MLT / VISUAL LAB

Demoscene spirit. Browser-native performance.

Explore the sound.
Shape the spectacle.

MLT Visual Lab is a standalone audiovisual instrument by Maxime LORRAI. Combine procedural worlds, reactive layers and animated 3D volumes, conduct them with music, then record your performance.

One self-contained demo HTML · No account · No CDN · Local procedural operation · English settings

Extruded MLT lettering in front of a neon vaporwave road and sunset
MLT 3D Letters + Fresnel Chrome + Vaporwave Road. A real screenshot from the standalone application.
128named choices in 8 visual families
786per-effect physical controls
32assignable active knob lanes
9beat intervals, from 1 to 256

01 / Why it exists

A demo you can perform.

MLT Visual Lab translates the energy of the demoscene into a live composition interface. Its purpose is to explore procedural graphics, expose the relationship between sound and motion, and make audiovisual performances directly in a browser. It can be a music visualizer, a creative playground, a stage backdrop, a procedural-effects study or a real-time video generator.

This edition is an interactive compositor, not a fixed 256-scene film. You choose the scene. The visual families can be switched independently, parameter values can be changed live, and selected controls can evolve automatically on musical beat intervals. A saved state or a launch URL can bring you back to a chosen setup.

Explore

Travel through fractals, raycast mazes, voxel terrain, starfields and neon worlds. Combine them with measurement displays, text, particles and 3D shapes.

Perform

Use effect selectors, four assignable knobs per effect, preset profiles, one-click randomizers and beat-controlled changes to play the visuals like an instrument.

Record

Capture the final audiovisual canvas in MP4 or WebM where supported, with resolution, bitrate, duration and export audio gain under your control.

Scope: this is the standalone Visual Lab, not the full Maxxlorr Tracker workstation. It does not include the tracker sequencer, instrument editor, full DSP racks, XRNS conversion tools or a complete 3D model editor.

02 / First performance

From launch to recording.

  1. Launch the demo. Keep presentation.html and index.html in the same folder. Procedural content and generated music need no external assets. A browser may require one interaction before audible playback.
  2. Compose the scene. Pick a background, a 2D layer and a 3D volume. Use the enable boxes to include only the families you want; add a material, an animation and a screen treatment.
  3. Shape it. Expand a family’s settings. Adjust the four knobs, reassign their parameter dropdowns, choose a preset, or open all physical controls.
  4. Choose sound. Use the generated drum & bass, load a track, enter an audio URL, select a module, or enable microphone analysis with permission.
  5. Follow the beat. Use automatic BPM or a manual value. Select target families and knob lanes, enable Beat Randomization and choose an interval and scope.
  6. Save or capture. Export a visual state, copy a launch link, or open Video Capture and start a real-time recording.

The left menu disappears after ten idle seconds in automatic mode. Move the pointer, use the menu button or press M to bring it back. Audio and visual pause controls are independent.

03 / The visual instrument

Build a scene in layers.

Background+2D layer / transition+3D volume / transition+Material & animation→Screen treatment

The procedural renderer combines separate passes. Backgrounds define the environment; foreground layers add symbols, effects or measurements; procedural 3D volumes use depth, lighting and object-space material coordinates. Transitions accompany changes on their supported procedural paths. Screen treatments add a final visual character.

Colorful Mandelbrot dive with purple and green fractal contours
Mandelbrot Dive: a continuous procedural fractal background, shown without a foreground layer.

Procedural depth and motion

Raycast maze views, height-map voxel flight, neon road travel, cosmic star trails, Mandelbrot dives, Mandelbulb and Julia variations, GPU spectral feedback, plasma and particles. Foreground shapes include rounded primitives, merging blobs, extruded MLT letters and emoji-inspired volumes.

Choose clockwise or counter-clockwise rotation, multi-axis spin, right/left twists, morphing, explosions and rebuilds, orbiting, bobbing, depth travel, rubber motion, vertex disturbance, spectral deformation or isometric trails.

Materials and screen character

Polished spectrum, wireframe, procedural textures, chrome, emissive surfaces, iridescence, checkers, stripes, carbon, holograms, lava, toon, X-ray, audio pulse and thermal palettes.

CRT scanlines, snow, interference, chromatic echoes, VHS tearing, phosphor curvature, datamosh-style blocks, pixel-sort-style melting, mirrors, displacement, bloom, dithering, thermal vision, ASCII, trails and prism strobing.

Pipeline boundaries: the full transition/material repertoire is designed for procedural shader content. Dynamic Canvas2D layers and imported GIF/WebM use separate overlay paths; imported OBJ/STL meshes use their own lit, audio-reactive shader with rotation, small normal displacement and optional isometric trails. They do not receive every procedural SDF material or transition. Some measurement/HUD layers are rendered above 3D content.

Special modes worth exploring

04 / Complete effect & control catalog

All 128 choices. Every physical control.

Each family contains sixteen named choices, addressed by hexadecimal IDs 0–F. The catalog below lists all 786 physical control names. Most effects have six: four effect-specific controls plus Time Rate and Audio Gain. Spectral Feedback, Webcam View and Mandelbulb Viewer each have twelve. Four controls at a time can be assigned to the visible knobs.

128 choices across 8 families

Background — 16 choices bg

Environments, travel, fractals, live sources and GPU feedback.

