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.
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
- 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
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 control | Section | What the route changes |
|---|---|---|
| Particle Size | Formation | Sets the sphere diameter. |
| Disc Scatter | Relief & Rim | Adds fine grain so the lattice never looks mechanically perfect. |
| Coherent Turbulence | Mid & High Detail | Sets the amount of coherent turbulence across the field. |
| Force Response | Mid & High Detail | Sets how quickly particles answer all motion forces. |
| Particle Cycle | Mid & High Detail | Sets the pace of each particle’s colorful birth-and-fade cycle. |
| Idle Orbit | Motion | Sets the slow resting flow that remains visible without audio. |
| Camera Distance | Camera & Focus | Moves the view closer to or farther from the full lattice. |
| Camera Elevation | Camera & Focus | Sets the viewing angle, from a grazing rim view to almost directly overhead. |
| Bloom | Depth of Field | Sets the glow lifted from the brightest ring crests and specular catches. |
Settings reference
Formation
| Setting | Available values | What it changes |
|---|---|---|
| Particle Count | 10000–100000 | Sets how many small spheres fill the terrain. |
| Particle Size | 10–150 | Sets the sphere diameter. Use Assign modulation to choose a source. |
| Disc Radius | 250–800 | Sets the outer reach of the lattice. |
| Ring Count | 4–48 | Sets how many concentric rings the lattice forms. |
| Ring Sharpness | 0–1 | Moves the field from an even scatter to tightly defined rings and spokes. |
Relief & Rim
| Setting | Available values | What it changes |
|---|---|---|
| Radial Spokes | 0–120 | Sets how many radial spokes cross the rings. |
| Dome Rise | 0–400 | Sets how far the rim falls away below the orb, curving the field into a dome. |
| Ripple Depth | 4–140 | Sets how deep the ring ripples are cut into the surface. |
| Rim Breakup | 0–1 | Sets how much the rim fragments into filaments and loose beads. |
| Formation Sweep | 0.2s–8s | Sets how long the field takes to sweep out from the orb, and to clear again when the music stops. |
| Disc Scatter | 10–500 | Adds fine grain so the lattice never looks mechanically perfect. Use Assign modulation to choose a source. |
Central Orb
| Setting | Available values | What it changes |
|---|---|---|
| Orb Radius | 40–120 | Sets the fixed central orb size. |
| Orb Roughness | 0.02–0.5 | Moves the orb from a mirror finish toward a softer surface. |
| Orb Rim | 0–0.4 | Sets the restrained colored energy around the orb edge. |
| Orb Color | Color | Sets the orb’s base color beneath its reflections. |
Palette
| Setting | Available values | What it changes |
|---|---|---|
| Environment | BLACK, NEBULA, DUSK, SHORELINE | Chooses the backdrop behind the lattice, which the orb also reflects. |
| Center | Color | Sets the center. |
| Rim | Color | Sets the rim. |
| Ring Accent | Color | Sets the ring accent. |
| Background | Color | Sets the background. |
Color Motion
| Setting | Available values | What it changes |
|---|---|---|
| Ring Hue Spread | 0–1 | Gives each ring its own color instead of a single center-to-rim gradient. |
| Ring Drift | 0.001–0.05 | Drifts the accent rings slowly through the lattice. |
| Saturation | 0.1–1 | Moves colors from muted toward vivid. |
| Lightness | 0.05–0.5 | Moves colors from darker toward lighter. |
| Bead Gloss | 0–1 | Moves each sphere from matte to a crisp specular highlight. |
| Bead Glow | 0–1 | Makes each sphere emit its own color, turning a lit field into a burning one. |
Audio
| Setting | Available values | What it changes |
|---|---|---|
| Master Gain | 0x–3x | Sets the overall strength of audio-driven particle motion and light lift. |
| Smoothing | 0.01–0.8 | Balances immediate band response against steadier motion. |
Bass Discharge
| Setting | Available values | What it changes |
|---|---|---|
| Radial Impulse | 0–2.5 | Sets the strength of bass-driven outward packets. |
| Beat Lift | 0–180 | Adds extra lift to an accepted beat discharge. |
| Beat Speed | 0.5–6 | Sets how forcefully a beat packet crosses the disc. |
| Beat Refractory | 800ms–1800ms | Sets the minimum pause between full-disc beat discharges. |
| Beat Discharge | On / Off | Allows detected beats to launch full traveling discharges. |
Mid & High Detail
| Setting | Available values | What it changes |
|---|---|---|
| Mid Curl | 0–2 | Sets how strongly mids curl the rings. |
| High Sparkle | 0–1.5 | Sets high-frequency fine motion and sparse bright catches. |
| Coherent Turbulence | 0–500 | Sets the amount of coherent turbulence across the field. Use Assign modulation to choose a source. |
| Force Response | 100–3000 | Sets how quickly particles answer all motion forces. Use Assign modulation to choose a source. |
| Particle Cycle | 1–20 | Sets the pace of each particle’s colorful birth-and-fade cycle. Use Assign modulation to choose a source. |
Motion
| Setting | Available values | What it changes |
|---|---|---|
| Idle Orbit | 10–500 | Sets the slow resting flow that remains visible without audio. Use Assign modulation to choose a source. |
| Field Cohesion | 0–1 | Pulls displaced particles back toward their place in the lattice. |
| Velocity Damping | 0–1 | Sets how quickly outward and curling motion settles. |
Camera & Focus
| Setting | Available values | What it changes |
|---|---|---|
| View | RIM, GRAZING, LOW, OBLIQUE, HIGH, OVERHEAD | Jumps to an authored viewpoint, from a grazing rim shot to almost directly overhead. |
| Auto Camera | On / Off | Advances through the available eased camera views using the current BPM. |
| Beats Per View | 1–32 beats | Holds each view for this many beats before beginning the next camera move. |
| Remaining | Live readout | Counts down the current hold and previews the next camera view. |
| Camera Move | 0.1s–6s | Sets how long the camera takes to glide to a new view. |
| Camera Distance | 150–2000 | Moves the view closer to or farther from the full lattice. Use Assign modulation to choose a source. |
| Camera Elevation | 3°–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 Drift | On / Off | Adds a subtle automatic camera drift that pauses during pointer orbit. |
Depth of Field
| Setting | Available values | What it changes |
|---|---|---|
| Soft Focus | On / Off | Turns near- and far-particle soft focus on or off. |
| Focus Offset | -900–900 | Shifts the sharp depth plane nearer or beyond the orb, which stays in focus by default. |
| Focal Range | 1–900 | Sets the width of the sharp depth range. |
| Bokeh Scale | 0–40 | Sets the size of near- and far-particle blur. |
| Bloom | 0–3 | Sets 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.