Particles

Particle Burst

Shape a concentric lattice of tiny illuminated spheres around a polished central orb, with six audio-reactive looks each framed from its own camera angle.

Default demo track · live audio-reactive settings

Particle Burst is a dimensional particle-lattice instrument in the Particles category. Tens of thousands of tiny lit spheres settle into concentric rings crossed by radial spokes, curving up to a shallow dome where a polished orb sits in an open clearing and reflects the field around it. Toward the rim the lattice breaks into drifting filaments and isolated beads against black. The orb waits alone until the music starts, then the field grows out of it ring by ring, and empties from the center outward when the sound stops. Bass sends expanding packets outward through the rings, mids curl them, and highs add fine motion and sparse bright catches. Each of the six looks is framed from its own camera angle, from a grazing rim view to almost directly overhead, and Auto Camera can cycle those viewpoints in time with the music. Choose a black, nebula, dusk, or shoreline backdrop for the orb to reflect. Drag the scene to inspect it yourself; automatic camera motion pauses while you interact. Particle Burst requires WebGPU; see Browser Support for current platform details.

Open Particle Burst

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

Classic Burst · Fireworks · Gentle Rain · Plasma Storm · Neon Shower · Bass Cannon

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
Particle SizeFormationSets the sphere diameter.
Disc ScatterRelief & RimAdds fine grain so the lattice never looks mechanically perfect.
Coherent TurbulenceMid & High DetailSets the amount of coherent turbulence across the field.
Force ResponseMid & High DetailSets how quickly particles answer all motion forces.
Particle CycleMid & High DetailSets the pace of each particle’s colorful birth-and-fade cycle.
Idle OrbitMotionSets the slow resting flow that remains visible without audio.
Camera DistanceCamera & FocusMoves the view closer to or farther from the full lattice.
Camera ElevationCamera & FocusSets the viewing angle, from a grazing rim view to almost directly overhead.
BloomDepth of FieldSets the glow lifted from the brightest ring crests and specular catches.

Settings reference

Formation

SettingAvailable valuesWhat it changes
Particle Count10000–100000Sets how many small spheres fill the terrain.
Particle Size10–150Sets the sphere diameter. Use Assign modulation to choose a source.
Disc Radius250–800Sets the outer reach of the lattice.
Ring Count4–48Sets how many concentric rings the lattice forms.
Ring Sharpness0–1Moves the field from an even scatter to tightly defined rings and spokes.

Relief & Rim

SettingAvailable valuesWhat it changes
Radial Spokes0–120Sets how many radial spokes cross the rings.
Dome Rise0–400Sets how far the rim falls away below the orb, curving the field into a dome.
Ripple Depth4–140Sets how deep the ring ripples are cut into the surface.
Rim Breakup0–1Sets how much the rim fragments into filaments and loose beads.
Formation Sweep0.2s–8sSets how long the field takes to sweep out from the orb, and to clear again when the music stops.
Disc Scatter10–500Adds fine grain so the lattice never looks mechanically perfect. Use Assign modulation to choose a source.

Central Orb

SettingAvailable valuesWhat it changes
Orb Radius40–120Sets the fixed central orb size.
Orb Roughness0.02–0.5Moves the orb from a mirror finish toward a softer surface.
Orb Rim0–0.4Sets the restrained colored energy around the orb edge.
Orb ColorColorSets the orb’s base color beneath its reflections.

Palette

SettingAvailable valuesWhat it changes
EnvironmentBLACK, NEBULA, DUSK, SHORELINEChooses the backdrop behind the lattice, which the orb also reflects.
CenterColorSets the center.
RimColorSets the rim.
Ring AccentColorSets the ring accent.
BackgroundColorSets the background.

Color Motion

SettingAvailable valuesWhat it changes
Ring Hue Spread0–1Gives each ring its own color instead of a single center-to-rim gradient.
Ring Drift0.001–0.05Drifts the accent rings slowly through the lattice.
Saturation0.1–1Moves colors from muted toward vivid.
Lightness0.05–0.5Moves colors from darker toward lighter.
Bead Gloss0–1Moves each sphere from matte to a crisp specular highlight.
Bead Glow0–1Makes each sphere emit its own color, turning a lit field into a burning one.

