A 3D audio visualizer that runs on WebGL
Real 3D — particles, meshes, ray-marched volumes and signed-distance lattices — reacting to a 64-band spectrum, with a cinematic post pipeline, in a browser tab.
Who this is for
- Developers curious how it is built
- Artists who want depth, not flat bars
- Screens and installations
Under the hood
Three.js on WebGL2, HDR half-float buffers, an EffectComposer chain with bloom and a custom cinema pass, GPU point clouds with procedural glow sprites, and fragment-shader ray marching rendered at a tiered internal resolution.
Audio contract
Seven perceptual bands (smoothed and raw), kick/snare/hat onsets, riser and drop detection, tempo and beat phase, a 64-band log spectrum and a 512-sample waveform — every scene binds geometry to these.
Cross-platform parity
Capability probing picks a quality tier; supersampling keeps 1× displays as clean as Retina; latency calibration keeps beats on time.
How to do it
- Open Galaxy — it runs in the browser on WebGL
- Choose a song or play the demo
- Pick a cosmic scene and add your logo or title
- Record, or export an MP4 at 1080p–4K
Questions people ask about 3d audio visualizer
WebGL1 fallback?
Galaxy needs WebGL2; BLOOB runs on Canvas 2D anywhere.
Can I embed it?
Yes — both apps support chrome-free embed URLs.
Is the source available?
Not currently.
Mobile?
Yes, with a lower quality tier.
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