Source node
Audio Texture
Turns an incoming audio signal into an image, rendering either a live Waveform or a Spectrum (FFT) view into a GPU texture, with adjustable FFT window size and smoothing.

What it does
Audio Texture is a source node: it makes a picture from nothing, so it sits at the start of a visual chain. It takes audio in and gives picture out.
Try it
Feed a bassline in using Spectrum mode with high smoothing for a slowly pulsing frequency-bar texture to layer under other visuals.
Audio Out (any synth)Audio TextureCompositing Chain
Inputs and outputs
Inputs
- audio input
Outputs
- picture out
Controls
Every control with a range can be driven by a modulator, a note, an audio level or a sketch.
| Control | Range or options | Default |
|---|---|---|
| mode | Waveform, Spectrum | 0 |
| window | 512, 1024, 2048, 4096 | 1 |
| gain | 0.1 to 10 | 1 |
| smoothing | 0 to 0.99 | 0 |
Example patch
This patch wires Audio Texture to what it needs and shows the result. Download it, then use File, Open in Infinite, or read it here: it is plain text.
infinite-patch 1
rev 2
# Audio Texture: a starting patch for the Audio Texture node
node 1 Source Audio Texture
id node
pos 520 300
end
node 2 Synths Oscillator
id in0
pos 0 300
end
node 3 Utility Output
id out
pos 1080 300
end
aud node 0 in0
cable out 0 node