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
| Port | Type | Default | Range | Description |
|---|---|---|---|---|
| Gain | Scalar | 1.0 | 0–4 | Amplifies the audio signal before output |
| Freq Low | Scalar | 20 | 20–20000 | Low frequency bound for spectrum mode |
| Freq High | Scalar | 20000 | 20–20000 | High frequency bound for spectrum mode |
Outputs
| Port | Type | Description |
|---|---|---|
| Out | Scalar | Audio 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.
Related
- 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