Audio Input

Captures live audio and outputs it as a signal you can patch into anything. Three modes give you different ways to read the audio: overall loudness, frequency spectrum, or raw waveform shape.

Inputs

PortTypeDefaultRangeDescription
GainScalar1.00–4Amplifies the audio signal before output
Freq LowScalar2020–20000Low frequency bound for spectrum mode
Freq HighScalar2000020–20000High frequency bound for spectrum mode

Outputs

PortTypeDescription
OutScalarAudio signal; meaning depends on the selected mode

Controls

  • Mode: Loudness (single level value), Spectrum (the frequency spectrum, swept across the frame from Freq Low to Freq High), or Waveform (the amplitude shape of the audio, always 0 or above).
  • Channel: Which audio input channel Waveform mode reads. Loudness follows the loudest channel, and Spectrum analyzes a mix of all channels.
  • Fall: Envelope decay time in seconds for Loudness and Spectrum modes. Short values snap to transients; longer values smooth them out.
  • Window: In Waveform mode, replaces Fall. How much recent audio, from 5 to 3000 ms, is spread across the frame.

Ideas

  • Waveform into Parametric Curve Y + Phasor into From Polar: projects the audio waveform onto a circle, creating a reactive ring that pulses with the music.
  • Spectrum mode into a Color node's hue: along the path, each point's hue follows the level of its slice of the spectrum, so the colors ripple with the music.
  • Loudness into any shape's scale: bass-pumping geometry that grows on every kick.

Tips

  • In Spectrum mode the output sweeps from Freq Low to Freq High along the frame. Inputs that read a value per point (a Parametric Curve's Y, Colorize's Color) see the whole band. Inputs read once per frame (Brightness, Duplicator Amount) see only the Freq Low bin, so set Freq Low to the frequency you want to follow.
  • Waveform mode samples the audio buffer per point across the frame. The signal is rectified (always 0 or above), so you get the amplitude contour of the wave, not a signed scope trace.
  • The node reads the audio device selected in Settings → Devices and outputs 0 when none is selected. See Audio-reactive visuals for setup.
  • Gain applies before output. Use it to boost quiet sources or tame loud ones.
  • Envelope: shape audio-triggered hits with attack/decay control
  • Parametric Curve: wire audio signals into position for reactive shapes
  • From Polar: project audio onto circular paths