 
         # One rainbow per octave
         hue = (p.note.key - 60 + 0.1) / 12.0
-        p.color = OPC.hsv hue, 0.3, 0.8
+        p.color = OPC.hsv hue, 0.5, 0.8
 
         # Intensity mapped to velocity, nonlinear
-        p.intensity = Math.pow(p.note.velocity / 100, 3.0) * 0.25 * brightness
+        p.intensity = Math.pow(p.note.velocity / 100, 2.0) * 0.2 * brightness
 
         # Falloff gets sharper as the note gets higher
-        p.falloff = 20 + (p.note.key - 60) * 20
+        p.falloff = 15 * Math.pow(2, (p.note.key - 60) / 6)
 
         # Add influence of LFOs
         for key, note of lfoNotes

    # Render particles to the LEDs
    client.mapParticles particles, model

setInterval draw, 10

particleLifetime = 1.0
brightness = 1.0
spinRate = 1.0
origin = [0, 0, 0]

# Physics
numTimesteps = 20
gain = 0.005

previousNow = 0
spinAngle = 0
