VSL / v1.0 BETA / ONLY FOR MACOS

Audio In. Video Out.

Drop a track. VSL reads the BPM, the drops, the breakdowns — then steers five GPU-rendered visual styles to the music in real time. Hit record. Post vertical.

REAL-TIME GPU
1080 × 1920 · 60FPS
BPM-SYNCED
VSL hardware device with visualizer preview screen
NO TEMPLATES · NO AFTER EFFECTS

Every visual element is driven by your audio. Hi-hats trigger the glitch, kick controls the typography, bass breathes the 3D shapes. Six GPU-rendered styles, 15 fonts, 15 color palettes — one click to export a vertical music video with audio, ready for your social media accounts.

SCROLL
Producers DJs Labels Ableton → Instagram FL Studio → TikTok Mastered → Posted Producers DJs Labels Ableton → Instagram FL Studio → TikTok Mastered → Posted
// 01 — Visuals06

Six styles. One listener.

01 / 06

Signal Wave

Raw waveform data rendered as scanlines, noise and interference patterns. Every frequency band drives a different visual layer — sub moves the baseline, bass triggers vertical grid flashes, tops add static grain. Pure information aesthetics.

FrequencyFull Spectrum
Best forTechno · Ambient
IntensityControlled
RenderGPU · 30fps
Click / Tap to play
02 / 06

Void Sphere

A raymarched 3D sphere with organic surface deformation. Bass makes it breathe, mids ripple across the topology, kick distorts the geometry. Morphing between smooth and fractured states — a living object that reacts to every transient in your mix.

FrequencySub · Bass · Mid
Best forDeep House · Dub
IntensityHypnotic
RenderGPU · Raymarched
Click / Tap to play
03 / 06

Grid Field

An architectural field of 3D cubes viewed from above. Each cube's height is driven by a different frequency band — bass columns rise, hi-hat cubes flicker. Volumetric fog drifts between the structures. Camera orbits slowly while the grid pulses with the beat.

FrequencyPer-Cube Mapping
Best forMinimal · Industrial
IntensityCinematic
RenderGPU · Raymarched
Click / Tap to play
04 / 06

Pulse Color

Bold graphic color fields with a particle swarm that scatters and regroups to the rhythm. 10 curated color palettes from deep crimson to muted sage. The entire frame shifts hue on drops and resets on breakdowns. Print-poster aesthetics meeting audio-reactive motion.

FrequencyRMS · Kick
Best forHouse · Breaks
IntensityBold
RenderGPU · 30fps
Click / Tap to play
05 / 06

Form Ensō

A single organic ring drawn like an ink-brush stroke. Bass thickens the line, treble frays the edges, kick snaps it into tension. Inspired by the Japanese ensō — a circle painted in one breath. Minimal, meditative, gallery-grade. The negative space is the design.

FrequencyBass · Treble
Best forElectronica · Piano
IntensityMinimal
RenderGPU · 30fps
Click / Tap to play
06 / 06

Neon Radial

180 hair-thin radial bars radiating from a central ring, driven by real-time waveform data. A soft atmospheric glow bleeds into the background while the sharp lines stay pixel-precise. 15 neon colors from red through the full spectrum to white. Video backgrounds bleed through the dark areas — the inner circle stays opaque.

Frequency180-Band Spectrum
Best forTrap · DnB · EDM
IntensityExtreme
RenderGPU · 30fps
Click / Tap to play
SIGNAL VOID GRID PULSE FORM NEON
// 02 — Flow03

Three steps. Zero friction.

STEP 01 / DROP

Import & Analyse

Drag any WAV, MP3, FLAC, AIFF. VSL reads the full waveform in-memory. BPM, drops, breakdowns, builds — detected in one pass, cached to the grid.

◀ 128 BPM · 5 EVENTS
STEP 02 / PLAY

Create & Perform

Five GPU-rendered layers steered live by five frequency bands. Tweak intensity, reactivity, style — everything responds to the music, not just the volume.

◀ 5 BANDS · GPU · 60FPS
STEP 03 / SHIP

Record & Post

Hit record. 1080×1920, H.264, AAC, embedded audio. Drop it straight into Reels, TikTok, Shorts. No re-encode, no pipeline.

◀ 1080 × 1920 · MP4
// 03 — Engine00

Built to listen.

BPM Detection
% ACC
Onset detection + autocorrelation over the full track. Locks the grid before the first frame renders.
Frequency Bands
SPLITS
Sub · Low · Mid · High · Air. Each band drives one visual layer independently.
GPU Render
FPS
Metal on macOS. Every pixel rendered on the card, never the CPU.
Structure Events
TYPES
Drop, build, breakdown, outro. Detected offline, cached, used to steer intensity over time.
// FFT → Layer Map

Five bands. Five layers.

Every visual element reacts to its own slice of the spectrum — not overall loudness. The kick drives geometry. Hats drive glitch. Mids steer particles. The result moves like the music, because it is the music.

GEO
TYPE
PARTICLE
GLITCH
SPECTRUM
// 04 — Pricing02

Free or pro.

TIER 01 / FREE
€0 / forever
Everything you need to post tonight.
  • All 5 visual styles
  • BPM + structure detection
  • 1080×1920 MP4 export
  • Up to 30 seconds per clip
  • Small VSL watermark
  • Longer exports

// COMING SOON
Pro Unlock
Full-length exports · No watermark
TIER 02 / PRO
39 / one-time
No watermark. No length cap. Ship full tracks.
  • All 5 visual styles
  • BPM + structure detection
  • 1080×1920 MP4 export
  • Unlimited clip length
  • No watermark
  • Priority updates
Buy via Gumroad
// READY WHEN YOU ARE

Post tonight.

// TWEAKS