0NEON TORUS

6 physical controls
  • Ring Radius
  • Tube Width
  • Glow
  • Rotation
  • Time Rate
  • Audio Gain

1METABALL OCEAN

6 physical controls
  • Blob Size
  • Surface
  • Flow
  • Palette
  • Time Rate
  • Audio Gain

2INFINITE TUNNEL

6 physical controls
  • Tunnel Depth
  • Spiral
  • Travel
  • Contrast
  • Time Rate
  • Audio Gain

3HYPER STARFIELD

6 physical controls
  • Star Count
  • Trail
  • Velocity
  • Perspective
  • Time Rate
  • Audio Gain

4CHESS WARP

6 physical controls
  • Cell Size
  • Warp
  • Scroll
  • Contrast
  • Time Rate
  • Audio Gain

5WOLFENSTEIN MAZE

6 physical controls
  • Wall Height
  • Corridor
  • Travel
  • Fog
  • Time Rate
  • Audio Gain

6MANDELBROT DIVE

6 physical controls
  • Zoom Rate
  • Orbit
  • Palette
  • Detail
  • Time Rate
  • Audio Gain

7SPECTRAL FEEDBACK

12 physical controls
  • Persistence
  • Warp
  • Wave Gain
  • Color Phase
  • Time Rate
  • Audio Gain
  • Feedback Zoom
  • Feedback Spin
  • Symmetry
  • Wave Shape
  • Trace Width
  • Hue Drift

8VOXEL FLIGHT

6 physical controls
  • Terrain
  • Flight Height
  • Travel
  • Fog
  • Time Rate
  • Audio Gain

9WEBCAM VIEW

12 physical controls
  • Zoom
  • Exposure
  • Tint
  • Reactivity
  • Tracking Rate
  • Audio Gain
  • Blob Mode
  • Threshold
  • Minimum Area
  • Trail Length
  • Outline Width
  • Mirror

APATTERN FOLLOW

6 physical controls
  • Opacity
  • Visible Rows
  • Cell Scale
  • Row Pulse
  • Time Rate
  • Audio Gain

BPLASMA TEMPLE

6 physical controls
  • Scale
  • Turbulence
  • Flow
  • Palette
  • Time Rate
  • Audio Gain

CMANDELBULB VIEWER

12 physical controls
  • Power
  • Azimuth
  • Palette
  • Precision
  • Time Rate
  • Audio Gain
  • Elevation
  • Camera Distance
  • Julia Blend
  • Julia X
  • Julia Y
  • Julia Z

DVAPORWAVE ROAD

6 physical controls
  • Road Width
  • Horizon
  • Travel
  • Glow
  • Time Rate
  • Audio Gain

EPARTICLE VORTEX

6 physical controls
  • Particle Size
  • Radius
  • Spin
  • Glow
  • Time Rate
  • Audio Gain

FFEEDBACK DREAM

6 physical controls
  • Feedback
  • Fold
  • Motion
  • Color
  • Time Rate
  • Audio Gain
2D layer — 16 choices lay

Foreground imagery, audio measurement, text, particles and an arcade scene.

0CHROME POLYHEDRON

6 physical controls
  • Facets
  • Radius
  • Rotation
  • Glow
  • Time Rate
  • Audio Gain

1FALLING SMILEYS

6 physical controls
  • Count
  • Fall Speed
  • Size
  • Trail
  • Time Rate
  • Audio Gain

2PHASE METER

6 physical controls
  • Gain
  • Spread
  • Persistence
  • Glow
  • Time Rate
  • Audio Gain

3MATRIX RAIN

6 physical controls
  • Columns
  • Fall Speed
  • Trail
  • Glow
  • Time Rate
  • Audio Gain

4AUDIO SCOPE

6 physical controls
  • Time Window
  • Amplitude
  • Trace Width
  • Persistence
  • Time Rate
  • Audio Gain

5DNA HELIX

6 physical controls
  • Turns
  • Spacing
  • Rotation
  • Glow
  • Time Rate
  • Audio Gain

6CLOCKWORK GEARS

6 physical controls
  • Gear Count
  • Teeth
  • Rotation
  • Metal
  • Time Rate
  • Audio Gain

7SPECTRUM VIEW

6 physical controls
  • Band Width
  • Falloff
  • Smoothing
  • Glow
  • Time Rate
  • Audio Gain

8ELECTRIC STORM

6 physical controls
  • Branches
  • Jitter
  • Flash Rate
  • Glow
  • Time Rate
  • Audio Gain

9RETRO TELEX

6 physical controls
  • Font Size
  • Travel
  • Hold
  • Glow
  • Time Rate
  • Audio Gain

AFLOWER OF LIGHT

6 physical controls
  • Petals
  • Radius
  • Rotation
  • Bloom
  • Time Rate
  • Audio Gain

BCUBE ARMADA

6 physical controls
  • Cube Count
  • Spacing
  • Rotation
  • Depth
  • Time Rate
  • Audio Gain

COMEGA RACE

6 physical controls
  • Pixel Size
  • March Speed
  • Formation
  • Glow
  • Time Rate
  • Audio Gain

DMLT Monolith

6 physical controls
  • Stroke Width
  • Depth
  • Rotation
  • Glow
  • Time Rate
  • Audio Gain

EACID MANDALA

6 physical controls
  • Segments
  • Symmetry
  • Rotation
  • Bloom
  • Time Rate
  • Audio Gain

FSUPERNOVA

6 physical controls
  • Ray Count
  • Expansion
  • Decay
  • Color
  • Time Rate
  • Audio Gain
2D transition — 16 choices lt

Animated changes on the supported procedural 2D shader path.

0SHOCKWAVE REFRACTION

6 physical controls
  • Wave Width
  • Refraction
  • Speed
  • Fade
  • Time Rate
  • Audio Gain

1SPIRAL TWIST

6 physical controls
  • Turns
  • Radius
  • Speed
  • Fade
  • Time Rate
  • Audio Gain

2FACET SHATTER

6 physical controls
  • Facet Size
  • Spread
  • Spin
  • Fade
  • Time Rate
  • Audio Gain

3PARTICLE IMPLOSION

6 physical controls
  • Particle Size
  • Force
  • Speed
  • Fade
  • Time Rate
  • Audio Gain

4HORIZONTAL RIBBONS

6 physical controls
  • Ribbon Count
  • Offset
  • Speed
  • Fade
  • Time Rate
  • Audio Gain

5VERTICAL SHUTTERS

6 physical controls
  • Shutter Count
  • Offset
  • Speed
  • Fade
  • Time Rate
  • Audio Gain

6MOSAIC FLIP

6 physical controls
  • Tile Size
  • Flip Depth
  • Speed
  • Fade
  • Time Rate
  • Audio Gain

7KALEIDO SHARDS

6 physical controls
  • Shard Count
  • Kaleido
  • Spin
  • Fade
  • Time Rate
  • Audio Gain

8CRT GLITCH

6 physical controls
  • Line Count
  • Tear
  • Jitter
  • Fade
  • Time Rate
  • Audio Gain

