Marble Madness
Marble Madness is a spherical audio-reactive composition in BeamTracer Audio Visualizers, built on WebGPU. Settings, audio modulation, presets, and tips.
Marble Madness is a spherical audio-reactive composition in the Spheres category. Open it from the left visualizer list, start an audio source, and use the settings panel to shape its response.
Open Marble Madness
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
Default Pink · Newton'S Cradle · Nebula · Pinball · Zen Garden · Solar Tide
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 |
|---|---|---|
| Marble Scale | Core | Sets the visual marble scale. |
| Large Marble Size | Attractors | Sets the visible large marble size. |
| Attractor Bounce | Attractors | Sets how hard the small marbles rebound when they hit the large marbles; low values make impacts soft, and high values make them spring away. |
| Precession Rate | Swarm Shape | Sets how quickly precession changes or moves. |
| Backdrop Noise | Material | Sets how irregular or unpredictable the backdrop noise appears. |
| Key Light Horizontal | Lighting | Moves the Key Light left or right; this changes where highlights and shadows fall across the marbles. |
| Key Light Vertical | Lighting | Moves the Key Light up or down; this changes where highlights and shadows fall across the marbles. |
| Key Light Depth | Lighting | Sets the visible key light depth. |
| Fill Light Horizontal | Lighting | Moves the Fill Light left or right; this changes how the shadowed side of the marbles is lit. |
| Fill Light Vertical | Lighting | Moves the Fill Light up or down; this changes how the shadowed side of the marbles is lit. |
| Fill Light Depth | Lighting | Sets the visible fill light depth. |
| Kinetic Limit | Animation | Caps how fast the small marbles can travel; lower values keep them calm and slow, and higher values let them fly freely. |
Settings reference
Core
| Setting | Available values | What it changes |
|---|---|---|
| Marble Density | 100–1000 | Controls how concentrated the visible elements appear. |
| Marble Scale | 0.01–0.07 | Sets the visual marble scale. Use Assign modulation to choose a source. |
Attractors
| Setting | Available values | What it changes |
|---|---|---|
| Large Marble Size | 2–15 | Sets the visible large marble size. Use Assign modulation to choose a source. |
| Gravity | 0–40 | Sets the downward pull on moving elements. |
| Attractor Bounce | 0–8 | Sets how hard the small marbles rebound when they hit the large marbles; low values make impacts soft, and high values make them spring away. Use Assign modulation to choose a source. |
| Attractor Count | 1–3 | Sets how many visible elements are drawn. |
| Band Order | BASS / MID / HIGH, BASS / HIGH, MID / HIGH, BASS / MID, BASS, MID, HIGH | Chooses the band order mode or style. |
| Bass Pull | 0–2 | Sets how strongly bass makes the large marble assigned to bass pull the small marbles toward it; at 0 the bass has no effect on the pull. |
| Mid Pull | 0–2 | Sets how strongly mid-range sound makes the large marble assigned to the mids pull the small marbles toward it; at 0 the mids have no effect on the pull. |
| High Pull | 0–2 | Sets how strongly high-frequency sound makes the large marble assigned to the highs pull the small marbles toward it; at 0 the highs have no effect on the pull. |
| Attractor Spread | 0–3.5 | Controls how far elements separate from the center or from one another. |
Swarm Shape
| Setting | Available values | What it changes |
|---|---|---|
| Orbit Torque | 0–2 | Sets the orbit torque of the visible composition. |
| Precession Rate | 0–1 | Sets how quickly precession changes or moves. Use Assign modulation to choose a source. |
| Swarm Spread | 0–1 | Controls how far elements separate from the center or from one another. |
Material
| Setting | Available values | What it changes |
|---|---|---|
| Backdrop Noise | 0–1 | Sets how irregular or unpredictable the backdrop noise appears. Use Assign modulation to choose a source. |
| High Fidelity (Ao) | On / Off | Turns high fidelity (ao) on or off. |
| Collision Flash | On / Off | Turns collision flash on or off. |
| Flash Intensity | 0–2 | Sets the visible flash intensity. |
Colors
| Setting | Available values | What it changes |
|---|---|---|
| Key Light | Color | Sets the key light. |
| Key Light Auto Hue | On / Off | Turns key light auto hue on or off. |
| Key Light Hue Speed | 0.01–1 | Sets how quickly key light hue changes or moves. |
| Fill Light | Color | Sets the fill light. |
| Fill Light Auto Hue | On / Off | Turns fill light auto hue on or off. |
| Fill Light Hue Speed | 0.01–1 | Sets how quickly fill light hue changes or moves. |
| Cohort Mode | OFF, AUDIO BANDS | Chooses the cohort mode or style. |
| Cohort Count | 1–3 | Sets how many visible elements are drawn. |
| Cohort Palette | Color | Sets the cohort palette. |
Lighting
| Setting | Available values | What it changes |
|---|---|---|
| Key Light Horizontal | -6–6 | Moves the Key Light left or right; this changes where highlights and shadows fall across the marbles. Use Assign modulation to choose a source. |
| Key Light Vertical | -6–6 | Moves the Key Light up or down; this changes where highlights and shadows fall across the marbles. Use Assign modulation to choose a source. |
| Key Light Depth | -4–8 | Sets the visible key light depth. Use Assign modulation to choose a source. |
| Fill Light Horizontal | -6–6 | Moves the Fill Light left or right; this changes how the shadowed side of the marbles is lit. Use Assign modulation to choose a source. |
| Fill Light Vertical | -6–6 | Moves the Fill Light up or down; this changes how the shadowed side of the marbles is lit. Use Assign modulation to choose a source. |
| Fill Light Depth | -4–8 | Sets the visible fill light depth. Use Assign modulation to choose a source. |
Audio
| Setting | Available values | What it changes |
|---|---|---|
| Master Gain | 0x–3x | Sets how strongly the input signal affects master. |
| Bass Intensity | 0–2 | Sets the visible bass intensity. |
| Mid Intensity | 0–2 | Sets the visible mid intensity. |
| High Intensity | 0–2 | Sets the visible high intensity. |
| Smoothing | 0–0.99 | Balances immediate audio response against steadier motion. |
| Beat Physics | OFF, SCATTER, SLAM, ALTERNATE | Chooses the beat physics mode or style. |
| Beat Strength | 0–2 | Sets the visible beat strength. |
| Beat Decay | 1–12 | Sets how long beat decay remains visible. |
Animation
| Setting | Available values | What it changes |
|---|---|---|
| Kinetic Limit | 0.01–0.1 | Caps how fast the small marbles can travel; lower values keep them calm and slow, and higher values let them fly freely. Use Assign modulation to choose a source. |
| Interactive Pointer | On / Off | Turns interactive pointer on or off. |
| Volume Regime | On / Off | Turns volume regime on or off. |
| Regime Depth | 0–1 | Sets the visible regime depth. |
Camera
| Setting | Available values | What it changes |
|---|---|---|
| Orbit Amount | 0–1.5 | Sets the width of the camera orbit. |
| Orbit Speed | 0–1 | Sets how quickly orbit changes or moves. |
| Camera Elevation | -1.5–1.5 | Sets how high the camera sits; positive values look down on the marbles from above, negative values look up at them from below. |
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
- Keep the base shape readable and use bass for deformation; add highs to glow or surface detail as a secondary response.
- Try assigning Bass to Marble Scale, then compare Mid, High, and Volume while the demo track plays. The slider's live fill shows the signal reaching that control.