White Holes
White Holes is a particle-driven audio-reactive scene in BeamTracer Audio Visualizers. Shape its response in your browser with settings, audio modulation, presets, and tips.
White Holes throws a field of particles around an invisible force point. Loud moments open the field into rings, swirls and fans that settle back into drifting dust. Start with the default gray look, then try Neon Pulse for cycling color or Gravity Waves for an orbiting field. The pointer can move the force point too.
Open White Holes
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
Endorphins · Reise Im Fjord · Momento · Dubmission · Singularity · Automnemonic · Antropofagia · Florence · Talbot · Supernova · Bass Cannon · Vortex Storm · Neon Pulse · Gravity Waves · Chaos Engine
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 |
|---|---|---|
| Audio → Force | Force Field | Adds push as the assigned signal rises. |
| Audio → Radius | Force Field | Widens the reach of the force field as the assigned signal rises. |
| Threshold | Pulse Burst | Sets how loud the assigned signal must be to fire a pulse. |
| Threshold | Bass Spawn | Sets how loud the assigned signal must be to restart particles. |
| Threshold | Audio Splat | Sets how loud the assigned signal must be to trigger a splat. |
| Audio → Hue | Color Cycling | Shifts the particle color further around the wheel as the assigned signal rises. |
| Audio → Brightness | Color Cycling | Brightens the particles as the assigned signal rises. |
| Audio → Screw | Screw Rotation | Adds twist as the assigned signal rises. |
Settings reference
Preset Cycle
| Setting | Available values | What it changes |
|---|---|---|
| Auto-Cycle Presets | On / Off | Steps through the built-in presets automatically. |
| Cycle On Bass Hit | On / Off | Moves to the next preset on a strong bass hit instead of on a timer. |
| Cycle Interval | 2s–30s | Sets the seconds between preset changes. Shown when Cycle On Bass Hit is off. |
Particles
| Setting | Available values | What it changes |
|---|---|---|
| Particle Count | 65,536, 262,144, 1,048,576 | Sets how many particles fill the view. Higher counts make the field denser. |
| Size | 0.5px–5px | Sets the size of each particle in pixels. |
| Opacity | 0.1–1 | Sets how solid each particle looks. Lower values keep more detail where particles crowd together. |
| Decay | 0–1 | Slows every particle a little on each frame. Higher values make the field settle sooner after each push. |
Speed
| Setting | Available values | What it changes |
|---|---|---|
| Max Speed | 5–100 | Sets the speed at which Damping starts to slow a particle down. |
| Damping | 0.1–0.95 | Sets how much speed a particle keeps once it passes Max Speed. Lower values brake harder. |
Force Field
| Setting | Available values | What it changes |
|---|---|---|
| Distance Mode | CONSTANT, LINEAR, INVERSE | Chooses how the push changes with distance from the force point. CONSTANT pushes evenly, LINEAR pushes hardest toward the edge of the radius, and INVERSE pushes hardest close to the point. |
| Force Always On | On / Off | Keeps the force field working without the pointer. It sits under the pointer, or at the center when the pointer is off the canvas or Enable Mouse is off. |
| Radius | 50px–1500px | Sets how far from the force point particles are pushed. |
| Strength | 0.01–0.2 | Sets how hard the force field pushes the particles. |
| Randomize | 0.01–0.9 | Varies the reach from particle to particle. Higher values give the field a ragged, uneven edge. |
| Audio → Force | 0–1 | Adds push as the assigned signal rises. Use Assign modulation to choose a source. |
| Audio → Radius | 0–1 | Widens the reach of the force field as the assigned signal rises. Use Assign modulation to choose a source. |
Gravity
| Setting | Available values | What it changes |
|---|---|---|
| Mode | Attract, Repel, Orbit, Chaos | Chooses a steady pull on the whole field: Attract toward the center, Repel away from it, Orbit around it, or Chaos in shifting directions. It has no effect while Strength is 0. |
| Strength | 0–1 | Sets how strongly gravity acts. At 0, gravity is off. |
Colors
| Setting | Available values | What it changes |
|---|---|---|
| Base Hue | 0°–360° | Sets the particle color. It has no visible effect while Saturation is 0. |
| Saturation | 0–1 | Moves the particles from gray toward vivid color. At 0 they are gray. |
| Brightness | 0.2–1 | Sets how bright the particles are. |
| Variation | 0–0.5 | Gives each particle a slightly different hue. Higher values spread the colors further. |
| Background | Color | Sets the background color. Hidden while Background Auto Hue is on. |
| Background Auto Hue | On / Off | Slowly moves the background color around the color wheel. |
| Background Hue Speed | 0.01–1 | Sets how quickly the background color changes. |
Audio
| Setting | Available values | What it changes |
|---|---|---|