Audio

SettingAvailable valuesWhat it changes
Master Gain0x–3xSets the overall strength of audio-driven particle motion and light lift.
Smoothing0.01–0.8Balances immediate band response against steadier motion.

Bass Discharge

SettingAvailable valuesWhat it changes
Radial Impulse0–2.5Sets the strength of bass-driven outward packets.
Beat Lift0–180Adds extra lift to an accepted beat discharge.
Beat Speed0.5–6Sets how forcefully a beat packet crosses the disc.
Beat Refractory800ms–1800msSets the minimum pause between full-disc beat discharges.
Beat DischargeOn / OffAllows detected beats to launch full traveling discharges.

Mid & High Detail

SettingAvailable valuesWhat it changes
Mid Curl0–2Sets how strongly mids curl the rings.
High Sparkle0–1.5Sets high-frequency fine motion and sparse bright catches.
Coherent Turbulence0–500Sets the amount of coherent turbulence across the field. Use Assign modulation to choose a source.
Force Response100–3000Sets how quickly particles answer all motion forces. Use Assign modulation to choose a source.
Particle Cycle1–20Sets the pace of each particle’s colorful birth-and-fade cycle. Use Assign modulation to choose a source.

Motion

SettingAvailable valuesWhat it changes
Idle Orbit10–500Sets the slow resting flow that remains visible without audio. Use Assign modulation to choose a source.
Field Cohesion0–1Pulls displaced particles back toward their place in the lattice.
Velocity Damping0–1Sets how quickly outward and curling motion settles.

Camera & Focus

SettingAvailable valuesWhat it changes
ViewRIM, GRAZING, LOW, OBLIQUE, HIGH, OVERHEADJumps to an authored viewpoint, from a grazing rim shot to almost directly overhead.
Auto CameraOn / OffAdvances through the available eased camera views using the current BPM.
Beats Per View1–32 beatsHolds each view for this many beats before beginning the next camera move.
RemainingLive readoutCounts down the current hold and previews the next camera view.
Camera Move0.1s–6sSets how long the camera takes to glide to a new view.
Camera Distance150–2000Moves the view closer to or farther from the full lattice. Use Assign modulation to choose a source.
Camera Elevation3°–88°Sets the viewing angle, from a grazing rim view to almost directly overhead. Use Assign modulation to choose a source.
Camera Orbit-180°–180°Turns the view around the lattice.
Camera DriftOn / OffAdds a subtle automatic camera drift that pauses during pointer orbit.

Depth of Field

SettingAvailable valuesWhat it changes
Soft FocusOn / OffTurns near- and far-particle soft focus on or off.
Focus Offset-900–900Shifts the sharp depth plane nearer or beyond the orb, which stays in focus by default.
Focal Range1–900Sets the width of the sharp depth range.
Bokeh Scale0–40Sets the size of near- and far-particle blur.
Bloom0–3Sets the glow lifted from the brightest ring crests and specular catches. Use Assign modulation to choose a source.

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 Bass on Particle Cycle, Mid on Particle Size, and High on Camera Elevation, then route a single control at a time to hear each band’s visual role.
  • Ring Sharpness is the whole look: near zero the field is an even scatter, near one it resolves into crisp concentric rings with open gaps between them.
  • For many colors at once, raise Ring Hue Spread and keep Ring Accent a saturated color — a pale accent washes out the rings it touches, because it also tints the fastest particles and the scattered flecks.
  • Camera Elevation changes the piece completely — the rings read as colored bands from overhead and as relief on a dome from a grazing angle. Soft focus follows the camera on its own, so the orb stays sharp wherever you move it.
  • Turn on Auto Camera under View to cycle the six viewpoints in time with the music, and set Camera Move for how long each glide takes.
  • Environment puts a nebula, dusk, or shoreline backdrop behind the lattice; the orb reflects whichever you choose, and Background Color applies only on Black.