Hydra's a.setSmooth sets smoothing for all bands globally — to smooth one target differently, write a per-value lerp in the thunk
The shim’s a.setSmooth(s) applies a single one-pole smoothing coefficient to all four bands simultaneously. There is no per-band or per-parameter smoothing built in. When one visual target needs to react slowly (e.g. brightness for a gentle swell) while another needs to react quickly (e.g. hue shift for crisp hi-hat response), a compromise global smooth is required — or the performer writes a custom per-value lerp inside the thunk itself (e.g. maintaining a JS variable that lerps toward a.fft[i] at the desired rate). The recommended smoothing column in the mapping bank states the ideal global smooth if that mapping is dominant.
Examples
If brightness needs slow response (smooth 0.8) and hue shift needs fast response (smooth 0.2), there is no single a.setSmooth call that satisfies both. Workaround: set global smooth to 0.5 and add gain to the hue-shift thunk to compensate.
Assessment
You need bass brightness to swell slowly and hi-hat hue to respond crisply. You cannot use two different setSmooth values. Describe two approaches to managing this trade-off within a single sketch.