mid light. Use Assign modulation to choose a source. |
| High Light Gain | 0x–3x | Sets how strongly the input signal affects high light. Use Assign modulation to choose a source. |
| Random Selection | On / Off | Turns random selection on or off. |
Input Response
| Setting | Available values | What it changes |
|---|---|---|
| Master Gain | 0x–3x | Sets how strongly the input signal affects master. |
| Geometry Reactivity | 0x–2x | Sets how far the glass blocks move in response to the music; 0 keeps them still and higher values make them jump farther. |
| Light Reactivity | 0x–2x | Sets how strongly the colored accent lights flare in response to the music; 0 keeps them steady. |
| Smoothing | 0.02–0.8 | Balances immediate audio response against steadier motion. |
Band Response
| Setting | Available values | What it changes |
|---|---|---|
| Bass Gain | 0x–3x | Sets how strongly the input signal affects bass. |
| Bass Gate | 0–0.8 | Sets the level bass must reach before it has any effect; higher values ignore quiet low sounds so only strong beats register. |
| Mids Gain | 0x–3x | Sets how strongly the input signal affects mids. |
| Mids Gate | 0–0.8 | Sets the level mid-range sound must reach before it has any effect; higher values ignore quiet mids so only louder moments register. |
| Highs Gain | 0x–3x | Sets how strongly the input signal affects highs. |
| Highs Gate | 0–0.8 | Sets the level high frequencies must reach before they have any effect; higher values ignore faint highs so only strong ones register. |
Appearance Response
| Setting | Available values | What it changes |
|---|---|---|
| Bass → Dispersion | 0–3 | Sets how strongly bass widens the prism-like color splitting in the glass; 0 turns the effect off. |
| Bass → Light Swell | 0–3 | Sets how strongly bass makes the glass blocks swell with light; 0 turns the effect off. |
| Mids → Accent Hue | 0–0.5 | Moves the color around the color spectrum. Use Assign modulation to choose a source. |
| Highs → Shimmer | 0–1 | Sets how strongly high frequencies add a shimmering, oil-slick sheen to the glass; 0 turns the effect off. |
| Volume → Fog | 0–0.06 | Sets how much the overall volume thickens the fog, so louder music makes the cave hazier; 0 turns the effect off. |
Camera
| Setting | Available values | What it changes |
|---|---|---|
| Speed | 0.1x–3x | Sets how quickly speed changes or moves. |
| Glide Speed | 0.2–6 | Sets how quickly glide changes or moves. |
| Camera FOV | 35°–80° | Widens or narrows the camera view. |
| Look Pitch | -75°–75° | Tilts the view up or down, in degrees; negative values look down and positive values look up. |
| Look Yaw | -75°–75° | Turns the view left or right, in degrees; negative values look left and positive values look right. |
| Drag To Look | On / Off | Turns drag to look on or off. |
| Drag Sensitivity | 0–2.5 | Sets how strongly the input signal affects drag. |
| Travel Angle | -180°–180° | Sets the travel angle of the visible composition. |
| Auto Rotate | On / Off | Turns auto rotate on or off. |
| Rotation Speed | 0–1 | Sets how quickly rotation changes or moves. |
Atmosphere
| Setting | Available values | What it changes |
|---|---|---|
| Bloom | 0–3 | Sets the visible strength of bloom. |
| Bloom Radius | 0–1 | Sets the visible bloom radius. |
| Bloom Threshold | 0–1 | Sets the level that must be crossed before bloom appears. |
| Fog Density | 0–0.06 | Makes the scene fog thinner or denser. Use Assign modulation to choose a source. |
| Vignette | 0–2 | Sets how much the corners and edges of the picture are darkened; 0 leaves the frame evenly lit. |
| Film Grain | 0–1 | Sets how much animated film grain is laid over the picture; 0 is perfectly clean. |
Render
| Setting | Available values | What it changes |
|---|---|---|
| Resolution | 0.35x–1x | Trades visual detail against performance. |
| Exposure | 0.5–2 | Sets the overall rendered brightness. |
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
- Use lower modulation amounts than you would for a foreground effect so the background supports the mix instead of competing with it.
- Try assigning Bass to Dispersion, then compare Mid, High, and Volume while the demo track plays. The slider's live fill shows the signal reaching that control.