Precision bar layout with independent materials and band mapping. Start with Linear Equalizer, then combine it with logos, masks, captions, camera layers, and global effects without changing document formats.
Editable 2D and 3D geometry, transforms, motion, and materials
Every property has a default, keyframes, and bounded audio routes
Blend with masks, media, text, logo, character, camera, light, and effect layers
Where Bars fits
Look
Audio-Reactive
Spectrum, bars, waveforms, and radial systems
Setup
Ready as-is
The defaults are a finished look: attach audio and export
Render load
Light
Comfortable on older laptops and phones
Linear Equalizer controls
The controls this mode exposes, grouped by what they change, with each default. Bindable controls can be driven by an audio route; fixed ones cannot.
Style
Control
Default
Audio
Primary colorPrimary color used by the engine palette
#22d3ee
Fixed
Secondary colorSecondary color used by the engine palette
#34d399
Fixed
BackgroundBackground used by the engine palette
#020809
Fixed
Color modeDuo palette, primary→secondary gradient, or full rainbow sweep
duo
Fixed
Transform
Control
Default
Audio
OpacityVisualizer opacity
1
Fixed
Frame marginBreathing room kept clear at the frame edges. Audio-driven geometry is soft-limited to fit inside it; geometry scale deliberately is not
0.035
Fixed
Audio
Control
Default
Audio
SensitivityBounded overall audio response
1
Fixed
Spectrum rangeFraction of the frequency range the visual spans. The top of the FFT is near-silent air on most material, so at 1 the right-hand edge of every spectrum visual barely moves
0.86
Fixed
Frequency focusWhich part of the spectrum drives this visual; while no explicit audio source is set, the motion envelope follows this selection
full
Fixed
Burst intensityGlow and trail swell on sharp hits; 0 keeps bursts off
0
Fixed
Audio attackEnvelope attack in milliseconds
45
Fixed
Audio releaseEnvelope release in milliseconds
240
Fixed
Beat responseHow hard every engine hits on each detected beat
1.2
Bindable
Beat smoothingHow long each beat hit rings out before it settles
0.35
Bindable
Beat attackSeconds for a hit to swell to full. 0 snaps instantly
0
Bindable
Beat releaseSeconds for a hit to fade, overriding Beat smoothing. 0 follows it
0
Bindable
Beat sync allRoute beat energy into spawn, shake, pulse, speed, and scale
true
Fixed
Effects
Control
Default
Audio
Wake lengthHow far motion trails stretch behind beat-born travelers; 0 removes the wake
1
Fixed
Pulse coreProminence of the source element the beat emanations fire from; 0 hides it
1
Fixed
Peak memoryHow long peak markers hold before fading; 0 disables the memory layer
1
Fixed
Glow
0.55
Bindable
Global glowShared emissive strength across the frame
0.35
Bindable
Pulse intensityBeat pulse scale for spawn, size, and shake
1
Bindable
Beat shakeFrame kick strength on each beat
0.6
Bindable
Motion echo
0
Bindable
Blur
0
Bindable
Chromatic aberration
0
Bindable
Geometry
Control
Default
Audio
Geometry scale
1
Bindable
Motion
Control
Default
Audio
SpeedTime-based motion; default major cycle is 6–12 seconds
0.1
Bindable
Bars
Control
Default
Audio
Bar countVisible bar count
64
Fixed
Bar width
0.72
Bindable
Bar gap
0.18
Bindable
Bar heightFraction of the frame the tallest bar can reach
0.5
Fixed
Floor reflectionMirrored floor reflection below the bars