
Engine · v5.5.0
Mythological Creatures
Creatures of myth in their own realms, drawn with code and alive to your song: a dragon breathing fire on a volcano, Medusa with a snake of her hair for every band of the music, the phoenix bursting into flame over a sun temple, the kraken rising from a storm, Fenrir breaking his chains and more, grouped by the myths they come from. Every layer of the realm moves, each power answers its own part of the song and on every phrase the creature unleashes it. Its realm, in flight, by moonlight, in a storm, close up, guarding its ruins and seen in a hero's bronze shield.

7 modes
Launch modes







53 controls
Controls
| Control | Group | Type | Default | Animation | Audio |
|---|---|---|---|---|---|
| Primary colorPrimary color used by the engine palette | Style | color | #f6a85a | Yes | No |
| Secondary colorSecondary color used by the engine palette | Style | color | #6a7cc4 | Yes | No |
| BackgroundBackground used by the engine palette | Style | color | #160f2a | Yes | No |
| OpacityVisualizer opacity | Transform | range | 1 | Yes | No |
| SensitivityBounded overall audio response | Audio | range | 1 | Yes | No |
| Spectrum rangeHow much of the 40 Hz to 14 kHz range the visual spans, from the bass up. Lower it to give the bass and mids more of the bars | Audio | range | 1 | Yes | No |
| Frequency scaleHow the bars are spread across the frequencies. Log spreads them by octave, mel by how pitch is heard, and linear by hertz, which gives most bars to the highs | Audio | select | log | No | No |
| Auto-levelLifts every part of the spectrum to its own recent range, so quiet highs move as much as loud bass. A note held for several seconds settles lower as it adapts. 0 shows the raw spectrum | Audio | range | 0.8 | Yes | No |
| Primary audio sourcePrimary audio source | Audio | select | bass | No | No |
| Frequency focusWhich part of the spectrum drives this visual; while no explicit audio source is set, the motion envelope follows this selection | Audio | select | full | No | No |
| Burst intensityGlow and trail swell on sharp hits; 0 keeps bursts off | Audio | range | 0 | Yes | No |
| Ambient bedProminence of the standing background layer behind the beat-born elements | Effects | range | 1 | Yes | No |
| Wake lengthHow far motion trails stretch behind beat-born travelers; 0 removes the wake | Effects | range | 1 | Yes | No |
| Audio contributionMaximum contribution from the primary audio route | Audio | range | 0.55 | Yes | No |
| Audio dynamicsHow much of the band's movement reaches the visual. 1 = full dynamics; 0 holds it at a steady level for a calmer, more constant look | Audio | range | 1 | Yes | No |
| Audio attackEnvelope attack in milliseconds | Audio | range | 45 | Yes | No |
| Audio releaseEnvelope release in milliseconds | Audio | range | 240 | Yes | No |
| Geometry scaleGeometry scale | Geometry | range | 1 | Yes | Yes |
| Motion directionRotate the animated visual pass to face this direction; the general background stays fixed | Motion | select | none | No | No |
| SpeedTime-based motion; default major cycle is 6–12 seconds | Motion | range | 0.1 | Yes | Yes |
| Color modeDuo palette, primary→secondary gradient, or full rainbow sweep | Style | select | duo | No | No |
| GlowGlow | Effects | range | 0.55 | Yes | Yes |
| Global glowShared emissive strength across the frame | Effects | range | 0.35 | Yes | Yes |
| Pulse intensityBeat pulse scale for spawn, size, and shake | Effects | range | 1 | Yes | Yes |
| Beat responseHow hard every engine hits on each detected beat | Audio | range | 1.2 | Yes | Yes |
| Beat smoothingHow long each beat hit rings out before it settles | Audio | range | 0.35 | Yes | Yes |
| Beat attackSeconds for a hit to swell to full. 0 snaps instantly | Audio | range | 0 | Yes | Yes |
| Beat releaseSeconds for a hit to fade, overriding Beat smoothing. 0 follows it | Audio | range | 0 | Yes | Yes |
| Beat shakeFrame kick strength on each beat | Effects | range | 0.6 | Yes | Yes |
| Motion echoMotion echo | Effects | range | 0 | Yes | Yes |
| BlurBlur | Effects | range | 0 | Yes | Yes |
| Chromatic aberrationChromatic aberration | Effects | range | 0 | Yes | Yes |
| Beat sync allRoute beat energy into spawn, shake, pulse, speed, and scale | Audio | boolean | true | No | No |
| Symmetry and tilingReshape the whole picture: mirror it, fold it into a kaleidoscope, or tile it (the plane groups p1, p2, p4m and p6m) | Shape and symmetry | select | none | No | No |
| Kaleidoscope foldsHow many mirrored copies go round the kaleidoscope | Shape and symmetry | range | 6 | Yes | No |
| Symmetry angleTurns the mirror line, or the kaleidoscope, in degrees | Shape and symmetry | range | 0 | Yes | Yes |
| Kaleidoscope spinHow fast the kaleidoscope turns, in turns per bar of the song (0.25 is once a phrase) | Shape and symmetry | range | 0 | Yes | Yes |
| Tile sizeEach tile's size as a share of the frame | Shape and symmetry | range | 0.5 | Yes | No |
| Tile gapThe gap between tiles, as a share of a tile; it shows the background colour | Shape and symmetry | range | 0 | Yes | No |
| WarpBend the whole picture: a twist, a bulge, waves or ripples that move once a bar, a polar unroll, or a fisheye lens | Shape and symmetry | select | none | No | No |
| Warp amountHow strong the warp is | Shape and symmetry | range | 0.5 | Yes | Yes |
| Warp centreWhere the warp is centred in the frame | Shape and symmetry | select | centre | No | No |
| CreatureWhich creature of myth the scene is about, grouped by the myths they come from: its body, wings and heads, how it moves, its power and the realm around it | Creature | select | dragon | No | No |
| Time of dayWhen the scene is set: the creature's own (dusk for a dragon, day for a griffin), Surprise me (the Variation chooses) or a time you pick | Scene | select | auto | No | No |
| Mythic powerHow big the creature's power is: the dragon's fire, the wyvern's frost, the storm bird's lightning, Medusa's gaze. Between the phrases each power answers its own part of the song (fire the kick, lightning the snare); the song's big moments lift it | Creature | range | 1 | Yes | Yes |
| Creature sizeHow big the creature is in the frame | Creature | range | 1 | Yes | No |
| Creature motionHow much the creature moves: its breathing, wingbeats, heads and tails, and its call on each phrase of the song | Creature | range | 1 | Yes | Yes |
| WindHow hard the wind blows through the realm, the creature's mane and the flames. The song's energy lifts it and every beat sends a gust across | Scene | range | 1 | Yes | Yes |
| WeatherHow much snow, rain, embers, mist or spray there is in the air. The song's energy lifts it | Scene | range | 1 | Yes | Yes |
| Scenery densityHow many trees, rocks and plants fill the realm | Scene | range | 1 | Yes | No |
| Loop lengthSeconds before the scene repeats exactly: every cloud, wingbeat, wave and flame comes round, so a clip loops without a seam | Scene | range | 8 | Yes | No |
| VariationAnother take on the same scene: the clouds and ridges, where the trees and stones stand, the creature's build and colouring. The same number always gives the same scene | Scene | range | 0 | Yes | No |
| Title and artistShow or hide the song title and artist this visualizer draws. | Text | select | auto | No | No |