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Engine · v6.0.0

VJ Deck

A live VJ deck in six looks: a neon tunnel, an LED wall, isometric blocks, a chromatic wireframe, a particle plexus and glitch circuitry. Each stacks up to four looping layers with their own blend and opacity, the bass, mids and highs driving them, a master effect (mirror, kaleidoscope, RGB split or feedback trails) over the top, new clips launching every few bars or on the song's phrases, and a beat strobe that stays within the flash safety limit.

VJ Deck engine preview

6 modes

Launch modes

Neon Tunnel mode

Neon Tunnel

Fly down a curving tunnel of neon light strips: a chase runs round every frame, each strip lit by its own band, a pulse of light races down the walls on each kick and an energy portal at the far end throws lightning on the snare. Every few bars the deck launches a new shape: hexagon, square, triangle, octagon or star.

LED Wall mode

LED Wall

A stage LED wall of round diodes in cabinets: plasma, a spectrum skyline from the middle out, ripples off the kick, a liquid checkerboard that flips on the beat, chevrons and pixel rain play across it, a projected grid flows over the top and a light bar sweeps the wall once a bar.

Isometric Pulse mode

Isometric Pulse

An isometric field of neon-edged blocks rising and falling in waves: ripples from the middle, sweeps, spirals, a checkerboard that swaps on the beat, rings that are the spectrum and towers that spring up on the beat, with light tracers running the floor grid and hollow cubes floating up and inverting the colours.

Chromatic Wireframe mode

Chromatic Wireframe

A spinning wireframe, a torus knot, a geodesic sphere, a twisted torus, a supershape or a lattice cube, split into red, green and blue that the snare pulls apart, with specular glints running its edges, orbit rings round it and glitch slices and blocks on the beat.

Particle Plexus mode

Particle Plexus

A rotating 3D network of points shaped as a sphere, a torus, a double helix, a wave sheet or a galaxy: lines join every close pair, the triangles between them glow, data pulses run along the links on each kick and shock rings pass through the cloud.

Glitch Circuitry mode

Glitch Circuitry

A circuit board routed new on every clip: data pulses race along its traces, the processor flares on the kick and lights its traces outward, chip lights blink on the hats, scanlines roll over it and the snare tears it into glitch slices.

59 controls

Controls

ControlGroupTypeDefaultAnimationAudio
Primary colorPrimary color used by the engine paletteStylecolor#ff2bd6YesNo
Secondary colorSecondary color used by the engine paletteStylecolor#19e3ffYesNo
BackgroundBackground used by the engine paletteStylecolor#05020cYesNo
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
Deck layersHow many layers the deck stacks: 2 is the backdrop and the main loop, 3 adds the overlay, 4 adds the accent on topDeckrange3YesNo
Master effectThe effect on the whole deck: a mirror, a kaleidoscope, the red and blue pulled apart by the kick and snare, or feedback trails that echo the picture into itself. Each look starts with its ownDeckselectnoneNoNo
Clip changeWhen the deck launches new clips on its layers: every 4, 8 or 16 bars, or only when the song moves to its next phraseDeckselect8NoNo
StrobeHow strong the beat strobe is, 0 for none. It is fuller in the song's big moments and never flashes more than three times a secondDeckrange0.35YesNo
Main layer bandWhich part of the music drives the main layer: the whole spectrum, or only the bass, the low mids, the high mids or the highsDeckselectfullNoNo
Main layer blendHow the main layer mixes onto the backdrop: the look's own, normal, screen, add, multiply or differenceDeck layersselectautoNoNo
Overlay blendHow the overlay mixes onto the layers under itDeck layersselectautoNoNo
Accent blendHow the accent on top mixes onto everything under itDeck layersselectautoNoNo
Backdrop opacityHow strongly the backdrop loop shows, on top of what the music and the Ambient bed do to itDeck layersrange1YesYes
Main layer opacityHow strongly the main loop shows, on top of what its band does to itDeck layersrange1YesYes
Overlay opacityHow strongly the overlay shows, on top of what the mids do to itDeck layersrange1YesYes
Accent opacityHow strongly the accent shows, on top of what the beat does to itDeck layersrange1YesYes
Effect amountHow much of the master effect is mixed over the picture: 0 is the dry deck, 1 the full effectDeckrange1YesYes
Feedback lengthHow long the feedback trails are: how many echoes and how slowly they fadeDeckrange0.5YesYes
Clip crossfadeHow many bars a new clip takes to fade in over the old one: 0 is a hard cut on the beat, 0.25 is one beat. The song's first clip fades in the same wayDeckrange0.25YesNo
Hue driftTurns the deck's colours round the colour wheel with the song: at 1 a whole turn every sixteen barsDeckrange0YesYes
VariationAnother take on the same deck: which clips launch, and where the sparks, bolts, boards and blocks fall. The same number always gives the same setDeckrange0YesNo