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.