Ready Player One
Ready Player One is an expressive audio-reactive composition in BeamTracer Audio Visualizers, built on WebGPU. Settings, audio modulation, presets, and tips.
Ready Player One is an expressive audio-reactive composition in the Creative category. Open it from the left visualizer list, start an audio source, and use the settings panel to shape its response.
Open Ready Player One
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
Arcade · Ghost Glass · Glitch City · Strobe
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 |
|---|---|---|
| Bloom Strength | Material | Sets the visible bloom strength. |
| Glass IOR | Material | Changes how strongly the material bends light. |
| Grid Brightness | Grid | Sets the visible strength of grid brightness. |
Settings reference
Core
| Setting | Available values | What it changes |
|---|---|---|
| Render Scale | 0.1–0.5 | Sets the visual render scale. |
Material
| Setting | Available values | What it changes |
|---|---|---|
| Bloom Strength | 0–2 | Sets the visible bloom strength. Use Assign modulation to choose a source. |
| Glass IOR | 1–2.5 | Changes how strongly the material bends light. Use Assign modulation to choose a source. |
CRT
| Setting | Available values | What it changes |
|---|---|---|
| CRT Effect | On / Off | Turns crt effect on or off. |
| CRT Brightness | 0.5–2 | Sets the visible strength of crt brightness. |
| CRT Saturation | 0–1.5 | Moves colors from muted toward vivid. |
| CRT Chromatic | 0–20 | Sets how far the red, green, and blue channels separate for a color-fringed look; 0 removes the fringing. Available when CRT Effect is on. |
| CRT Fisheye | 0–2 | Sets how much the picture bulges outward like a curved tube screen; 0 keeps it flat. Available when CRT Effect is on. |
| CRT Scanlines | 0–2 | Sets how dark and visible the horizontal scanlines are; 0 removes them. Available when CRT Effect is on. |
Grid
| Setting | Available values | What it changes |
|---|---|---|
| Grid Line Thickness | 0.01–0.2 | Sets the visible grid line thickness. |
| Grid Dot Size | 0.01–0.2 | Sets the visible grid dot size. |
| Grid Brightness | 0–2 | Sets the visible strength of grid brightness. Use Assign modulation to choose a source. |
| Grid Opacity | 0–1 | Sets how transparent the grid appears. |
Paint & Splats
| Setting | Available values | What it changes |
|---|---|---|
| Paint Trails | On / Off | Turns paint trails on or off. |
| LED Spectrum Grid | On / Off | Turns LED spectrum grid on or off. |
| Audio Splats | On / Off | Turns audio splats on or off. |
| Splat Sensitivity | 0.1–3 | Sets how strongly the input signal affects splat. |
| Splat Size | 0.001–1 | Sets the visible splat size. |
| Splat Force | 0.001–2 | Sets how hard each music-triggered paint splat is thrown; higher values send splats farther and faster. Available when Audio Splats is on. |
Audio
| Setting | Available values | What it changes |
|---|---|---|
| Master Gain | 0x–2x | Sets how strongly the input signal affects master. |
| Bass Intensity | 0x–3x | Sets the visible bass intensity. |
| Mid Intensity | 0x–3x | Sets the visible mid intensity. |
| High Intensity | 0x–3x | Sets the visible high intensity. |
Animation
| Setting | Available values | What it changes |
|---|---|---|
| Flash Decay | 0.05–0.5 | Sets how long flash decay remains visible. |
| Morph Decay | 0.005–0.1 | Sets how long morph decay remains visible. |
| Morph Cooldown | 500ms–5000ms | Sets the minimum wait in milliseconds between bass-triggered morphs of the center shape; higher values mean fewer morphs. |
| Flash Cooldown | 1000ms–10000ms | Sets the minimum wait in milliseconds between flashes triggered by mids and highs; higher values mean fewer flashes. |
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
- Assign different bands to structure, motion, and light instead of routing every control to Volume.
- Try assigning Bass to Bloom Strength, then compare Mid, High, and Volume while the demo track plays. The slider's live fill shows the signal reaching that control.