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I know, I know, I have some kind of severe ascii fluid sim addiction but I'm trying to build the once-and-for-all version and god damn this shit lookin good.

Heeey, could you maybe use audio waveforms as input for this? If this is not your interest I'll keep an eye out for any kind of release or OSS; this looks quite cool

I love doing audio reactive shaders and I've thought about adding it to this but I don't really have good idea for how exactly to make this react unless I completely replace the fluid sim with like a frequency analyzer or something

which is to say I'm open to hearing good ideas so I can steal them

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First thing I'd try is just using amplitude to affect the movement of your main point — like, with silence it just tools along slowly left to right, loops back when it leaves the frame (same angle). Then greater audio amplitude = speed up, and with any big pulse, change angle (either direction)

... hope this makes sense! I'm assuming the video is reacting to mouse pointer mvmt; instead the audio would influence a point that's always moving. Beat detection is also pretty doable (easier than frequency detection) so you could also tie color changes to beats, or have other variables to pop

yeah, controlling values with audio makes sense. I do want to figure out how to make it actually inject dye/velocity based on sound but that's a bigger project. I have other versions of this with multiple "balls" so each could respond to different FFT bins

The second idea for me would be the project killer (complexity rabbit hole, then the whole thing sinks below the waves) but I also stay in the kiddie pool for audio analysis, for reference They did amazing stuff in WinAmp though, inspiring

I have a whole UI library specifically designed to make it easy to hook up audio input to shader uniforms, so I will make a little demo today