BLOKS Labs / Audio Reactive Systems

Visual Systems That Respond to Sound

Audio Reactive Systems explores microphone-driven GLSL experiments where bass, mids, highs, and signal level shape realtime procedural visuals.

Microphone Input Bass Mids Highs
Featured Audio Demo

Audio Nebula Drive

Click the audio control on the shader to enable microphone input. The nebula reacts to overall level, bass movement, midrange motion, and high-frequency detail.

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Audio Experiments

Signal Driven Visuals

These shaders use simple audio analysis uniforms to turn incoming sound into motion, brightness, distortion, rhythm, and color response.

Audio Pulse Core

A compact audio-reactive test system that uses bass, mids, highs, and overall level to drive rings, grids, and central glow.

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Feedback Nebula Smear

A recursive feedback shader where audio input influences spiral memory, glow persistence, and evolving temporal trails.

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Available Audio Uniforms

Four Signals for Realtime Response

The BLOKS Shader Viewer currently exposes overall level, bass, midrange, and high-frequency energy as realtime uniforms for GLSL experiments.

uniform float uAudioLevel;
uniform float uAudioBass;
uniform float uAudioMid;
uniform float uAudioHigh;

Future Labs audio systems may include FFT textures, waveform buffers, beat detection, and more detailed spectral analysis.

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