Audio-reactive texture

The audio output drives a visualizer layer that captures bass / mid / treble energy, RMS, beat detection, and recent-note history. Compositions can shape themselves around their own loudness profile.

The visualizer is not just a screensaver. It is a sampling layer that watches the audio output in real time. FFT analysis, RMS, spectral centroid, and beat detection are all available to the rendering side, all updated frame by frame. The composition produces audio; the audio drives the visual; the visual responds to the music.

Audio analysis can drive visual response without giving the visual layer authority over room state.

What the visualizer captures

Composing with the loop

Today the audio-reactive layer drives visuals only: particle fields that pulse with the bass, brightness shifts that track the centroid, beat-aligned ripples on the visualizer surface. Signals through the graph are server-authoritative and are not influenced by the audio analyzer. Treat audio reactivity as a listening surface: it makes the mix visible without letting the visual layer rewrite shared room state.