| Audio Reactive | On / Off | Turns every audio reaction on or off. When off, only the pointer, Force Always On and the motion settings move the particles. |
| Master Gain | 0.1–3 | Scales every audio reaction at once. |
| Bass Intensity | 0–2 | Scales how strongly the bass drives the reactions that follow it. |
| Mid Intensity | 0–2 | Scales how strongly the mids drive the reactions that follow them. |
| High Intensity | 0–2 | Scales how strongly the highs drive the reactions that follow them. |
| Smoothing | 0–0.99 | Balances immediate audio response against steadier motion. |
Audio Mapping
| Setting | Available values | What it changes |
|---|---|---|
| Bass → X Force | 0–1 | Pushes the field sideways with the bass. |
| Mids → Y Force | 0–1 | Pushes the field up and down with the mids. |
| Highs → Intensity | 0–1 | Speeds the particles up as the highs rise. |
Pulse Burst
| Setting | Available values | What it changes |
|---|---|---|
| Enable Pulse | On / Off | Throws the particles outward from the center when the assigned signal crosses Threshold. |
| Threshold | 0.3–1 | Sets how loud the assigned signal must be to fire a pulse. Use Assign modulation to choose a source. |
| Explosion Force | 0.1–2 | Sets how hard a pulse throws the particles outward. |
Bass Spawn
| Setting | Available values | What it changes |
|---|---|---|
| Enable Spawn | On / Off | Restarts some particles at the center when the assigned signal crosses Threshold. |
| Threshold | 0.3–1 | Sets how loud the assigned signal must be to restart particles. Use Assign modulation to choose a source. |
| Spawn Amount | 1%–50% | Sets the percentage of particles respawned on a bass hit. |
Audio Splat
| Setting | Available values | What it changes |
|---|---|---|
| Enable Audio Splat | On / Off | Lets loud moments open the force field for an instant at a point on the canvas. |
| Threshold | 0.1–0.9 | Sets how loud the assigned signal must be to trigger a splat. Use Assign modulation to choose a source. |
| Splat Strength | 0.1–2 | Sets how hard each splat pushes the particles. 1 is the standard push; lower values give gentler splats and higher values stronger ones. |
| Cooldown | 0.05s–0.5s | Sets the shortest time between two splats. |
| Roaming Position | On / Off | Moves the splat point around the canvas along a looping path. When off, the splat point stays where it is. |
| Roam Speed | 0.1–2 | Sets how quickly the splat point travels. |
Color Cycling
| Setting | Available values | What it changes |
|---|---|---|
| Enable Cycling | On / Off | Moves the particle color around the color wheel over time. Audio → Hue and Audio → Brightness work while this is on. |
| Cycle Speed | 0.1–2 | Sets how quickly the particle color changes. |
| Audio → Hue | 0–1 | Shifts the particle color further around the wheel as the assigned signal rises. Use Assign modulation to choose a source. |
| Audio → Brightness | 0–1 | Brightens the particles as the assigned signal rises. Use Assign modulation to choose a source. |
Mouse Interaction
| Setting | Available values | What it changes |
|---|---|---|
| Enable Mouse | On / Off | Lets the pointer move the force point: it follows the pointer onto the canvas and while you hold the mouse button. Force Always On and Audio Splat keep working when this is off. |
| Mode | Attractor, Repulsor, Vortex, Scatter, Black Hole | Chooses how the force field acts, wherever it is: under the pointer, with Force Always On, or at an audio splat. Attractor pulls particles in, Repulsor pushes them away, Vortex swirls them around the point, Scatter throws them in random directions, and Black Hole pulls harder over a wider area. |
| Strength | 0.1–3 | Multiplies the push of the force field, whether the pointer, Force Always On or an audio splat places it. |
| Radius | 0.2–3 | Multiplies the reach set by Force Field Radius. |
Screw Rotation
| Setting | Available values | What it changes |
|---|---|---|
| Rotation | -90°–90° | Twists the push by this angle, so particles spiral instead of moving straight toward or away from the force point. |
| Both Directions | On / Off | Twists half of the particles the opposite way. |
| Randomize | 0.01–0.9 | Varies the twist from particle to particle. |
| Audio → Screw | 0–1 | Adds twist as the assigned signal rises. Use Assign modulation to choose a source. |
Turbulence
| Setting | Available values | What it changes |
|---|---|---|
| Enable Turbulence | On / Off | Adds a flowing wave pattern that keeps the particles drifting. |
| Strength | 0–2 | Sets how strongly the flow moves the particles. |
| Scale | 0.5–10 | Sets how tightly the flow pattern repeats across the canvas. |
| Speed | 0.1–2 | Sets how quickly the flow pattern moves. |
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
- Audio Splat opens most of the shapes. Lower its Threshold for busier motion, or raise Cooldown for fewer, more distinct bursts.
- At the highest Particle Count, lower Opacity or Size so crowded areas keep their structure instead of filling in gray.