9ROLLING SCAN

6 physical controls
  • Scan Width
  • Roll Speed
  • Warp
  • Fade
  • Time Rate
  • Audio Gain

APIXEL DISSOLVE

6 physical controls
  • Pixel Size
  • Threshold
  • Scatter
  • Fade
  • Time Rate
  • Audio Gain

BRADIAL RIPPLE

6 physical controls
  • Ring Width
  • Amplitude
  • Speed
  • Fade
  • Time Rate
  • Audio Gain

CDIAMOND IRIS

6 physical controls
  • Iris Size
  • Feather
  • Rotation
  • Fade
  • Time Rate
  • Audio Gain

DSTAR IRIS

6 physical controls
  • Points
  • Feather
  • Rotation
  • Fade
  • Time Rate
  • Audio Gain

EPLASMA BURN

6 physical controls
  • Burn Edge
  • Noise
  • Speed
  • Fade
  • Time Rate
  • Audio Gain

FAUDIO VORTEX

6 physical controls
  • Vortex
  • Depth
  • Spin
  • Fade
  • Time Rate
  • Audio Gain
3D volume — 16 choices vol

Procedural signed-distance volumes, rounded primitives and extruded forms.

0DONUT TORUS

6 physical controls
  • Major Radius
  • Tube Radius
  • Roundness
  • Scale
  • Time Rate
  • Audio Gain

1DIAMOND

6 physical controls
  • Width
  • Height
  • Bevel
  • Scale
  • Time Rate
  • Audio Gain

2SPHERE

6 physical controls
  • Radius
  • Roundness
  • Detail
  • Scale
  • Time Rate
  • Audio Gain

3METABLOB MORPH

6 physical controls
  • Blob Size
  • Merge
  • Motion
  • Scale
  • Time Rate
  • Audio Gain

43D DUCK

6 physical controls
  • Body
  • Head
  • Bill
  • Scale
  • Time Rate
  • Audio Gain

5MLT 3D LETTERS

6 physical controls
  • Stroke
  • Depth
  • Spacing
  • Scale
  • Time Rate
  • Audio Gain

6MLT Monolith

6 physical controls
  • Stroke
  • Depth
  • Base
  • Scale
  • Time Rate
  • Audio Gain

7TORUS CUBE MORPH

6 physical controls
  • Morph
  • Roundness
  • Twist
  • Scale
  • Time Rate
  • Audio Gain

8HEART EMOJI

6 physical controls
  • Width
  • Cusp
  • Roundness
  • Scale
  • Time Rate
  • Audio Gain

9THUMBS UP

6 physical controls
  • Palm
  • Thumb
  • Roundness
  • Scale
  • Time Rate
  • Audio Gain

APOOP EMOJI

6 physical controls
  • Body
  • Top
  • Roundness
  • Scale
  • Time Rate
  • Audio Gain

BCAT EMOJI

6 physical controls
  • Head
  • Ears
  • Roundness
  • Scale
  • Time Rate
  • Audio Gain

CCOMPUTER MOUSE

6 physical controls
  • Body
  • Wheel
  • Cable
  • Scale
  • Time Rate
  • Audio Gain

DKEYBOARD

6 physical controls
  • Body
  • Keys
  • Depth
  • Scale
  • Time Rate
  • Audio Gain

ESTAR

6 physical controls
  • Points
  • Inner Radius
  • Bevel
  • Scale
  • Time Rate
  • Audio Gain

FSKULL

6 physical controls
  • Cranium
  • Jaw
  • Detail
  • Scale
  • Time Rate
  • Audio Gain
3D transition — 16 choices vt

Animated exchanges between procedural 3D volumes.

0SDF MORPH

6 physical controls
  • Morph Curve
  • Radius
  • Timing
  • Fade
  • Time Rate
  • Audio Gain

1FACET EXPLOSION

6 physical controls
  • Facet Size
  • Explosion
  • Spin
  • Fade
  • Time Rate
  • Audio Gain

2FACET IMPLOSION

6 physical controls
  • Facet Size
  • Implosion
  • Spin
  • Fade
  • Time Rate
  • Audio Gain

3SOLID TO PARTICLES

6 physical controls
  • Particle Size
  • Dispersion
  • Noise
  • Fade
  • Time Rate
  • Audio Gain

4PARTICLES TO SOLID

6 physical controls
  • Particle Size
  • Assembly
  • Noise
  • Fade
  • Time Rate
  • Audio Gain

5PARTICLE CROSSFADE

6 physical controls
  • Particle Size
  • Crossfade
  • Orbit
  • Fade
  • Time Rate
  • Audio Gain

6RADIAL SHOCKWAVE

6 physical controls
  • Wave Width
  • Radius
  • Speed
  • Fade
  • Time Rate
  • Audio Gain

7HELIX EXCHANGE

6 physical controls
  • Turns
  • Exchange
  • Rotation
  • Fade
  • Time Rate
  • Audio Gain

8COPPER SLICES

6 physical controls
  • Slice Count
  • Offset
  • Speed
  • Fade
  • Time Rate
  • Audio Gain

9VOXEL DISSOLVE

6 physical controls
  • Voxel Size
  • Threshold
  • Scatter
  • Fade
  • Time Rate
  • Audio Gain

ALIQUID MELT

6 physical controls
  • Viscosity
  • Gravity
  • Ripple
  • Fade
  • Time Rate
  • Audio Gain

BSECTOR IRIS

6 physical controls
  • Sectors
  • Aperture
  • Rotation
  • Fade
  • Time Rate
  • Audio Gain

CNOISE DISINTEGRATE

6 physical controls
  • Noise Scale
  • Threshold
  • Scatter
  • Fade
  • Time Rate
  • Audio Gain

DORIGAMI FOLD

6 physical controls
  • Fold Count
  • Angle
  • Depth
  • Fade
  • Time Rate
  • Audio Gain

EELECTRIC REBUILD

6 physical controls
  • Branches
  • Rebuild
  • Jitter
  • Fade
  • Time Rate
  • Audio Gain

FVORTEX COLLAPSE

6 physical controls
  • Vortex
  • Collapse
  • Spin
  • Fade
  • Time Rate
  • Audio Gain
Material — 16 choices mat

Surface shading and object-space visual character for procedural volumes.

