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 (frequency-band energy), or Waveform (raw audio shape).
  • Channel: Which audio input channel to capture.
  • Fall: Envelope decay time in seconds for Loudness and Spectrum modes. Short values snap to transients; longer values smooth them out.

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: low frequencies shift toward red, highs toward blue. Frequency-reactive color in one patch.
  • Loudness into any shape's scale: bass-pumping geometry that grows on every kick.

Tips

  • In Spectrum mode, the Freq Low and Freq High inputs define the frequency band. Narrow the range to isolate kicks (20–200 Hz) or hats (8000–16000 Hz).
  • Waveform mode samples the audio buffer per-point across the frame, so you get the actual wave shape as a varying signal.
  • 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