I didn't realise at the time, but the X axis is not in logarithmic scale, so most of the audible frequencies are bunched on the left hand side.
Given the nature of the project, a hackathon, sticking to the last computed FFTs and a notion of time was all we need to play with nice shader effects.
I'm currently playing with tensorflow on my spare time. I'd like to use a neural net to find interesting features of a track and inputting this to a shader. That's what I would do if I had another go at it.