The texture of the 3d frequency spectrum was reminiscent of the roughness and spikes on the outside of a seashell. With some vertex shader / Parametric surface fun I decided to see what it would look like. There are 4 parameters that can modify the shell's shape : see examples below.

More info

Thanks to acko's ThreeAudio library

IMPORTANT NOTE: The trackball still functions when modifying slider values, you can turn the trackball off in the gui to slide coninuously...