Prometheus · Particles
Particles form a new shape on each big hit.
How it works
Particles drift. On a beat they form a 3D shape, hold it, then let go.
Sliders
| Trail | Low = long trails, high = sharp dots. |
| Shape pull | How tightly particles hold the shape. Low = loose cloud, high = tight form. |
| Audio amount | How much the music drives brightness, size and movement. Turn it up for drops. |
| Size | Particle size. Bigger = more visible, less detail. |
| Spin | Rotation speed. Zero = still. |
| Count | Number of particles. More = denser shapes, lower frame rate. |
Keyboard
| Space | Play / Pause |
| S | Next shape |
| 1–9 | Jump to a shape |
| N | Mute / Unmute (visuals still react) |
| F | Fullscreen |
| R | Start / Stop recording |
| G | Open / Close shape gallery |
| Tab | Hide / Show UI |
Meters
| bass | Low frequencies. Sets particle size. |
| mids | Mid frequencies. Drives drift. |
| highs | High frequencies. Adds sparkle. |
| loudness | Overall level. Sets brightness and spin. |
| hits | Beat detection. Triggers a new shape. |
| brightness | Spectral centre. Sets the hue. |
| change | Frame-to-frame spectral change. Adds motion. |
| tone | Loudness and brightness combined. |
Live use
Press F, then Tab. Shape pull about 30% for ambient, about 70% for peak time. Press S on the drop to change shape.