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CRE8 STUDIO

Performance

Music / Code / Visuals
LIVE OUTPUT Shader Studio
Preparing your canvas…
YOUR LIVE CANVASGive your code a stage.

Choose a template, then apply its shader to see it here.

Canvas & audio settings
CANVAS SOURCE

A clean stage for your shader. Apply the Orbit draft to start, or write your own.

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Manual beat clock
AUDIO → VISUALSLet the music shape the light.
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Manual controls

DAW energy shapes the shader level with a soft attack and release. Musical position follows the playing take, including seeks and loops. Pausing holds the last position.

Character stage

Open the stage to start CRE8Virtual.
OFF AIR
Watch stream
Offline · character picture + DAW and voice audio. Keep this tab visible while live.
Camera
Stage shortcuts: 1 full body · 2 portrait · 3 face. Typing is never interrupted.
Perform
Save performance includes the character setup and asset reference. GLB files stay in Avatar Lab.
Choose a GLB, then place it on stage. Your saved character is reused when available.
YouTube & streaming destinations

Broadcast destinations

Save a destination, start the CRE8 stream, then start selected outputs. Verify picture and sound at each destination. Saving a destination does not start a broadcast.

Destination controls loading…

CRE8 AUDIO / LIVE SCORE

Write the groove.

Code notes, play the synth, shape the mix. Your next edit lands on a bar.

Song composer & DAW →
Draft stays in this browser tabSwitching pages preserves your draft. Prepare again to play.
Prepare a song to export WAV, MIDI or session JSON.
Stopped · prepare a scoreNO LIVE TAKE

Connecting audio controls…

Prepare a score to open its tracks, clips and envelopes.

Visuals

Sound · stopped

Locked to the transport · stopped

Shader editor

Shader studio

Effect source · GLSL ES 3.0 · Ctrl / ⌘ Enter applies the effect.
Starting the visualizer…Write a void main() body. The shared prelude provides uniforms and spec(), wav(), hsv(), pal(), rot(), noise(), fbm(), smin(), sdCircle() and sdBox(). A compile error keeps the running picture.
Shader inputs

Shader inputs

uBar — Bar number the transport is on, counting from 1; 0 when stopped.uBarPhase — 0..1 sawtooth across one bar.uBass — Measured low-band energy, 0..1 (smoothed).uBeat — Envelope that pops to 1 on a bass transient and decays.uBeatPhase — 0..1 sawtooth across one beat.uCentroid — Spectral centroid (brightness), 0..1.uLvl — Alias of uRms, kept for the original effects.uMid — Measured mid-band energy, 0..1 (smoothed).uOnset — 1 on a scored note or drum hit, decaying to 0.uParts — Score energy per part: x drums, y bass, z pads, w melody+arp.uRes — Canvas size in pixels (vec2).uRms — Measured waveform level, 0..1 (smoothed).uSpec — Two-row texture: row 0 spectrum, row 1 waveform (use spec()/wav()).uTempo — Beats per minute of the running score.uTime — Seconds since the visualizer was created.uTre — Alias of uTreble, kept for the original effects.uTreble — Measured high-band energy, 0..1 (smoothed).
Help

Create a shader picture driven by the audio. Edit effects below the canvas.

Instrument sample · 2 seconds · stereo WAV · current instrument settings · dry audio.

The picture reads the take that is playing: measured audio through the analyser, and the score's own bars, beats, per-part energy and note onsets. Prepare and start a score to see both.

Capture uses the longest bright outline in the center square. Link live follows that outline; blank frames keep the last valid path. Stop ends the link and audio.
Unprepared draft
ArrangementPrepare a score to see its notes
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Your compiled drums and note lanes appear here.