0POLISHED SPECTRUM

6 physical controls
  • Roughness
  • Specular
  • Spectrum
  • Exposure
  • Time Rate
  • Audio Gain

1NEON WIREFRAME

6 physical controls
  • Line Width
  • Grid
  • Glow
  • Opacity
  • Time Rate
  • Audio Gain

2PROCEDURAL TEXTURE

6 physical controls
  • Texture Scale
  • Contrast
  • Motion
  • Blend
  • Time Rate
  • Audio Gain

3FRESNEL CHROME

6 physical controls
  • Fresnel
  • Metal
  • Reflectance
  • Exposure
  • Time Rate
  • Audio Gain

4EMISSIVE NEON

6 physical controls
  • Emission
  • Glow
  • Color
  • Exposure
  • Time Rate
  • Audio Gain

5IRIDESCENT

6 physical controls
  • Hue Spread
  • Fresnel
  • Shift
  • Exposure
  • Time Rate
  • Audio Gain

6TRIAXIAL CHECKER

6 physical controls
  • Cell Size
  • Contrast
  • Axis Mix
  • Exposure
  • Time Rate
  • Audio Gain

7ANIMATED STRIPES

6 physical controls
  • Stripe Width
  • Speed
  • Angle
  • Contrast
  • Time Rate
  • Audio Gain

8DITHER

6 physical controls
  • Dot Size
  • Threshold
  • Levels
  • Contrast
  • Time Rate
  • Audio Gain

9NOISY CARBON

6 physical controls
  • Grain
  • Carbon Scale
  • Roughness
  • Contrast
  • Time Rate
  • Audio Gain

AHOLOGRAPHIC

6 physical controls
  • Scan Density
  • Fresnel
  • Jitter
  • Glow
  • Time Rate
  • Audio Gain

BLAVA

6 physical controls
  • Flow Scale
  • Heat
  • Speed
  • Glow
  • Time Rate
  • Audio Gain

CQUANTIZED TOON

6 physical controls
  • Levels
  • Edge
  • Shade
  • Exposure
  • Time Rate
  • Audio Gain

DX-RAY GRID

6 physical controls
  • Grid Size
  • X-Ray
  • Glow
  • Opacity
  • Time Rate
  • Audio Gain

EAUDIO PULSE

6 physical controls
  • Audio Gain
  • Attack
  • Release
  • Glow
  • Time Rate
  • Audio Gain

FTHERMAL RAINBOW

6 physical controls
  • Temperature
  • Range
  • Shift
  • Exposure
  • Time Rate
  • Audio Gain
Animation — 16 choices ani

Time, depth, rotation, deformation and audio-driven motion.

0ISOMETRIC TIME TRAIL

6 physical controls
  • Copies
  • Spacing
  • Depth
  • Spin
  • Time Rate
  • Audio Gain

1CLOCKWISE ROTATION

6 physical controls
  • Speed
  • Axis Tilt
  • Orbit
  • Smoothing
  • Time Rate
  • Audio Gain

2COUNTER-CLOCKWISE

6 physical controls
  • Speed
  • Axis Tilt
  • Orbit
  • Smoothing
  • Time Rate
  • Audio Gain

3DUAL AXIS SPIN

6 physical controls
  • X Speed
  • Y Speed
  • Z Speed
  • Smoothing
  • Time Rate
  • Audio Gain

4RIGHT TWIST

6 physical controls
  • Twist
  • Speed
  • Height
  • Smoothing
  • Time Rate
  • Audio Gain

5LEFT TWIST

6 physical controls
  • Twist
  • Speed
  • Height
  • Smoothing
  • Time Rate
  • Audio Gain

6PULSE MORPH

6 physical controls
  • Depth
  • Rate
  • Shape
  • Smoothing
  • Time Rate
  • Audio Gain

7EXPLODE / REBUILD

6 physical controls
  • Force
  • Cycle
  • Scatter
  • Smoothing
  • Time Rate
  • Audio Gain

8FLOATING BOB

6 physical controls
  • Height
  • Rate
  • Drift
  • Smoothing
  • Time Rate
  • Audio Gain

9ORBIT

6 physical controls
  • Radius
  • Rate
  • Tilt
  • Smoothing
  • Time Rate
  • Audio Gain

ADEPTH TRAVEL

6 physical controls
  • Depth
  • Rate
  • Perspective
  • Smoothing
  • Time Rate
  • Audio Gain

BRUBBER WOBBLE

6 physical controls
  • Amount
  • Rate
  • Elasticity
  • Smoothing
  • Time Rate
  • Audio Gain

CAUDIO REACTIVE

6 physical controls
  • Bass
  • Mid
  • Treble
  • Smoothing
  • Time Rate
  • Audio Gain

DVERTEX QUAKE

6 physical controls
  • Amount
  • Rate
  • Scale
  • Smoothing
  • Time Rate
  • Audio Gain

EFAST SPIN

6 physical controls
  • Speed
  • Axis
  • Trail
  • Smoothing
  • Time Rate
  • Audio Gain

FKALEIDOSCOPIC

6 physical controls
  • Segments
  • Mirrors
  • Rate
  • Smoothing
  • Time Rate
  • Audio Gain
Screen treatment — 16 choices scr

Final screen treatments and stylized post-processing.

