ZGameEditor Visualizer

ZGameEditor Visualizer is a visualization effect plugin with movie render capability. ZGameEditor Visualizer is based on the free open source ZGameEditor that can be used to create visualization objects for the plugin. Video Tutorials here

Using ZGameEditor Visualizer

You can add up to 50 layers. The left-most layer will be the lowest layer in the stack and the right-most the top. So it's a good idea to build your effect from the background to the foreground. Where layers process others, layers to the right process those on their left. You can reorder layers with the menu on the right side of each layers header.

Depending on the objects selected various controls will become available and may be automated, respond to audio or in some cases accept MIDI input.

  • A, B, C... - Layer switch. Disable/Enable layers. You can add up to 50 layers. You can change the name of the layer using the 'Layer menu' as shown below.
  • Layer icons - From left to right:
    • Effect preset - Step forward/backward through the Effects list.
    • Color selector - When the layer contains Hue, Saturation and Color controls, you can use this to set these by working with the color selector.
    • Move layer - Click and hold, then drag left/right from here, to move the position of a layer.
    • Layer menu:
      • Insert layer - Add a layer before the selected layer.
      • Clone layer - Clone the selected layer.
      • Move layer left/right - Yes you can, but its easier to click-and-drag on the 'Move layer' icon.
      • Rename layer - Give the layer a name. Replaces A, B, C...etc.
      • Collapse layer - Shrinks the width of layers. Makes it easier to manage large projects. To expand, just click the collapsed layer.
  • Effects - Choose from the included effects, or make your own. See Adding objects with the ZGameEditor.
    • Background - Background image effects
    • Foreground - Foreground image effects.
    • Background - Effects designed to be used primarily as background.
    • Blend - Effects used to blend other layers creatively.
    • Canvas effects - Moving textures designed as background canvasses.
    • Feedback - Video/image feedback style effects.
    • Hardware - DMX lighting control. Make sure to enable your DMX controller under Settings > Enable DMX output.
    • Image effects - Effects based on images added under the Add Content > Images tab. Images can include Bitmaps (pictures), Videos and WebCams.
    • Misc - Misc effects.
    • Object Arrays - Arrays of 3D objects.
    • Particles - Effects based on particle physics.
    • Peak effects - Effects designed to respond to audio peak input.
    • Physics - Algorithmic physics effects.
    • Postprocess - Effects applied to other input layers (to the left of this effects layer). Send source layers To Buffer and select it under Image Src.
    • Scenes - 3D Scenes under your control.
    • Terrain - 3D terrain.
    • Text - Text is added under Add Content > Text. Lines can be selected separately with the 'Text line' controls on the Text effects layers. See Add content > HTML and Text below for more information.
    • Tunnel - Tunnel style effects.
  • Audio Source - Select any Mixer track that is sent to or sidechained to the Mixer Track hosting ZGameEditor.
  • Image Source - Select images here that have been added under the Add Content > Images tab. Images can include Bitmaps (pictures), Videos, WebCams and 'To buffer' layers.
  • Mesh - Select 3D meshes here that have been added under the Add Content > Meshes tab.
  • To buffer - The image generated from that layer, and all layers in front of it (to the left of the 'To buffer' layer), or until another 'To buffer' layer is encountered, is stored in an image Buffer. That buffer can then be used as input to another layer using the 'Image source' drop down. The layer following a 'To buffer' layer starts from a clean slate, the image is cleared and you can build up another composite image of layers. Repeat this for as many buffers as you need. Then, create the layers to form the final image.
  • Wizard - Opens a video 'Wizard' that allows you to set a Song Title, Author and applies it to a pre-made visualization, ready for export to video.

  • Export to video - On export you will be presented with a dialog to refine the video output. Generally we recommend using one of the Presets.

    How to export a video:

    1. From the Main Tab click Export to Video.
    2. Choose either YouTube HD (1080p) or the YouTube 4K (2160p) preset. NOTE: 4K videos files are approximately 4X the size of 1080p video files. All presets use the H.264 MP4 CODEC.
    3. If your video has a lot of detailed and or fast motion, consider switching the Advanced export settings > Frames per second to 60. NOTE: 60 fps video files are approximately 2X the size of 30 fps video files.
    4. Make sure ZGameEditor Visualizer is loaded on the Master Mixer track. Audio is taken from the Mixer Channel AND FX slot the ZGameEditor Visualizer is loaded into. If you have mastering FX, make sure they are before ZGameEditor Visualizer.
    5. Click OK and then START on the FL Studio Export dialog pop-up.
  • Rotate - Rotate the final output image.
  • Window mode - Video display window. Choose from:
    • Attached - The video window is attached to the ZGameEditor Visualizer plugin.
    • Detached - The video window is free-floating, over the top of FL Studio and other windows.
    • Wallpaper - The video window is applied to the FL Studio background wallpaper.
  • Max rate - Set the Maximum frame rate. 30 and 60 Hz are typical video rates used by YouTube and similar online sharing platforms.
  • Aspect ratio - Shape of the video window. 16:9 is the typical video format. 4:9 is an older video format used by TVs.

NOTE: Most sliders and knobs associated with the effects can be 'Right-clicked' to use create automation clips and edit events. Many effects will also make use of Image and Mesh input.

