Perlines is the 2012 Aethervis trail idea rebuilt as a Fensalir client: audio becomes a rolling field resource that Fensalir's renderer draws as a storm of curl-noise trails, with no private line renderer in the client.
**Valuable here:** the signal path. `src/Perlines/PerlinesSignalProcessor.cs` turns audio into FFT energy, adaptively whitens it per band, detects the key, and projects bins onto musical scale-note lanes. `src/Perlines/PerlinesRuntime.cs` writes one Float32 column per frame into a rolling field resource and hands it to Fensalir (`Perlin4D.cs` and `SmoothNoise.cs` supply the noise). It is a worked example of a Fensalir client that owns a signal and leaves visibility, reservoir reuse, bloom and reconstruction to the renderer.
**Problem it solves:** the Unity version owned trails through `LineRenderer` and `TrailRenderer` objects, so the renderer could not reason about them. Here the renderer owns the trails and Perlines owns only the signal.
**Entry points:** client project `src/Perlines/Perlines.csproj` (solution `Perlines.sln`); design and authority map in `docs/system-map.md`; launched through Fensalir's `scripts/dev-reload.ps1`. Requires a sibling checkout of `GameCult/Fensalir` (Windows, D3D12).
**Status:** live as a demo. Input is a Fensalir-owned Windows system-loopback stem when one is available, otherwise a procedural fallback signal. Last commit 2026-05-31.
`scripts/run-dev.ps1` and `scripts/capture-headless.ps1` in this repo wrap the same launch and a headless PNG capture, but both hardcode the Fensalir location as `E:\Projects\Fensalir`, which does not exist on current workstations. Edit that path before running them.