Audio reactive composition using Kineme GL tools and built in particle patch.
The amount of particles is influenced by the audio amplitude (obviously ;-)). The bass frequencies influence the amplitude of the oscillation of the line, creating a rather nice parallax effect.
Even with the added RII and blurring, still runs at a steady 30fps at 1920x1080 on my NVIDIA 8600.
Audio: Previously unreleased track by Seth Matteucci/Shakes (hollowpointrecordings.com/?page_id=711)
Loading more stuff…
Hmm…it looks like things are taking a while to load. Try again?