Particles

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.

Open White Holes ↗
Default demo track · live audio-reactive settings

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

  1. Start the demo track, choose a local audio file, or enable a live input.
  2. Try a preset or style first, then open the section for the part of the image you want to change.
  3. On a control with Assign modulation, open the source picker, choose a signal, and watch the slider's live fill.
  4. 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 controlSectionWhat the route changes
Audio → ForceForce FieldAdds push as the assigned signal rises.
Audio → RadiusForce FieldWidens the reach of the force field as the assigned signal rises.
ThresholdPulse BurstSets how loud the assigned signal must be to fire a pulse.
ThresholdBass SpawnSets how loud the assigned signal must be to restart particles.
ThresholdAudio SplatSets how loud the assigned signal must be to trigger a splat.
Audio → HueColor CyclingShifts the particle color further around the wheel as the assigned signal rises.
Audio → BrightnessColor CyclingBrightens the particles as the assigned signal rises.
Audio → ScrewScrew RotationAdds twist as the assigned signal rises.

Settings reference

Preset Cycle

SettingAvailable valuesWhat it changes
Auto-Cycle PresetsOn / OffSteps through the built-in presets automatically.
Cycle On Bass HitOn / OffMoves to the next preset on a strong bass hit instead of on a timer.
Cycle Interval2s–30sSets the seconds between preset changes. Shown when Cycle On Bass Hit is off.

Particles

SettingAvailable valuesWhat it changes
Particle Count65,536, 262,144, 1,048,576Sets how many particles fill the view. Higher counts make the field denser.
Size0.5px–5pxSets the size of each particle in pixels.
Opacity0.1–1Sets how solid each particle looks. Lower values keep more detail where particles crowd together.
Decay0–1Slows every particle a little on each frame. Higher values make the field settle sooner after each push.

Speed

SettingAvailable valuesWhat it changes
Max Speed5–100Sets the speed at which Damping starts to slow a particle down.
Damping0.1–0.95Sets how much speed a particle keeps once it passes Max Speed. Lower values brake harder.

Force Field

SettingAvailable valuesWhat it changes
Distance ModeCONSTANT, LINEAR, INVERSEChooses 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 OnOn / OffKeeps 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.
Radius50px–1500pxSets how far from the force point particles are pushed.
Strength0.01–0.2Sets how hard the force field pushes the particles.
Randomize0.01–0.9Varies the reach from particle to particle. Higher values give the field a ragged, uneven edge.
Audio → Force0–1Adds push as the assigned signal rises. Use Assign modulation to choose a source.
Audio → Radius0–1Widens the reach of the force field as the assigned signal rises. Use Assign modulation to choose a source.

Gravity

SettingAvailable valuesWhat it changes
ModeAttract, Repel, Orbit, ChaosChooses 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.
Strength0–1Sets how strongly gravity acts. At 0, gravity is off.

Colors

SettingAvailable valuesWhat it changes
Base Hue0°–360°Sets the particle color. It has no visible effect while Saturation is 0.
Saturation0–1Moves the particles from gray toward vivid color. At 0 they are gray.
Brightness0.2–1Sets how bright the particles are.
Variation0–0.5Gives each particle a slightly different hue. Higher values spread the colors further.
BackgroundColorSets the background color. Hidden while Background Auto Hue is on.
Background Auto HueOn / OffSlowly moves the background color around the color wheel.
Background Hue Speed0.01–1Sets how quickly the background color changes.

Audio

SettingAvailable valuesWhat it changes
Audio ReactiveOn / OffTurns every audio reaction on or off. When off, only the pointer, Force Always On and the motion settings move the particles.
Master Gain0.1–3Scales every audio reaction at once.
Bass Intensity0–2Scales how strongly the bass drives the reactions that follow it.
Mid Intensity0–2Scales how strongly the mids drive the reactions that follow them.
High Intensity0–2Scales how strongly the highs drive the reactions that follow them.
Smoothing0–0.99Balances immediate audio response against steadier motion.

Audio Mapping

SettingAvailable valuesWhat it changes
Bass → X Force0–1Pushes the field sideways with the bass.
Mids → Y Force0–1Pushes the field up and down with the mids.
Highs → Intensity0–1Speeds the particles up as the highs rise.

Pulse Burst

SettingAvailable valuesWhat it changes
Enable PulseOn / OffThrows the particles outward from the center when the assigned signal crosses Threshold.
Threshold0.3–1Sets how loud the assigned signal must be to fire a pulse. Use Assign modulation to choose a source.
Explosion Force0.1–2Sets how hard a pulse throws the particles outward.

Bass Spawn

SettingAvailable valuesWhat it changes
Enable SpawnOn / OffRestarts some particles at the center when the assigned signal crosses Threshold.
Threshold0.3–1Sets how loud the assigned signal must be to restart particles. Use Assign modulation to choose a source.
Spawn Amount1%–50%Sets the percentage of particles respawned on a bass hit.

Audio Splat

SettingAvailable valuesWhat it changes
Enable Audio SplatOn / OffLets loud moments open the force field for an instant at a point on the canvas.
Threshold0.1–0.9Sets how loud the assigned signal must be to trigger a splat. Use Assign modulation to choose a source.
Splat Strength0.1–2Sets how hard each splat pushes the particles. 1 is the standard push; lower values give gentler splats and higher values stronger ones.
Cooldown0.05s–0.5sSets the shortest time between two splats.
Roaming PositionOn / OffMoves the splat point around the canvas along a looping path. When off, the splat point stays where it is.
Roam Speed0.1–2Sets how quickly the splat point travels.

Color Cycling

SettingAvailable valuesWhat it changes
Enable CyclingOn / OffMoves the particle color around the color wheel over time. Audio → Hue and Audio → Brightness work while this is on.
Cycle Speed0.1–2Sets how quickly the particle color changes.
Audio → Hue0–1Shifts the particle color further around the wheel as the assigned signal rises. Use Assign modulation to choose a source.
Audio → Brightness0–1Brightens the particles as the assigned signal rises. Use Assign modulation to choose a source.

Mouse Interaction

SettingAvailable valuesWhat it changes
Enable MouseOn / OffLets 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.
ModeAttractor, Repulsor, Vortex, Scatter, Black HoleChooses 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.
Strength0.1–3Multiplies the push of the force field, whether the pointer, Force Always On or an audio splat places it.
Radius0.2–3Multiplies the reach set by Force Field Radius.

Screw Rotation

SettingAvailable valuesWhat 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 DirectionsOn / OffTwists half of the particles the opposite way.
Randomize0.01–0.9Varies the twist from particle to particle.
Audio → Screw0–1Adds twist as the assigned signal rises. Use Assign modulation to choose a source.

Turbulence

SettingAvailable valuesWhat it changes
Enable TurbulenceOn / OffAdds a flowing wave pattern that keeps the particles drifting.
Strength0–2Sets how strongly the flow moves the particles.
Scale0.5–10Sets how tightly the flow pattern repeats across the canvas.
Speed0.1–2Sets 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.