0CRT SCANLINES

6 physical controls
  • Curvature
  • Scanlines
  • Mask
  • Mix
  • Time Rate
  • Audio Gain

1ANALOG SNOW

6 physical controls
  • Grain Size
  • Density
  • Rate
  • Mix
  • Time Rate
  • Audio Gain

2RF INTERFERENCE BANDS

6 physical controls
  • Band Width
  • Drift
  • Interference
  • Mix
  • Time Rate
  • Audio Gain

3CHROMATIC ECHOES

6 physical controls
  • Offset
  • Echoes
  • Drift
  • Mix
  • Time Rate
  • Audio Gain

4VHS TRACKING TEAR

6 physical controls
  • Tear Size
  • Tracking
  • Chroma
  • Mix
  • Time Rate
  • Audio Gain

5CURVED PHOSPHOR TUBE

6 physical controls
  • Curvature
  • Phosphor
  • Roll
  • Mix
  • Time Rate
  • Audio Gain

6DATAMOSH BLOCKS

6 physical controls
  • Block Size
  • Threshold
  • Shuffle
  • Mix
  • Time Rate
  • Audio Gain

7PIXEL-SORT MELT

6 physical controls
  • Line Size
  • Threshold
  • Melt
  • Mix
  • Time Rate
  • Audio Gain

8KALEIDO MIRROR

6 physical controls
  • Mirrors
  • Angle
  • Zoom
  • Mix
  • Time Rate
  • Audio Gain

9NOISE DISPLACEMENT

6 physical controls
  • Scale
  • Displacement
  • Flow
  • Detail
  • Time Rate
  • Audio Gain

ANEON BLOOM

6 physical controls
  • Radius
  • Threshold
  • Glow
  • Mix
  • Time Rate
  • Audio Gain

BDITHER POSTERIZE

6 physical controls
  • Levels
  • Pattern
  • Contrast
  • Mix
  • Time Rate
  • Audio Gain

CTHERMAL VISION

6 physical controls
  • Range
  • Palette
  • Exposure
  • Mix
  • Time Rate
  • Audio Gain

DASCII VIDEO MODE

6 physical controls
  • Cell Size
  • Contrast
  • Charset
  • Source Mix
  • Time Rate
  • Audio Gain

EGHOST TRAIL ECHO

6 physical controls
  • Delay
  • Copies
  • Drift
  • Mix
  • Time Rate
  • Audio Gain

FAUDIO PRISM STROBE

6 physical controls
  • Spread
  • Strobe
  • Palette
  • Mix
  • Time Rate
  • Audio Gain

05 / Ergonomics

Compact controls. Deep access.

Four assignable Metablob Morph knobs and OBJ/STL import controls over a voxel landscape
The 3D submenu exposes assignable knobs, beat-selection boxes, preset profiles, asset naming, nine-position placement and OBJ/STL import.

Every family, the same clear structure

  • A left enable checkbox includes or bypasses the family.
  • A dropdown chooses its effect.
  • A disclosure button opens effect-specific settings.
  • A small square lightning-button chooses another effect.
  • Four knobs expose selected physical controls.
  • Small dropdowns rebind each knob without discarding unassigned values.
  • One target checkbox and four lane checkboxes select beat automation.
  • All Physical Parameters exposes controls outside the knob bank.

Precise and performable adjustment

  • Control values are bytes 0–255, with hexadecimal readouts.
  • Drag vertically, use the mouse wheel or arrow keys.
  • Shift makes finer adjustments.
  • Page Up / Down gives larger steps; Home / End reaches the limits.
  • Double-click restores the assigned parameter’s default.
  • Each effect keeps its own full values, bindings and preset state.
  • Separate actions randomize all effect choices or current assigned parameters.

Sixteen preset profiles per effect

Default, Subtle, Wide, Dense, Slow, Fast, Soft, Hard, Dark, Bright, Warm, Cold, Audio Lift, Deep Motion, Controlled and Extreme. Manual edits are represented as Custom.

Keep the screen for the visuals

The English left-hand settings panel is responsive and scrollable. It has labelled controls, visible keyboard focus, slider roles and status announcements. Its automatic mode hides it after ten idle seconds, including when the last control still has focus. Pointer activity, interaction, M or the menu button restores it. M does not interrupt text editing or dropdown use; Escape hides the menu unless it is forced visible. Launch options can keep it shown, keep it hidden, or change/disable the idle delay.

Fullscreen, independent visual pause, High/Medium/Low quality, UI frame limits of 24/30/60/120 FPS and Copy Launch Link are available in Performance & Display. Hidden tabs suspend visual rendering unless recording is active. Loading uses a progress display; on-demand shader preparation temporarily shows “MLT is heating up...” and retains the last valid frame.

06 / Audio sources & signal processing

Music is the control signal.

Choose generated music, an ordinary audio file, a CORS-enabled audio URL, microphone analysis or a tracker/MIDI module. The audio analysis tap sits before audible output gain: muting the speakers does not silence the analysis or the recording feed. Microphone input is never monitored through the speakers.

Loaded audio source with mute, loop and volume controls, automatic BPM confidence and sixteen-beat automation
Source controls and Tempo & Beat Automation. This capture uses a short rhythmic test clip; detected BPM is an estimate, not a guaranteed tempo label.

Ordinary audio

Load a local file through the picker or supply its path through the Windows launcher. Remote URLs need suitable CORS access. Browser decoders determine supported codecs and containers; common MP3, WAV, Ogg, Opus, FLAC, M4A, AAC and audio WebM inputs are accepted by the launcher.

Playback uses an HTML media element connected to Web Audio, rather than decoding the whole track into an application-held PCM buffer. Loop, source offset, volume, mute and audio pause/resume are available. The optional short-clip tempo analysis has its own bounded decoding path.

Generated drum & bass

A repeating 180-second arrangement uses four short pre-generated procedural sample buffers: kick, hi-hat/noise, snare and bass (about 0.24, 0.09, 0.18 and 0.35 seconds). Sawtooth/square oscillator phrases add resonant low-pass acid lines.

The arrangement has an intro, verse, pre-hook, chorus, verse 2, break, chorus 2, acid instrumental break and chorus-to-fade. It needs no externally downloaded music samples.

Generated arrangement — section timing and exact tempo
TimeSectionBPM
0–12 sIntro110
12–36 sVerse174
36–48 sPre-hook182
48–72 sChorus188
72–96 sVerse 2176
96–108 sBreak96
108–132 sChorus 2190
132–156 sAcid instrumental break148
156–180 sChorus-to-fade178

Analysis specification

ComponentImplementation
Audio contextShared AudioContext; sample rate chosen by the browser/device.
FFT and smoothingAnalyserNode; FFT size 1024 normally, 512 in software-safe mode; smoothingTimeConstant 0.58.
Four reactive bands35–160 Hz; 160–650 Hz; 650–2600 Hz; 2600–11000 Hz.
Band extractionMean byte magnitude over frequency bins, normalized to 0–1. Noise floors: 0.08 / 0.07 / 0.06 / 0.04; gains: 1.7 / 1.45 / 1.3 / 1.35.
Reactive shapingSoft compression: (1 − exp(−2 × value)) / 0.865. Attack constants: 70 / 90 / 110 / 55 ms; release: 420 / 520 / 620 / 280 ms.
Phase MeterSeparate 256-sample left/right time-domain inputs; sum/difference display, stabilized against peak amplitude.
Audio ScopeActual (L + R) / 2 waveform; peak/RMS readings and rising zero-crossing trigger.
Spectrum View24 logarithmic bands, 35 Hz to min(18 kHz, 0.49 × sample rate), with energy aggregation and smoothing.
Reactive resultsBand-dependent color, intensity, motion, particles and geometric deformation on supported effects; waveform displays follow the actual audio signal.
Monitoring and exportAudible gain 0–1; export gain 0–2 on an independent tap. Muting preserves analysis and export input.

