ComfyUI Extension: ATI_AudioReactive
ComfyUI audio-reactive animation node combining RyanOnTheInside's reactive features with Fillip's path animation for creating audio-driven visual animations. (Description by CC)
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ATI_AudioReactive
ComfyUI Node, Mixing RyanOnTheInside’s reactive nodes with Fillip’s Path Animation
RyanOnTheInside:
https://github.com/ryanontheinside/ComfyUI_RyanOnTheInside
fillip lividtm:
https://huggingface.co/lividtm/Wan_ATI/tree/main
Little experiment of mixing RyanOnTheInside's Audio reactive nodes with Fillip's ATI Path Animation. using Google antigravity. I'm not a programmer, I'm posting it for anyone who wants to play for a while, it needs to be adjusted and I'm sure it has bugs
<p align="center"> <img src="./assets/gif.gif" alt="gif" width="70%"> </p>Here is the complete list of parameters for the Audio Reactive Path Animator node and how they work:
Main Controls
movement_mode: Defines how the dot moves.
amplitude: The dot's position is locked to the volume. Silence = Start of path, Loud = End of path.
accumulate: The dot travels along the path like a car. Sound makes it move forward; silence makes it stop. It bounces when it hits the ends.
Sensitivity:
In Amplitude mode: Controls Range (how far down the path the dot goes). In Accumulate mode: Controls Speed (how fast the dot travels). smoothing: Smooths out jittery volume changes. 0.0: Raw, instant reaction (can be jittery). 1.0: No movement (completely flat). Tip: Use ~0.3 - 0.5 for natural movement.
Amplitude Mode Specifics (When movement_mode is amplitude)
release: Controls how fast the dot returns to the start after a beat. Low (0.2): Snappy, returns instantly. High (0.8): Slow, smooth return. Great for "one jump per rhythm".
Amplitude_curve: Acts as a Noise Gate / Expander.
1.0: Linear (standard).
1.0 (e.g., 3.0): Suppresses low-volume noise ("meaningless jumps") and accentuates loud beats. Use this to clean up the motion.
Accumulate Mode Specifics (When movement_mode is accumulate)
flip_on_beat: If enabled, the dot will reverse direction whenever it detects a beat, making it "dance" back and forth. beat_threshold: Sensitivity for the flip_on_beat detection. Low (0.02): Flips on everything (hi-hats, snares). High (0.1): Flips only on big kicks.
Visuals
motion_blur: Draws a streak connecting the previous frame to the current frame. Enable this to fix the "double point" or stroboscopic effect when the dot moves fast. blur_radius: Adds a static Gaussian blur (fuzziness) to the dot (like an out-of-focus camera). trail_length: Leaves a fading trail behind the dot.
shape , shape_size, shape_color, bg_color: Standard appearance controls. System duration_frames: Forces the animation to be a specific number of frames. 0: Matches the audio length exactly.
<p align="center"> <img src="./assets/Nodes.png" alt="node" width="70%"> </p>0: Stretches/squashes the audio to fit this exact frame count (useful for syncing with video models like Wan/Kling). frame_rate: The FPS of the output animation. fft_size, min_frequency, max_frequency: Advanced audio analysis settings to isolate specific frequency ranges (e.g., set min/max to 20-150Hz to only react to bass).