Nodes & Signals
Logic, Math & Utility
Between your sources and outputs sit the nodes that do the thinking — comparisons, gates, arithmetic, switches, and timing helpers that turn raw values into exactly the behaviour you want.
Math
Arithmetic
Clamp
Combine these to remap ranges — for example multiply a 0..1 level then clamp it to keep a fixture between a floor and ceiling brightness.
Logic & comparison
- Compare nodes test values (equals, not-equals, <, ≤, >, ≥) and output a . Available for numbers, strings, and keys.
- And / Or / Not combine boolean signals into gates and conditions.
- If/Else picks between two inputs based on a boolean — available per type, so you can switch floats, ints, strings, or bools.
Example
"When a kick transient fires AND the high band is above0.6, fire the strobe." That's a Pulse/Compare on the transient, a Compare (high > 0.6), an And, and a gate into the strobe.Worked gate
Transient pulse AND high band > 0.6 into a strobe channel is a complete, deterministic accent.Switching & fan-out
Switch
Crossfade
Spread
Counter
Timing & utility
- Pulse Trigger — convert any rising edge (beat, transient, key change) into a clean pulse with an optional hold time.
- Timer — fire on a regular interval with a hold duration.
- Hold — keep a boolean high for a set time after it fires, so brief triggers stay on long enough to be seen.
- Time Gate — rate-limit a value so it only updates at most every N milliseconds (available per type).
- Lag / smoothing — ease a jumpy value into a smooth one, so fixtures glide instead of snapping.
- Beat Counter — cycle
1..Nover a bar to drive step patterns musically.
Smoothing is your friend
Raw audio is twitchy. A little lag/smoothing between a source and an output is often the difference between a nervous rig and a smooth, professional-looking one.Next: shape it over time
For movement and modulation that runs on its own clock — LFOs and custom curves — continue to Animators & Curves.