TIP: If you are unsure which settings produce the best visual effects try selecting Presets - R 'Randomize' above the effect category menu. Often this results in something interesting that you can continue to develop.


Add Content

Custom content you can add here includes Pictures, HTML, Text, Meshes and Video. The content is then available from the Image Src and Mesh selectors at the top of the Effect interface for each layer.

  • Images - Most image formats are supported. If an effect can use images, select them from the Image Src field at the top of the Effect column. Click the button and browse to the location of the content. The location will then be listed in the field below. Use the sub-tabs here to load:
    • Pictures - Images in most formats are supported.
    • Videos - Any video CODEC supported by your computer should work.
    • WebCam - Any webcam/s connected to your computer will show here.
    • FL Window - Choose from FL Studio Windows such as the Playlist or Mixer for example.
  • HTML - HTML code entered here works in conjunction with the Text > TextTrueType effect. The code determines the appearance of the text in accordance with HTML text formatting. There is some example HTML options on the HTML tab itself (right side) or your can watch this video.
    • Example code: <p align="center">[textline]</p>
    • How to use: Enter the exact code above on the HTML tab. Select the Text > TrueTypeText effect. Switch on SingleLineMode and automate the line shown with the Text Line control. You can use additional HTML formatting (bold, italics, text-size etc) as desired.
  • Text - Enter the text to be displayed by the Text > TextTrueType, MeshText and TextDraw effects. From these effects, use the Text Line control to step through lines entered on the Text tab.
  • Meshes - Include .3ds format 3D meshes that can be loaded and used as objects by some effects.
  • Video cue points - Set up to 70 cue points in the video by entering a list of time-offsets in seconds (including decimals if needed). The simplest way to add a video is by selecting 'Image Effects > Image' from the list and choosing the Video from the Img Src menu.
    • Setup - Match the MIDI IN Port on the Settings tab to a MIDI Out Port (and Channel).
    • Trigger cue points - Notes played on the MIDI Out Channel will trigger playback from the set cue points. Cue-points start from note C5 (C5 = the first cue-point in the list) and are mapped progressively to each cue-point down the list as you progress up the keyboard.
    • Special functions - You can put the cue points play and stop anywhere in the list.


  • MIDI port - Some effects respond to MIDI input & control. Set the port between 0 to 255. A setting of '...' is disabled. Once MIDI Out and ZGameEditor Ports are matched to the same value.
    • MIDI Channel: Where you have more than one Effect that responds to MIDI, the first 16 Layers with MIDI effects will be linked to Channels 1 to 16. Use MIDI Note colors to control MIDI Channels OR separate MIDI Outs set appropriately.
  • Antialias - Uses Open GL 4x oversampling for smoother graphics.
  • Stereoscopic - Switches side-by-side stereoscopic mode on/off for 3D effects when images are fused.
  • Enable DMX output - Connects ZGameEditor to your DMX device. DMX is the equivalent of MIDI, for lighting control. Its a lot of fun and DMX devices are surprisingly inexpensive, try eBay.
  • Spectrogram band count - Number of bands made available to effects that use frequency-spectrogram automation. More = higher CPU but more complex/interesting results.
  • Internal FFT precision - Number of spectral bands the processed audio is divided into. More gives higher accuracy at the expense of lag/latency.
  • Reset defaults - Press when you have created a complete mess of the settings and want your sanity back.
  • Internal Controllers - When 'Enable internal controllers' is selected, the video output from the plugin is analyzed to produce four internal control sources. These include: Red, Green, Blue and Luminance. In each case the average value for each component in the video is calculated, per frame, and the output published to the respective controller. For example, a 100% red video will produce Red = 1, Green = 0, Blue = 0 and Luminance = 0.2 (approx). Each control output has the following modifiers:
    • Base - Offset to the calculated value.
    • Volume - Multipler for the calculated value.

Controlling the effects

There are three types of control available. How the presets respond to these controls will depend on the design of the visual objects. See below for details on making your own.

Audio Control

Objects will generally have their parameters linked to respond to audio input. Often this is analyzed in terms of frequency to cause the low, mid and high frequencies to cause different visual effects. NOTE: Link a Fruity Peak Controller from key Mixer tracks and/or Fruity Envelope Controller from Piano roll/Pattern Clips to target parameters/sliders for more advanced control.

Automation Control

Right-click plugin target controls and select Edit events, Create automation clip or Link to controller.

MIDI Input Control

  1. Load a MIDI Out Channel to the project.
  2. Match the PORT number on MIDI Out to the MIDI input port on ZGameEditor Visualizer.
  3. Notes & control data on the MIDI Out Channel will now be available to control parameters in ZGameEditor Visualizer.

Adding objects with the ZGameEditor

Place *.zgeproj objects in C:\Program Files (x86)\Image-Line\FL Studio\Plugins\Fruity\Effects\ZGameEditor Visualizer\Effects. To make the objects you will need to download and install the ZGameEditor here.

Watch the video tutorials below to learn how to use the ZGameEditor:

Plugin Credits: Ville Krumlinde (ZGameEditor Visualizer), FFMpeg libraries (Video codecs), Steven Magyar (development testing).