Splish Splash
Splish Splash is a responsive simulated scene in BeamTracer Audio Visualizers, built on WebGL. Settings, audio modulation, presets, and tips.
Splish Splash is a responsive simulated scene in the Simulation category. Open it from the left visualizer list, start an audio source, and use the settings panel to shape its response.
Open Splish Splash
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 · Calm Pond · Storm · Foam Party
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 |
|---|---|---|
| Gravity | Core | Sets the downward pull on moving elements. |
| Splat Strength | Core | Sets the visible splat strength. |
| Aeration Coefficient | Core | Controls aeration coefficient; higher values increase the effect and lower values reduce it. |
| Particle Size | Material | Sets the visible particle size. |
| Hue Shift | Colors | Moves the color around the color spectrum. |
Settings reference
Core
| Setting | Available values | What it changes |
|---|---|---|
| Particle Count | 4096–65536 | Sets how many visible elements are drawn. |
| Grid Scale | 4–16 | Sets the visual grid scale. |
| Substeps | 1–4 | Controls substeps; higher values increase the effect and lower values reduce it. |
| Gravity | 0–0.03 | Sets the downward pull on moving elements. Use Assign modulation to choose a source. |
| Pressure | 1–10 | Controls how strongly the simulation pushes outward. |
| Splat Strength | 0–0.06 | Sets the visible splat strength. Use Assign modulation to choose a source. |
| Aeration Threshold | 0–1 | Sets the level that must be crossed before aeration appears. |
| Aeration Coefficient | 1–50 | Controls aeration coefficient; higher values increase the effect and lower values reduce it. Use Assign modulation to choose a source. |
| Aeration Damping | 0.95–1 | Balances immediate audio response against steadier motion. |
Material
| Setting | Available values | What it changes |
|---|---|---|
| Particle Size | 0.5–3 | Sets the visible particle size. Use Assign modulation to choose a source. |
Colors
| Setting | Available values | What it changes |
|---|---|---|
| Deep Water | Color | Sets the deep water. |
| Foam | Color | Sets the foam. |
| Background | Color | Sets the background. |
| Hue Animation | On / Off | Turns hue animation on or off. |
| Hue Shift | 0–1 | Moves the color around the color spectrum. Use Assign modulation to choose a source. |
| Hue Speed | 0.01–1 | Sets how quickly hue changes or moves. |
Audio
| Setting | Available values | What it changes |
|---|---|---|
| Master Gain | 0x–3x | Sets how strongly the input signal affects master. |
| Bass Intensity | 0–3 | Sets the visible bass intensity. |
| Mid Intensity | 0–3 | Sets the visible mid intensity. |
| High Intensity | 0–3 | Sets the visible high intensity. |
| Smoothing | 0.01–0.8 | Balances immediate audio response against steadier motion. |
| Beat Detection | On / Off | Turns beat detection on or off. |
Animation
| Setting | Available values | What it changes |
|---|---|---|
| Mouse Interaction | On / Off | Turns mouse interaction on or off. |
| Mouse Radius | 1–10 | Sets the visible mouse radius. |
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 moderate audio strength. Large gain changes can overwhelm the motion before you can see what each band contributes.
- Try assigning Bass to Gravity, then compare Mid, High, and Volume while the demo track plays. The slider's live fill shows the signal reaching that control.