These measurements drive visuals; they are not calibrated studio meters or a mastering chain. This standalone interface does not provide an equalizer, limiter, convolution rack, sample editor, audio conversion or standalone audio-file export.

07 / Tracker & MIDI playback

The score becomes the scenery.

The embedded Rexporter JavaScript preview player reads XM, IT, S3M, MOD and MID/MIDI. It parses score events and samples, mixes stereo PCM in JavaScript and feeds a 2048-frame ScriptProcessorNode into the shared audio path. It does not require a remote playback service or an external sound bank.

Four-channel module score rows behind a live twenty-four-band audio spectrum
Pattern Follow + Spectrum View during playback of a small module example. The background follows actual order, pattern, row and score-cell information.

Load Module, Play, Pause and Stop controls expose the source’s status. Pattern Follow reads the actual playback position; MIDI is converted into a quantized sixteen-channel row display. Generated and module/MIDI tempos are supplied directly to musical automation, including tempo changes.

MIDI playback handles notes, velocity, pitch bend, volume, expression, pan, all-notes-off and tempo events with a simple harmonic synthesizer. It does not reproduce General MIDI program-change instruments through a sound bank.

Preview limitations: playback is not exhaustive emulation of every tracker effect, NNA rule or filter. Compressed IT and S3M samples are rejected; the XM stereo sample extension and MIDI SMPTE time division are unsupported. The module input guard is 128 MiB, not a total RAM limit. For strict playback fidelity, compare the module in a dedicated tracker/player.

08 / Tempo & beat automation

Make changes at musical moments.

Automatic BPM uses exact source tempo for generated music and tracker/MIDI playback. Ordinary tracks and microphone signals are estimated from rhythmic content. A manual value from 55 to 240 BPM, including decimals, can replace automatic detection.

Bounded tempo detection

Known-duration clips up to 120 seconds and 12 MiB encoded size can be fully analyzed before playback where decoding is available. Longer or unknown-duration sources remain streamed.

Live analysis uses positive spectral flux at a target 40 Hz, resampled to a uniform cadence, with autocorrelation in a bounded 30-second rolling window. A first estimate generally appears after about eight seconds of usable playback, then updates about every two seconds.

Confidence, tempo continuity, alias stabilization and repeated agreement for large jumps reduce unstable changes. Weak percussion, complex rhythms and half/double-time interpretations can still require manual correction.

Selected means selected

Enable Beat Randomization, choose its interval and set the scope to Selected Knobs, Selected Effects or Both. Category target boxes select families; each effect’s four lane boxes select the assigned parameters.

Only checked lanes in checked, enabled families are eligible. Disabled visual families are not activated automatically. You can change selection during playback.

The schedule follows the audio clock. Paused or missing audio does not advance it; tempo changes preserve accumulated beat timing, and late frames trigger at most one event rather than a catch-up burst. Automation is off by default.

1 beat2 beats4 beats8 beats16 beats32 beats64 beats128 beats256 beats

09 / Your media, your setup

Import, position, restore, share.

User visual assets

  • Load animated GIF or WebM into a selected 2D effect slot.
  • Load OBJ or binary/ASCII STL into a selected 3D volume slot.
  • Store replacements in up to sixteen slots per asset family.
  • Rename a slot, choose a position and restore the original procedural effect.
  • Asset loading enables its associated family.
  • Local pickers or startup URL/file arguments are available.

Meshes import geometry only: OBJ vertices/faces are fan-triangulated, normals are generated, and geometry is centered and normalized. External MTL/UV texture packages are not imported.

Visual state and launch links

Export/import JSON preserves selected effects, enabled families, complete per-effect values, bindings, presets, embedded user assets, placement and beat-selection checkboxes. Visual Lab data inside tracker-project JSON is also accepted.

State JSON does not include source music, tempo-controller runtime options or video-controller options. Copy Launch Link includes current visual choices, values/bindings, quality/FPS/scale and BPM/beat selections, but does not embed the loaded audio or visual asset files.

Use state files for embedded visual assets; use startup source/asset arguments for explicit file references.

Nine screen positions

0 · Top left1 · Top center2 · Top right
3 · Center left4 · Center5 · Center right
6 · Bottom left7 · Bottom center8 · Bottom right

Input and geometry guards

Input/resourceLimit
GIF / WebM visual asset16 MiB per file
OBJ / STL visual asset8 MiB per file
Combined embedded visual assets64 MiB
State JSON input80 MiB
Module input128 MiB
Short-clip BPM decoding12 MiB encoded input and 120 seconds
Imported mesh triangles120,000 normally; 24,000 software-safe

These are application guards, not complete browser-memory guarantees. Decoded media, GPU resources and browser buffering use additional memory.

10 / Video export

Capture the performance, not the panel.

Video Capture interface with MP4 encoder, 1080p resolution, frame rate, bitrate, gain and auto-stop controls
Video Capture settings over Plasma Temple and Clockwork Gears. The recorded canvas excludes the control panel.
SettingAvailable choices
Container / codecMP4 / H.264 + AAC; WebM / VP9 + Opus; WebM / VP8 + Opus, only where the browser reports support.
Output resolution1280 × 720 or 1920 × 1080
Capture rate30 or 60 FPS
Video bitrate2–40 Mbit/s; requested audio bitrate 256 kbit/s
Export audio gain0–2, independent of audible output mute
LengthManual stop or optional auto-stop up to 600 seconds
File handlingSuggested filename; Stop and Save; Download Last Recording; optional direct disk saving where supported

Open Video Capture, select settings and click Start Recording. Stop and save, or wait for the auto-stop time. The output contains the final canvas and analyzed audio, including current transitions and beat-scheduled changes. Launch arguments configure recording defaults but never start recording by themselves.

