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Audio-reactive texture intensity (band amplitude to grain/warp) is realizable now; onset-triggered glitch bursts are not possible in this rig

There are two distinct ways to make texture react to audio. The first — mapping a band amplitude to a texture intensity parameter (bass band to grain amount, or warp strength) — is realizable with the current rig via audio-reactive-map (Hydra’s a.fft shim or Punctual’s native lo/mid/hi). The visual texture changes proportionally to the sustained amplitude of the band. The second — triggering a glitch burst exactly on a note onset or beat — requires onset detection (tempo-locked-change), which is NOT yet possible in this rig: the current rig has no onset/beat-phase signal. This is an important practical distinction because a designer may plan onset-triggered glitch effects and discover they cannot be implemented.

Examples

Realizable: noise(3).modulate(noise(2,()=>a.fft[0]*0.5)) — bass drives warp amount continuously. NOT realizable now: a pixel-sort burst triggered on snare onset — no onset signal available.

Assessment

Explain the difference between amplitude-driven texture reactivity and onset-triggered texture reactivity. Which is possible in the current rig? State what signal is missing that would be needed to implement the other.

“a band amplitude can drive texture intensity (bass -> grain/warp amount, `audio-reactive-map`) — realizable now. Onset-triggered glitch bursts are **not** (`tempo-locked-change` / onset, not-yet-possible”
context/ · L2-composer/visual/texture.md · chunk 1