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Engine · v5.4.0

Sports

A game in a full arena, drawn with code and played to your song: possession changes every phrase, the puck moves on the beat, a shot on the last bar of each phrase, the goal light and the crowd on its feet when it goes in. An attack on goal, the celebration, the faceoff, a pre-game light show and pond hockey under the stars. Ice hockey first, more sports to come, every team in your own colours and no logos.

Sports engine preview

6 modes

Launch modes

The Game mode

The Game

A full game seen from the broadcast seats: possession changes every phrase, the puck moves from stick to stick on the beat, and on the last bar of each phrase someone shoots. When it goes in the goal light burns, the crowd jumps and the score ticks up.

On the Attack mode

On the Attack

One forward alone on goal each phrase: the chase from behind, a deke on bar 7, the shot and the goal, then a broadcast wipe into the next run.

Celebration mode

Celebration

Right after the goal: a knee slide along the boards, the team piling in and bouncing on every beat, confetti falling, the goal light flaring on the beat and the whole building on its feet.

The Restart mode

The Restart

Centre ice: the players set, the puck drops on the downbeat of bar 2, a scrum, the break up the ice and the line-up again for the next drop.

Light Show mode

Light Show

The pre-game show: the arena dark, spotlights sweeping on the bars, rings of light spreading over the ice on every beat, phone lights in the stands and both teams on their warm-up laps.

Pickup Game mode

Pickup Game

Pond hockey on a winter night: four friends passing on a frozen pond, string lights pulsing on the beat, pines and snowbanks, snow drifting down.

60 controls

Controls

ControlGroupTypeDefaultAnimationAudio
Primary colorPrimary color used by the engine paletteStylecolor#d8343fYesNo
Secondary colorSecondary color used by the engine paletteStylecolor#2f6fd6YesNo
BackgroundBackground used by the engine paletteStylecolor#0c0f1aYesNo
OpacityVisualizer opacityTransformrange1YesNo
SensitivityBounded overall audio responseAudiorange1YesNo
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 barsAudiorange1YesNo
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 highsAudioselectlogNoNo
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 spectrumAudiorange0.8YesNo
Primary audio sourcePrimary audio sourceAudioselectbassNoNo
Frequency focusWhich part of the spectrum drives this visual; while no explicit audio source is set, the motion envelope follows this selectionAudioselectfullNoNo
Burst intensityGlow and trail swell on sharp hits; 0 keeps bursts offAudiorange0YesNo
Ambient bedProminence of the standing background layer behind the beat-born elementsEffectsrange1YesNo
Wake lengthHow far motion trails stretch behind beat-born travelers; 0 removes the wakeEffectsrange1YesNo
Audio contributionMaximum contribution from the primary audio routeAudiorange0.55YesNo
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 lookAudiorange1YesNo
Audio attackEnvelope attack in millisecondsAudiorange45YesNo
Audio releaseEnvelope release in millisecondsAudiorange240YesNo
Geometry scaleGeometry scaleGeometryrange1YesYes
Motion directionRotate the animated visual pass to face this direction; the general background stays fixedMotionselectnoneNoNo
SpeedTime-based motion; default major cycle is 6–12 secondsMotionrange0.1YesYes
Color modeDuo palette, primary→secondary gradient, or full rainbow sweepStyleselectduoNoNo
GlowGlowEffectsrange0.55YesYes
Global glowShared emissive strength across the frameEffectsrange0.35YesYes
Pulse intensityBeat pulse scale for spawn, size, and shakeEffectsrange1YesYes
Beat responseHow hard every engine hits on each detected beatAudiorange1.2YesYes
Beat smoothingHow long each beat hit rings out before it settlesAudiorange0.35YesYes
Beat attackSeconds for a hit to swell to full. 0 snaps instantlyAudiorange0YesYes
Beat releaseSeconds for a hit to fade, overriding Beat smoothing. 0 follows itAudiorange0YesYes
Beat shakeFrame kick strength on each beatEffectsrange0.6YesYes
Motion echoMotion echoEffectsrange0YesYes
BlurBlurEffectsrange0YesYes
Chromatic aberrationChromatic aberrationEffectsrange0YesYes
Beat sync allRoute beat energy into spawn, shake, pulse, speed, and scaleAudiobooleantrueNoNo
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 symmetryselectnoneNoNo
Kaleidoscope foldsHow many mirrored copies go round the kaleidoscopeShape and symmetryrange6YesNo
Symmetry angleTurns the mirror line, or the kaleidoscope, in degreesShape and symmetryrange0YesYes
Kaleidoscope spinHow fast the kaleidoscope turns, in turns per bar of the song (0.25 is once a phrase)Shape and symmetryrange0YesYes
Tile sizeEach tile's size as a share of the frameShape and symmetryrange0.5YesNo
Tile gapThe gap between tiles, as a share of a tile; it shows the background colourShape and symmetryrange0YesNo
WarpBend the whole picture: a twist, a bulge, waves or ripples that move once a bar, a polar unroll, or a fisheye lensShape and symmetryselectnoneNoNo
Warp amountHow strong the warp isShape and symmetryrange0.5YesYes
Warp centreWhere the warp is centred in the frameShape and symmetryselectcentreNoNo
SportWhich sport the scene plays: its field or rink, its players and how its game moves with your songSportselecthockeyNoNo
CrowdHow full the stands are. The crowd bobs on the beat, stands up for the full sections and jumps when a goal goes inArenarange1YesNo
Arena lightsHow bright the lights over the field are, and how strong the light show's spotlights and projectionsArenarange1YesYes
Pace of playHow often the play moves: at 1 and above a pass on every beat when the song is full, below it a pass every two beatsPlayrange1YesNo
Shot trailA glowing streak behind the puck or ball on passes and shotsPlayrange0.5YesYes
Score bugThe broadcast score box with each side's score and the game clockArenaselectonNoNo
SnowfallHow much snow falls over the pickup game outdoorsScenerange1YesYes
VariationAnother take on the same game: who passes to whom, which shots go in, the crowd's colours. The same number always gives the same gameScenerange0YesNo
ShotThe camera's shot: Auto picks one for each section of your song (wide, push-in, close-up, travel, reveal or overhead)Scene cameraselectautoNoNo
Shot timingMusic: the shot's move runs through each section of the song. Keyframes: Shot progress (keyframe it) runs itScene cameraselectmusicNoNo
Shot progressHow far through its move the shot is: with Keyframes timing, keyframe it from 0 to 1 over a clip; with Music timing, where each section starts the moveScene camerarange0YesNo
Camera motionHow far the camera moves in each shot; 0 holds it stillScene camerarange1YesNo
OrbitA gentle swing around the subject that follows the bars; negative swings the other wayScene camerarange0.35YesNo
HandheldA hand-held drift that grows as the song gets fuller; 0 is a locked-off cameraScene camerarange0.25YesNo
ZoomThe lens: above 1 closer, below 1 widerScene camerarange1YesNo
FocusWhere the focus sits: 0 on the subject, 1 on the foreground (a reveal racks it for you)Scene camerarange0YesNo
Actor motionHow much the people and things in the scene move to the music: walking, swaying, waving, openingScenerange1YesYes
Title and artistShow or hide the song title and artist this visualizer draws.TextselectautoNoNo