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Player Scopes

Real-time scopes for the Player — waveform and spectrum

Windows into your sound. Each scope shows the same audio from a different angle — as a waveform, a frequency chart, a heatmap, or a 3D terrain. Switch between them to see what your ears are hearing.

Player Scopes

Live visualizations fed directly from the audio playback engine. These react in real time as sound plays.


Real-time Waveform

What it shows The raw amplitude of your audio over time, drawn as a continuous line that scrolls as playback runs.

When you’d switch to it You want to see transient shapes, check stereo balance at a glance, or lock the display to your beat grid so waveform cycles stay still on screen.

Quick example

  1. Start playback on any pattern or audio track.
  2. Switch the scope to Real-time Waveform.
  3. Set Sync Mode to Beat Sync — the waveform now aligns to your tempo.
  4. Toggle Show Right off to isolate the left channel.
  5. Raise Amplitude Scale to zoom into quiet passages.

Controls

ControlWhat it doesOptions/RangeDefault
Sync ModeHow the display window aligns to incoming audioFree Run, Beat Sync, TriggerFree Run
Trigger ThresholdIn Trigger mode, the signal level that starts a new sweep0.0 — 1.00.1
Display SamplesNumber of samples shown per sweep (Free Run mode)256 — 81922048
Amplitude ScaleVertical zoom on the waveform0.1 — 10.01.0
LayoutHow left and right channels are drawnOverlaid, SplitOverlaid
Show LeftDisplay the left channelOn / OffOn
Show RightDisplay the right channelOn / OffOn
Show GridDisplay amplitude reference lines behind the waveformOn / OffOn

Real-time Spectrum

What it shows A frequency chart updated every frame, showing how much energy sits at each pitch across the audible range.

When you’d switch to it You need to spot frequency buildups, compare left and right channel spectra side by side, or watch peak levels settle after a transient.

Quick example

  1. Start playback.
  2. Switch the scope to Real-time Spectrum.
  3. Set Channel Mode to Stereo Mirror — left grows upward, right grows downward from a center line.
  4. Turn on Show Peaks to see a held outline that slowly decays after each hit.
  5. Switch Display Style to Curve for a smooth filled shape instead of individual bars.

Controls

ControlWhat it doesOptions/RangeDefault
Channel ModeHow stereo channels are arrangedMono, Stereo MirrorStereo Mirror
Display StyleShape of the frequency readoutBars, CurveBars
AttackHow fast bars rise toward a new value0.0 — 1.01.0
ReleaseHow fast bars fall after the signal drops0.0 — 1.00.20
Show PeaksDraw a held peak line above each bar that decays over timeOn / OffOn
Peak Hold TimeHow long peak markers stay pinned before they start falling0.0 — 2.0 s0.1 s
Peak DecaySpeed at which peak markers fall once hold time expires0.0 — 1.00.02
dB FloorLowest level shown on the display-96 — 0 dB-60 dB
dB CeilingHighest level shown on the display-12 — 0 dB0 dB
Blur (Horizontal)Soft glow spread sideways in Curve mode0 — 16 px8 px
Blur (Vertical)Soft glow spread up/down in Curve mode0 — 16 px12 px
Show GridDisplay frequency reference linesOn / OffOn
Show dB LabelsDisplay decibel markings on the sideOn / OffOn
Show Freq LabelsDisplay frequency markings along the bottomOn / OffOn

Real-time Spectrogram

What it shows A scrolling heatmap where time moves downward and color intensity represents loudness at each frequency — painting a picture of your sound as it plays.

When you’d switch to it You want to watch how a sound evolves over several seconds, spot harmonic patterns or noise floors, or compare left and right channels as colored layers.

Quick example

  1. Start playback.
  2. Switch the scope to Real-time Spectrogram.
  3. Both channels paint together by default — left and right appear as tinted layers.
  4. Adjust Smoothing to soften or sharpen the scrolling image.
  5. Change Colormap to Magma or Inferno for a different palette.

Controls

ControlWhat it doesOptions/RangeDefault
ColormapColor palette used to map loudness to colorViridis, Magma, Inferno, Plasma, Grayscale, JetViridis
SmoothingTemporal smoothing between consecutive rows — higher values give a softer scroll0.0 — 1.00.3
Show LeftDisplay the left channel layerOn / OffOn
Show RightDisplay the right channel layerOn / OffOn
Show GradientFade the bottom edge to black for a cleaner lookOn / OffOn
Show GridDisplay frequency reference lines over the heatmapOn / OffOn
Show Freq LabelsDisplay frequency markings at the topOn / OffOn