Backgrounds

Geometric Cave

Geometric Cave is an ambient full-canvas background in BeamTracer Audio Visualizers, built on WebGPU. Settings, audio modulation, presets, and tips.

Open Geometric Cave ↗
Default demo track · live audio-reactive settings

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

  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

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 controlSectionWhat the route changes
DispersionPhysical GlassSets how strongly the glass splits light into rainbow colors, like a prism; higher values give more color fringing. It can be driven by audio.
IridescencePhysical GlassControls the view-dependent rainbow color shift on the surface.
Emissive SwellPhysical GlassSets how brightly the glass blocks glow on their own, and it can be driven by audio.
Bass Light GainAccentsSets how strongly the input signal affects bass light.
Mid Light GainAccentsSets how strongly the input signal affects mid light.
High Light GainAccentsSets how strongly the input signal affects high light.
Mids → Accent HueAppearance ResponseMoves the color around the color spectrum.
Fog DensityAtmosphereMakes the scene fog thinner or denser.

Settings reference

Cave

SettingAvailable valuesWhat it changes
Cave Rows16–56Sets how many rows of glass blocks make up the cave ahead of you; higher values fill the tunnel with more rows.
Peak Height1x–5xSets the visible peak height.
Block Scale0.5–2Sets the visual block scale.
Row Spacing2–8Sets the spacing between visible elements.
Field Width16–64Sets the visible field width.
Opening Height8–20Sets the visible opening height.

Physical Glass

SettingAvailable valuesWhat it changes
Transmission0.96–1Sets how much light appears to pass through the material.
Thickness0–8Sets the visible thickness.
IOR1–2.33Changes how strongly the material bends light.
Dispersion0–4Sets 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.
Opacity0.2–1Sets the overall transparency.
Roughness0–1Moves the surface from polished toward matte.
Clearcoat0–0.05Adds or reduces a glossy top layer on the surface.
Coat Roughness0–1Moves the surface from polished toward matte.
Environment0–3Sets how strongly the glass reflects the surrounding environment; higher values give brighter, more mirror-like reflections.
Iridescence0–1Controls the view-dependent rainbow color shift on the surface. Use Assign modulation to choose a source.
Emissive Swell0–2Sets how brightly the glass blocks glow on their own, and it can be driven by audio. Use Assign modulation to choose a source.

Color

SettingAvailable valuesWhat it changes
Base Hue0–1Moves the color around the color spectrum.
Hue Spread0–0.6Controls how widely the colors vary around the color spectrum.
Accent Hue0–1Moves the color around the color spectrum.
Hue AnimationOn / OffTurns hue animation on or off.
Hue Speed0.01–1Sets how quickly hue changes or moves.

Accents

SettingAvailable valuesWhat it changes
Idle Hold0.4s–2.8sSets how long idle hold remains visible.
Light Count3–9Sets how many visible elements are drawn.
Light Intensity0–60Sets the visible light intensity.
Emitter Size4–20Sets the visible emitter size.
Light Fade Time0.02s–1.5sSets how long light fade remains visible.
Bass Light Gain0x–3xSets how strongly the input signal affects bass light. Use Assign modulation to choose a source.
Mid Light Gain0x–3xSets how strongly the input signal affects mid light. Use Assign modulation to choose a source.
High Light Gain0x–3xSets how strongly the input signal affects high light. Use Assign modulation to choose a source.
Random SelectionOn / OffTurns random selection on or off.

Input Response

SettingAvailable valuesWhat it changes
Master Gain0x–3xSets how strongly the input signal affects master.
Geometry Reactivity0x–2xSets how far the glass blocks move in response to the music; 0 keeps them still and higher values make them jump farther.
Light Reactivity0x–2xSets how strongly the colored accent lights flare in response to the music; 0 keeps them steady.
Smoothing0.02–0.8Balances immediate audio response against steadier motion.

Band Response

SettingAvailable valuesWhat it changes
Bass Gain0x–3xSets how strongly the input signal affects bass.
Bass Gate0–0.8Sets the level bass must reach before it has any effect; higher values ignore quiet low sounds so only strong beats register.
Mids Gain0x–3xSets how strongly the input signal affects mids.
Mids Gate0–0.8Sets the level mid-range sound must reach before it has any effect; higher values ignore quiet mids so only louder moments register.
Highs Gain0x–3xSets how strongly the input signal affects highs.
Highs Gate0–0.8Sets the level high frequencies must reach before they have any effect; higher values ignore faint highs so only strong ones register.

Appearance Response

SettingAvailable valuesWhat it changes
Bass → Dispersion0–3Sets how strongly bass widens the prism-like color splitting in the glass; 0 turns the effect off.
Bass → Light Swell0–3Sets how strongly bass makes the glass blocks swell with light; 0 turns the effect off.
Mids → Accent Hue0–0.5Moves the color around the color spectrum. Use Assign modulation to choose a source.
Highs → Shimmer0–1Sets how strongly high frequencies add a shimmering, oil-slick sheen to the glass; 0 turns the effect off.
Volume → Fog0–0.06Sets how much the overall volume thickens the fog, so louder music makes the cave hazier; 0 turns the effect off.

Camera

SettingAvailable valuesWhat it changes
Speed0.1x–3xSets how quickly speed changes or moves.
Glide Speed0.2–6Sets how quickly glide changes or moves.
Camera FOV35°–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 LookOn / OffTurns drag to look on or off.
Drag Sensitivity0–2.5Sets how strongly the input signal affects drag.
Travel Angle-180°–180°Sets the travel angle of the visible composition.
Auto RotateOn / OffTurns auto rotate on or off.
Rotation Speed0–1Sets how quickly rotation changes or moves.

Atmosphere

SettingAvailable valuesWhat it changes
Bloom0–3Sets the visible strength of bloom.
Bloom Radius0–1Sets the visible bloom radius.
Bloom Threshold0–1Sets the level that must be crossed before bloom appears.
Fog Density0–0.06Makes the scene fog thinner or denser. Use Assign modulation to choose a source.
Vignette0–2Sets how much the corners and edges of the picture are darkened; 0 leaves the frame evenly lit.
Film Grain0–1Sets how much animated film grain is laid over the picture; 0 is perfectly clean.

Render

SettingAvailable valuesWhat it changes
Resolution0.35x–1xTrades visual detail against performance.
Exposure0.5–2Sets 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.