Newton split white light with one prism and rejoined it with a second. This does the same to sound on the GPU: one WGSL dispatch takes a 1024-point FFT, divides the spectrum into five bands, compresses, gates, freezes or mutes each band, then inverts and overlap-adds back to audio.
Each block of samples crosses from the audio thread to the GPU and back. The status line shows the round trip against the block's own duration: above 100% load the queue drains and you hear dropouts. Smaller blocks lower latency and raise the number of round trips per second.
Freeze holds a band's last magnitudes and re-rolls the phases every hop, which turns whatever was playing into a sustained drone. Use headphones with the microphone, or the output will feed back into the input.