Tone Collider Labv1.85Beta

Commune with the universe and knock some balls around!

Room mode

Parametric room active. Use the sliders or draw a room over the background image.

Parametric shape

Objects

World

Physics

Wildcard effects

Shake your device to agitate the balls. Requires an accelerometer.
Spawn effects trigger on wall strikes only. Asteroids fracture mode triggers only when the iron projectile hits another ball with sufficient force.

Audio engine

Standard audio engine active.

Output

Synthesis

Synth voice

Tone density

Drone

Rendering

Image underlay

Background / outline image

Load an image as a background and optionally detect room edges. Use Playfield -> Draw room to draw a custom room over the image.

Ball positioning

Draw mode off. Enable it, then tap or drag inside the room.

Tone Collider Lab Help

Welcome to this little experiment of mine, a combination of generative synthesis and physics and audio canvas. On desktop, hover hints appear next to controls, or peruse this comprehensive help document.

Transport

Use the top controls to run the scene.

  • Play starts or pauses motion and audio.
  • Respawn balls reinitialises the balls. See also Setup -> Ball positioning.
  • Randomise all changes playfield, motion, audio, drone, and visuals together. See also the randomise button on each control tab.
  • Presets load complete scene moods.
  • Save, Load, Quick save, Quick load, Share handle local saves and share images.

Playfield

Build the collision space and choose the starting physics and objects. See also Setup -> Background image.

  • Room mode switches between generated polygons and traced rooms.
  • Parametric shape controls sides, squash, skew, irregularity, notching, scale, and traced point detail.
  • Objects sets ball count, radius, and launch speed.
  • World sets gravity and continuous room rotation.

Motion

Tune collision behavior and the more chaotic wildcard modes.

  • Elasticity and Damping set bounce and energy loss.
  • Preserve speed keeps balls lively after bounces.
  • Ball-to-ball collisions lets balls strike each other.
  • Wildcard effects can spawn balls, flip gravity, add a heavy ball, fracture balls, or use your motion to affect the playfield.

Audio

Decide which impacts make tones and how those tones are shaped.

  • Engine chooses the standard or performance audio path.
  • Output controls volume, mute, stereo position, and the collision energy meter.
  • Synthesis sets scale, waveform, envelope, brightness, bend, and detune.
  • Tone triggers choose wall, ball, or combined strike sources and chord density.
  • Drone bed adds a sustained root, fifth, triad, or full-scale chord under the impacts.

Visuals

Control rendering cost and what visual feedback appears over the playfield.

  • Performance mode trims effects for steadier playback.
  • Render quality changes canvas resolution.
  • Physics substep cap limits simulation catch-up work per frame.
  • Trails, impulses, tone markers, HUD, profiling toggle visual diagnostics and polish.
  • Image underlay shows a loaded background and sampled room points. See Setup -> Background image.

Setup And Canvas

Use imported images, draw ball positions, and direct canvas gestures for custom scenes.

  • Background image loads an image and optionally uses outline detection to define the room.
  • Ball positioning lets you draw custom start points and choose launch direction.