In-memory capture stops near 240 MiB with a nominal 16 MiB reserve. Direct-to-disk capture writes chunks sequentially; its queue pauses at 32 MiB pending, resumes at 8 MiB and stops preventively at 64 MiB. Received chunks are retained rather than silently discarded. Browser chunk sizes are not guaranteed, so these are practical guards, not absolute memory ceilings.

Encoding is real time. Actual frame delivery depends on hardware, browser, codecs and the selected effects. Remote media needs suitable CORS access. Temporary capture tracks, audio taps and resolution changes are released/restored afterward; starting a new capture releases the previous recording’s resources.

11 / Startup & PowerShell-style help

Launch a repeatable setup.

The demo accepts URL query parameters and hash-based command arguments. On Windows, launch-mlt.ps1 also accepts actual local source, state and asset paths, then serves only the page and explicitly selected files on loopback. It uses built-in PowerShell/.NET; Node.js or a separately installed web server is not required.

index.html?bg=hyper-starfield&vol=metablob-morph&ani=orbit&ui=auto
index.html#--bg vaporwave-road --vol mlt-3d-letters --mat fresnel-chrome
index.html?help

.\launch-mlt.ps1 --audio "D:\Music\track.flac" --play --bpm auto --beat-random --beat-every 16 --beat-targets bg,vol --beat-params "bg=1,3;vol=2,4"
.\launch-mlt.ps1 --module "D:\Modules\song.xm" --bg pattern-follow --lay spectrum-view --only bg,lay
.\launch-mlt.ps1 --state ".\show.json" --asset-3d ".\logo.obj" --position-3d center-right
.\launch-mlt.ps1 --help

The launcher supports byte ranges for streaming and has no directory browsing. Keep its PowerShell window open; Ctrl+C stops it. --port changes its loopback port. Relative URL-based startup assets normally need HTTP; selecting files in the interface also works. The launch button on this page uses the relative URL index.html.

Blue full-screen PowerShell-style startup help with effect selection and audio arguments
Full-screen startup help, generated from the application’s own catalogs. It is a documentation/launch interface, not an operating-system terminal.

Help commands

help, catalog bg, params bg C, positions, config / args, clear and exit. run, start or launch validates options and reloads the same page with them. It cannot execute Windows commands.

Complete startup option reference

Effect selections accept hexadecimal 0–F, a stable name slug or off. Families: bg, lay, lt, vol, vt, mat, ani, scr. Knob lanes are human-numbered 1–4. Values can use bytes or percentages where documented.

ArgumentValue / behavior
--bgBackground
--lay2D layer
--lt, --ltr2D transition
--vol3D volume; distinct from audio --volume
--vt, --vtr3D transition
--matMaterial
--aniAnimation
--scrScreen treatment
--enable, --disableComma-separated families, or all
--onlyEnable only these families; overrides enable/disable
--on-bg, --on-lay, etc.Individual family enabled state, 0/1
--audioURL or local file through launcher; generated, none, or picker
--moduleXM/IT/S3M/MOD/MID/MIDI URL or local file through launcher; picker highlights the module selector for user interaction
--micMicrophone input; requires permission and is never monitored through speakers
--sourcegenerated, audio, module, mic, none
--play0/1 playback request; browser autoplay policy may require a gesture
--mute0/1; silence output while retaining analysis
--loop0/1 source repeat
--offsetInitial seconds for ordinary audio files; does not seek inside a module
--volumeAudible gain 0–1
--bpmauto (default) or manual tempo 55–240 BPM
--beat-random0/1 beat-scheduled randomization; off by default; --no-beat-random disables it
--beat-everyBeat interval: 1, 2, 4, 8, 16, 32, 64, 128, 256; default 16
--beat-targetsComma-separated families or all; category target checkboxes
--beat-scopeparams (default), effects, or both
--beat-paramsKnob lane selection: bg=1,3;vol=2,4 or JSON {"bg":[1,3],"vol":[2,4]}; lanes 1–4
--stateVisual Lab export or tracker project JSON URL/local file
--asset-2dGIF/WebM URL/local file, loaded into the selected 2D effect
--asset-3dOBJ/STL URL/local file, loaded into the selected 3D effect
--position-2d, --position-3dUser-asset position, index 0–8 or named position below
--seedReproducible random seed
--randomFamilies to randomize, or all; explicit selection wins afterward
--presetPreset name/index, or bg=wide,vol=...
--bindingsvol.1=scale,vol.2=audio-gain; lanes are numbered 1–4, parameters accept names/slugs/hex indices
--knobsExactly four bytes or percentages per family: vol=32,64,128,255;lay=20,40,60,80
--paramsPhysical values such as bg.zoom-rate=220,vol.scale=75%, or a JSON object
--charsetASCII alphabet, index 0–F or named set below; requires --scr D
--blob-modeoff, bright, dark, motion; requires webcam background --bg 9
--cachePer-family shader cache limit 4–32; volume cache uses this limit minus 4
--qualitylow, medium, high
--fpsRendering cap 15–120 fps, not a hardware performance guarantee
--scaleRendering scale 0.25–2
--uiauto, show, hide
--hide-afterIdle menu delay in seconds; default 10, 0 disables timer
--fullscreenRequest fullscreen on the first authorized interaction
--video-formatauto, mp4, webm, vp9, vp8; browser availability applies
--video-resolution720, 1080, optionally with p suffix
--video-fps30 or 60 capture frames/s
--video-bitrate2–40 Mbit/s
--video-gainExport audio gain 0–2
--video-duration0–600 seconds; 0 means manual stop
--video-nameSuggested recording file name; unsafe filename characters are replaced
--help, -hPowerShell-style full-screen help; renderer starts when help closes
--portWindows launcher server port only
Aliases and individual control addressing

--background = bg; --layer = lay; --layer-transition = lt; --volumes = vol; --volume-transition = vt; --material = mat; --animation = ani; --screen-fx / --postfx = scr.

