## Configuration file for CAVA. # Remove the ; to change parameters. [general] # Smoothing mode. Can be 'normal', 'scientific' or 'waves'. DEPRECATED as of 0.6.0 ; mode = normal # Accepts only non-negative values. ; framerate = 60 # 'autosens' will attempt to decrease sensitivity if the bars peak. 1 = on, 0 = off # new as of 0.6.0 autosens of low values (dynamic range) # 'overshoot' allows bars to overshoot (in % of terminal height) without initiating autosens. DEPRECATED as of 0.6.0 ; autosens = 1 ; overshoot = 20 # Manual sensitivity in %. If autosens is enabled, this will only be the initial value. # 200 means double height. Accepts only non-negative values. ; sensitivity = 100 # The number of bars (0-512). 0 sets it to auto (fill up console). # Bars' width and space between bars in number of characters. ; bars = 0 ; bar_width = 2 bar_width = 1 ; bar_spacing = 1 # bar_height is only used for output in "noritake" format ; bar_height = 32 # For SDL width and space between bars is in pixels, defaults are: ; bar_width = 20 ; bar_spacing = 5 # sdl_glsl have these default values, they are only used to calulate max number of bars. ; bar_width = 1 ; bar_spacing = 0 # Lower and higher cutoff frequencies for lowest and highest bars # the bandwidth of the visualizer. # Note: there is a minimum total bandwidth of 43Mhz x number of bars. # Cava will automatically increase the higher cutoff if a too low band is specified. ; lower_cutoff_freq = 50 ; higher_cutoff_freq = 10000 # Seconds with no input before cava goes to sleep mode. Cava will not perform FFT or drawing and # only check for input once per second. Cava will wake up once input is detected. 0 = disable. ; sleep_timer = 0 [input] # Audio capturing method. Possible methods are: 'pulse', 'alsa', 'fifo', 'sndio' or 'shmem' # Defaults to 'pulse', 'pipewire', 'alsa' or 'fifo', in that order, dependent on what support cava was built with. # On windows this is automatic and no input settings are needed. # # All input methods uses the same config variable 'source' # to define where it should get the audio. # # For pulseaudio and pipewire 'source' will be the source. Default: 'auto', which uses the monitor source of the default sink # (all pulseaudio sinks(outputs) have 'monitor' sources(inputs) associated with them). # # For piepwire 'source' will be the object name or object.serial of the device to capture from. # Both input and output devices are supported. # # For alsa 'source' will be the capture device. # For fifo 'source' will be the path to fifo-file. # For shmem 'source' will be /squeezelite-AA:BB:CC:DD:EE:FF where 'AA:BB:CC:DD:EE:FF' will be squeezelite's MAC address ; method = pulse ; source = auto method = pipewire source = auto ; method = alsa ; source = hw:Loopback,1 ; method = fifo ; source = /tmp/mpd.fifo ; sample_rate = 44100 ; sample_bits = 16 ; method = shmem ; source = /squeezelite-AA:BB:CC:DD:EE:FF ; method = portaudio ; source = auto [output] # Output method. Can be 'ncurses', 'noncurses', 'raw', 'noritake', 'sdl' # or 'sdl_glsl'. # 'noncurses' uses a custom framebuffer technique and prints only changes # from frame to frame in the terminal. 'ncurses' is default if supported. # # 'raw' is an 8 or 16 bit (configurable via the 'bit_format' option) data # stream of the bar heights that can be used to send to other applications. # 'raw' defaults to 200 bars, which can be adjusted in the 'bars' option above. # # 'noritake' outputs a bitmap in the format expected by a Noritake VFD display # in graphic mode. It only support the 3000 series graphical VFDs for now. # # 'sdl' uses the Simple DirectMedia Layer to render in a graphical context. # 'sdl_glsl' uses SDL to create an OpenGL context. Write your own shaders or # use one of the predefined ones. ; method = ncurses # Orientation of the visualization. Can be 'bottom', 'top', 'left' or 'right'. # Default is 'bottom'. Other orientations are only supported on sdl and ncruses # output. Note: many fonts have weird glyphs for 'top' and 'right' characters, # which can make ncurses not look right. ; orientation = bottom # Visual channels. Can be 'stereo' or 'mono'. # 'stereo' mirrors both channels with low frequencies in center. # 'mono' outputs left to right lowest to highest frequencies. # 'mono_option' set mono to either take input from 'left', 'right' or 'average'. # set 'reverse' to 1 to display frequencies the other way around. ; channels = stereo ; mono_option = average ; reverse = 0 # Raw output target. A fifo will be created if target does not exist. ; raw_target = /dev/stdout # Raw data format. Can be 'binary' or 'ascii'. ; data_format = binary # Binary bit format, can be '8bit' (0-255) or '16bit' (0-65530). ; bit_format = 16bit # Ascii max value. In 'ascii' mode range will run from 0 to value specified here ; ascii_max_range = 1000 # Ascii delimiters. In ascii format each bar and frame is separated by a delimiters. # Use decimal value in ascii table (i.e. 59 = ';' and 10 = '\n' (line feed)). ; bar_delimiter = 59 ; frame_delimiter = 10 # sdl window size and position. -1,-1 is centered. ; sdl_width = 1000 ; sdl_height = 500 ; sdl_x = -1 ; sdl_y= -1 # set label on bars on the x-axis. Can be 'frequency' or 'none'. Default: 'none' # 'frequency' displays the lower cut off frequency of the bar above. # Only supported on ncurses and noncurses output. ; xaxis = none # enable alacritty synchronized updates. 1 = on, 0 = off # removes flickering in alacritty terminal emulator. # defaults to off since the behaviour in other terminal emulators is unknown ; alacritty_sync = 0 alacritty_sync = 1 # Shaders for sdl_glsl, located in $HOME/.config/cava/shaders ; vertex_shader = pass_through.vert ; fragment_shader = bar_spectrum.frag ; for glsl output mode, keep rendering even if no audio ; continuous_rendering = 0 [color] # Colors can be one of seven predefined: black, blue, cyan, green, magenta, red, white, yellow. # Or defined by hex code '#xxxxxx' (hex code must be within ''). User defined colors requires # a terminal that can change color definitions such as Gnome-terminal or rxvt. # default is to keep current terminal color ; background = default ; foreground = default # SDL and sdl_glsl only support hex code colors, these are the default: ; background = '#111111' ; foreground = '#33ffff' # Gradient mode, only hex defined colors are supported, # background must also be defined in hex or remain commented out. 1 = on, 0 = off. # You can define as many as 8 different colors. They range from bottom to top of screen ; gradient = 0 ; gradient_count = 8 ; gradient_color_1 = '#59cc33' ; gradient_color_2 = '#80cc33' ; gradient_color_3 = '#a6cc33' ; gradient_color_4 = '#cccc33' ; gradient_color_5 = '#cca633' ; gradient_color_6 = '#cc8033' ; gradient_color_7 = '#cc5933' ; gradient_color_8 = '#cc3333' gradient = 1 gradient_count = 3 gradient_color_1 = '#008080' gradient_color_2 = '#D58E00' gradient_color_3 = '#D50000' [smoothing] # Percentage value for integral smoothing. Takes values from 0 - 100. # Higher values means smoother, but less precise. 0 to disable. # DEPRECATED as of 0.8.0, use noise_reduction instead ; integral = 77 # Disables or enables the so-called "Monstercat smoothing" with or without "waves". Set to 0 to disable. ; monstercat = 0 ; waves = 0 # Set gravity percentage for "drop off". Higher values means bars will drop faster. # Accepts only non-negative values. 50 means half gravity, 200 means double. Set to 0 to disable "drop off". # DEPRECATED as of 0.8.0, use noise_reduction instead ; gravity = 100 # In bar height, bars that would have been lower that this will not be drawn. # DEPRECATED as of 0.8.0 ; ignore = 0 # Noise reduction, int 0 - 100. default 77 # the raw visualization is very noisy, this factor adjusts the integral and gravity filters to keep the signal smooth # 100 will be very slow and smooth, 0 will be fast but noisy. ; noise_reduction = 77 [eq] # This one is tricky. You can have as much keys as you want. # Remember to uncomment more than one key! More keys = more precision. # Look at readme.md on github for further explanations and examples. ; 1 = 1 # bass ; 2 = 1 ; 3 = 1 # midtone ; 4 = 1 ; 5 = 1 # treble