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Stage Lights
A lighting rig rather than a readout: beams, haze, pools and chases cued by the beat.

Launch modes






Controls
| Control | Group | Type | Default | Animation | Audio |
|---|---|---|---|---|---|
| Primary colorPrimary color used by the engine palette | Style | color | #fcd34d | Yes | No |
| Secondary colorSecondary color used by the engine palette | Style | color | #e879f9 | Yes | No |
| BackgroundBackground used by the engine palette | Style | color | #040308 | Yes | No |
| OpacityVisualizer opacity | Transform | range | 1 | Yes | No |
| Frame marginBreathing room kept clear at the frame edges. Audio-driven geometry is soft-limited to fit inside it; geometry scale deliberately is not | Transform | range | 0.035 | Yes | No |
| SensitivityBounded overall audio response | Audio | range | 1 | Yes | No |
| Spectrum rangeFraction of the frequency range the visual spans. The top of the FFT is near-silent air on most material, so at 1 the right-hand edge of every spectrum visual barely moves | Audio | range | 0.86 | Yes | No |
| Primary audio sourcePrimary audio source | Audio | select | bass | No | No |
| Audio contributionMaximum contribution from the primary audio route | Audio | range | 0.55 | Yes | No |
| Audio dynamicsHow much of the band's movement reaches the visual. 1 = full dynamics; 0 holds it at a steady level for a calmer, more constant look | Audio | range | 1 | Yes | No |
| Audio attackEnvelope attack in milliseconds | Audio | range | 45 | Yes | No |
| Audio releaseEnvelope release in milliseconds | Audio | range | 240 | Yes | No |
| Geometry scaleGeometry scale | Geometry | range | 1 | Yes | Yes |
| ThicknessThickness | Geometry | range | 2 | Yes | Yes |
| SpeedTime-based motion; default major cycle is 6–12 seconds | Motion | range | 0.1 | Yes | Yes |
| RotationSlow global rotation for radial/tunnel/bloom structures | Motion | range | 0 | Yes | Yes |
| Color modeDuo palette, primary→secondary gradient, or full rainbow sweep | Style | select | duo | No | No |
| GlowGlow | Effects | range | 0.55 | Yes | Yes |
| Global glowShared emissive strength across the frame | Effects | range | 0.35 | Yes | Yes |
| Pulse intensityBeat pulse scale for spawn, size, and shake | Effects | range | 1 | Yes | Yes |
| Beat responseHow hard every engine hits on each detected beat | Audio | range | 1.2 | Yes | Yes |
| Beat smoothingHow long each beat hit rings out before it settles | Audio | range | 0.35 | Yes | Yes |
| Beat attackSeconds for a hit to swell to full. 0 snaps instantly | Audio | range | 0 | Yes | Yes |
| Beat releaseSeconds for a hit to fade, overriding Beat smoothing. 0 follows it | Audio | range | 0 | Yes | Yes |
| Beat shakeFrame kick strength on each beat | Effects | range | 0.6 | Yes | Yes |
| Motion echoMotion echo | Effects | range | 0 | Yes | Yes |
| BlurBlur | Effects | range | 0 | Yes | Yes |
| Chromatic aberrationChromatic aberration | Effects | range | 0 | Yes | Yes |
| Beat sync allRoute beat energy into spawn, shake, pulse, speed, and scale | Audio | boolean | true | No | No |
| FixturesLamps on the rig | Rig | range | 12 | Yes | No |
| Beam spreadCone angle of each beam | Rig | range | 0.035 | Yes | Yes |
| Rig arcHow wide the fan throws across the stage | Rig | range | 0.62 | Yes | Yes |
| HazeAtmospheric haze — what makes a beam visible in the air | Rig | range | 0.35 | Yes | Yes |
| Fixture decaySeconds a struck lamp takes to fall back | Rig | range | 0.34 | Yes | No |
| Chase groupsBeats it takes the chase to work around the rig | Rig | range | 4 | Yes | No |