Resonate
Resonate is an animated line composition in BeamTracer Audio Visualizers, built on WebGPU. Settings, audio modulation, presets, and tips.
Resonate is a morphing structure of luminous loops in the Lines category. A stack of shaped rings — circles, stars, polygons, blooms — travels through space, eases into new configurations on beats and on a clock, and leaves fading ghost trails that sweep fans of light behind it. The live waveform is carved along every loop, so sound visibly ripples down the structure. Resonate requires WebGPU; see Browser Support for current platform details.
Open Resonate
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 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.
- Drag on the canvas to orbit the camera; release and it eases back to autopilot.
- Use Reset to Defaults whenever you want to return to the original look.
Presets and styles
Default · Deep Bass · Neon Flow · Midnight Bloom · Solar Flare · RGB · Still Water · Arctic Dawn · Deep Ocean · Moonlit · Hypnotic · Aurora
Each preset combines a layout, palette, and motion character. Applying a preset restarts the composition from that preset's base colors.
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.
Settings reference
Core
| Setting | Available values | What it changes |
|---|---|---|
| Ring Count | 10–240 | How many loops form the structure. Use Assign modulation to choose a source. |
| Ring Spacing | 0.05–0.5 | Distance between loops along the structure. Supports modulation. |
| Base Radius | 0.05–0.5 | Loop size. Supports modulation. |
| Tube Radius | 0.02–0.3 | Line thickness. Supports modulation. |
| Ring Segments | 12–96 | Divisions along each loop; lower is more faceted. |
| Side Segments | 3–12 | Divisions around the tube profile. |
| Resolution | 0.5–1 | Render resolution scale — lower it on weaker machines. |
| Exposure | 0.1–2 | Overall scene exposure. |
Shape
| Setting | Available values | What it changes |
|---|---|---|
| Layout | Stack / Fan / Tunnel / Swarm | How the loops arrange themselves: a column, a fanned bouquet, a fly-through tube, or a scattered cloud. In Tunnel, the camera rides behind the traveling structure. |
| Shape Family | Auto / 10 shapes | Pin the base shape (circle, triangle, square, star, gear, …) or leave Auto to morph across the whole family. |
| Shape Variety | 0–1 | In Auto, how far morph targets may wander from a circle toward stars, polygons, and blooms. |
| Depth Warp | 0–1 | Out-of-plane warping of each loop — saddles, crowns, and waves. |
| Audio Ripple | 0–2 | Frequency-band ripple around each loop: bass moves the low loops, highs shimmer the top. |
| Wave Displace | 0–2 | How strongly the live waveform is carved along every loop. Silence is a clean line. Supports modulation. |
Trails
| Setting | Available values | What it changes |
|---|---|---|
| Ring Fade | On / Off | Turns the ghost trails on or off. |
| Fade Count | 1–58 | How many ghosts each loop leaves behind. |
| Fade Min Opacity | 0–1 | Opacity floor at the oldest ghost. |
| Trail Spacing | 0.02–0.25 s | Time between ghost captures — larger values separate the fans into distinct lines. |
Material
| Setting | Available values | What it changes |
|---|---|---|
| Light Intensity | 0–10 | The orbiting light's strength. Supports modulation. |
| Light Orbit Radius | 1–30 | How far the light circles the structure. |
| Light Orbit Speed | 0–20 | How fast the light circles. Supports modulation. |
| Ambient Intensity | 0–5 | Scene-wide fill light. |
| Metalness | 0–1 | Surface response from matte toward mirror. |
| Roughness | 0–1 | Highlight sharpness. |
| Emissive Core | 0–4 | How strongly the loops glow from within. |
| Bloom Strength | 0–3 | Sets how strong the glow around the brightest cores is. |
| Bloom Radius | 0–1 | Sets how far the glow spreads from the brightest cores. |
| Bloom Threshold | 0–1 | Sets how bright a core must be before it glows; higher values limit the glow to the brightest cores. |
Colors
| Setting | Available values | What it changes |
|---|---|---|
| Color A / Color B | Color | The two-tone gradient across the structure. |
| Auto Hue (Mat) + Hue Speed (Mat) | On/Off · 0.01–2 | Slow hue drift of the material palette. Supports modulation. |
| Light Color, Auto Hue (Lights) + Hue Speed (Lights) | Color · On/Off · 0.01–2 | The orbiting light's color and drift. Supports modulation. |
| Background, Auto Hue (Bg) + Hue Speed (Bg) | Color · On/Off · 0.001–0.2 | Backdrop color and optional drift. |
Audio
| Setting | Available values | What it changes |
|---|---|---|
| Master Gain | 0x–3x | Overall input sensitivity. |
| Bass Intensity | 0x–3x | Sets how strongly the low frequencies drive the visual; 0x ignores them. |
| Mid Intensity | 0x–3x | Sets how strongly the midrange drives the visual; 0x ignores it. |
| High Intensity | 0x–3x | Sets how strongly the high frequencies drive the visual; 0x ignores them. |
| Bass → Light Pulse | 0–2 | Bass hits flare the orbiting light. Supports modulation. |
| Mids → Orbit Speed | 0–2 | Mids accelerate the light's orbit. Supports modulation. |
| Volume → Ambient | 0–2 | Overall level lifts the fill light. |
| Beat → Transitions | On / Off | Beats trigger the structure to morph into a new configuration. |
| Beat Threshold | 0.3–0.95 | Level a beat must cross to trigger a morph. |
Animation
| Setting | Available values | What it changes |
|---|---|---|
| Auto Rotate | On / Off | Tumbles the whole structure. |
| Rotation Speed | 0–10 | Sets how fast the structure tumbles. Appears when Auto Rotate is on. Supports modulation. |
| Meander | 0–2 | How far the structure travels through space, constantly opening new angles. Supports modulation. |
| Transition Interval | 0.5–10 s | Time between scheduled morphs. |
| Transition Duration | 0.1–6 s | How long each morph takes. |
Tips for a better audio visualization
- Give bass the structural motion (Base Radius, Light Pulse) and let highs live in Audio Ripple and Wave Displace; the frequency split keeps the composition legible.
- Larger Trail Spacing with a high Fade Count turns motion into distinct fans of lines; small spacing melts them into silk.
- Tunnel layout with a slow Rotation Speed is a strong background look; Swarm with Beat → Transitions is the wild one.