--on / --off alias enable/disable. --on-SLOT BOOL or --enable-SLOT controls one family; --off-SLOT, --disable-SLOT or --no-SLOT disables it. Boolean options also accept their --no-OPTION negation. --autoplay aliases play; --param aliases params; --param-SLOT-NAME VALUE addresses a physical parameter directly.

Precedence and repeatability

Query arguments are read first; hash arguments override repeated scalar values. State is imported first; seeded random selection precedes explicit effect choices. Explicit presets, bindings, knobs and physical parameter values apply afterward; physical --params wins over knob values. Explicit asset URLs replace imported assets. --only wins over enable/disable. The final repeated scalar value wins. Unspecified imported settings are preserved.

Use --random for one-time startup effect selection. Use --beat-random for repeated musical scheduling. In --beat-params, bg=none or JSON {"bg":[]} clears a category’s lanes; repeated specifications update categories, with the last entry per category winning. Quote semicolon-containing values in PowerShell. URLs may enter browser history and logs: never put secrets in launch arguments.

12 / Rendering, requirements & practical limits

Small package. Adaptive workload.

Rendering architecture

  • Embedded HTML/JavaScript, WebGL 1 and Web Audio; no CDN dependency.
  • Procedural textures, precomputed data and separate rendering passes.
  • On-demand shader compilation; KHR_parallel_shader_compile where supported.
  • Bounded caches: 4–32 per family; volume cache uses the selected limit minus four.
  • High/Medium/Low quality; rendering scale 0.25–2; launch frame cap 15–120 FPS.
  • Software-safe rendering caps at 30 FPS and uses reduced budgets.
  • Internal pixel budgets: 921,600 normally, 65,536 software-safe; output/capture canvas resolution is separate.
  • A 2D safety fallback is available; it is not identical in fidelity to the full GPU path.

Browser requirements

  • A modern JavaScript/Web Audio browser; WebGL improves visual fidelity.
  • No account or network is needed for local procedural content.
  • Selected remote sources need network access and appropriate CORS.
  • Camera/microphone requests require permission and a suitable secure context.
  • Audible autoplay and fullscreen may require a user gesture.
  • Codec selection and direct disk saving vary by browser.
  • No fixed FPS, universal codec support or perfect BPM accuracy is guaranteed.
  • No browser security or autoplay checks are bypassed.
Comfort and safety: some effects include rapid motion, flashes and strong contrast. Avoid strobing selections if you are sensitive to flashing imagery; lower intensity, disable the effect, pause visuals or leave the page. Set a comfortable listening level before enabling audio. Reduced-motion preference simplifies panel motion, but does not automatically disable the audiovisual effects.

Local by design

Picker-loaded files are processed in the browser; the demo does not upload them to a playback or rendering service. This presentation embeds its screenshots, CSS and script. Neither page requires externally hosted fonts or imagery. Network requests occur when you choose remote source URLs or open external references.

Stability update · 16 October 2026

This maintenance edition incorporates the current Maxxlorr Tracker Visual Lab safeguards around graphics-context setup, shader preloading and renderer teardown. It also preserves the upstream explanatory source comments. The runtime feature set is unchanged: the existing visual catalog, standalone audio sources, controls, musical automation and recording options remain available.

Distribution checklist

Ship presentation.html and index.html together with the GNU GPL version 3 license text and the matching complete corresponding source package. The readable index.src.html is provided for inspection and modification. Keep copyright, license and no-warranty notices intact, and identify any later modifications with their relevant dates. When redistributing the minified application, make its matching editable sources and build instructions available under the GPL. Include any explicitly referenced assets/state files separately; JSON state can embed visual assets but not source audio. The optional Windows launcher requires its matching launcher files and served demo filename; it is not required to open index.html directly.

13 / Author, credits & references

Maxime LORRAI / MLT.

Created and programmed by Maxime LORRAI (aka KurtZ/lapiNIC), for MLT. The standalone Visual Lab is adapted from Maxxlorr Tracker’s Visual Lab engine and integrates the Rexporter JavaScript preview player. The procedural audio buffers and screenshots shown here are produced by this standalone edition.

Copyright (C) 2026 Maxime LORRAI. MLT Visual Lab is free software released under the GNU General Public License, version 3. You may redistribute and modify it under that license. It is provided without warranty, including any implied warranty of merchantability or fitness for a particular purpose. Read the complete license, inspect the editable standalone source, or download the complete source package. Standalone maintenance update: 2026-10-16.
Maxxlorr Tracker — Visual Lab

Original Visual Lab engine, effect catalogs and procedural control system by Maxime LORRAI.

Rexporter

Embedded JavaScript module/MIDI preview playback engine by Maxime LORRAI. The standalone includes the player, not the complete XRNS conversion application.

Ryan Geiss / MilkDrop

Feedback-visualizer inspiration and preset-authoring documentation. No .milk/.milk2 interpreter or MilkDrop runtime is bundled.

Ice Fractal — Mandelbulb Viewer

Spherical-power Mandelbulb and Julia-viewer reference for an independent shader implementation.

Daniel P. W. Ellis — Beat Tracking by Dynamic Programming (2007)

Rhythmic analysis and tempo-estimation background; the standalone estimator is not a complete implementation of this paper.

OpenMPT soundlib

Module-format comparison and technical reference. libopenmpt is not a runtime dependency of this standalone player.

W3C Web Audio

Browser audio graph and analysis specification; MDN decodeAudioData documents complete-input decoding constraints.

Khronos WebGL 1

GPU rendering API specification.

MIDI Association — Standard MIDI Files

Format documentation and musical event semantics.

Terser

Build-time JavaScript minification tool; not shipped as a runtime library.

Imported music, modules, videos, meshes and other user assets remain the property of their respective creators. Obtain the necessary rights before redistributing them or publishing recorded performances. Referenced projects are acknowledged for documentation or inspiration; no endorsement is implied. Product names belong to their respective owners.

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Your next scene starts here.

Choose a world. Bring a track. Let the beat take over.

Launch the demo ↗

Opens the relative file index.html in this folder.