FX with sound controls!

General discussion between Wolfmix owners. Checked occasionally by the Wolfmix support team.
Adrian
Posts: 23
Joined: Sat Aug 13, 2022 10:55 am

FX with sound controls!

Post by Adrian »

Hello, I've asked the question before, but unfortunately I still haven't received a competent answer. Why does the running light behave differently with time control and music control? I expect the running light to go one step further with each music impulse. I don't understand the current logic.
https://youtu.be/f2zR4qu4IyA
Adrian
Posts: 23
Joined: Sat Aug 13, 2022 10:55 am

Re: FX with sound controls!

Post by Adrian »

I think it's great that the new firmware brings new features, but when will old problems be solved?
willm
Posts: 163
Joined: Mon Jul 11, 2022 1:42 pm

Re: FX with sound controls!

Post by willm »

Hello Adrian,

The current logic is as follows:

- BPM sync will resize the effect to fit according to the project tempo, and the beat divisions set.

- Pulse sync will play the effect according to the speed set (0-100%), then will jump forward whenever an audio pulse is detected. Each effect will have a slightly different way of handling this, but generally- it will jump to the start of the effect on each pulse. This is so that it gives the most obvious effect of responding to the music.

In your example you are using the chaser effect, and you want it to jump from 1 beam to the next on each pulse. This would mean that the effect would need to be divided into 8 sections (one for each beam), then the pulse would trigger a jump from one beam to the next. Whilst this would look great, there are a few issues with this however. Firstly- it is possible to have multiple groups running the same effect, so the number of divisions would need to be updated live depending on how many fixtures are currently used (this would be even more complicated with the new feature in FW 2.0 where you can Link the effect by Group). Secondly- at higher speeds, this effect will be negligible and very hard to see in reality (for example, if you have the effect set to 50% speed with Pulse mode enabled- jumping to the next beam on each pulse will not be very clear, since the effect is likely already running faster than that by default).

Hopefully that provides a bit more insight as to why this is the way it is, but if you have any further questions please do let us know!

Kind regards,
Will
Roblof
Posts: 2
Joined: Thu May 08, 2025 7:12 pm

Re: FX with sound controls!

Post by Roblof »

Will, it would be great if an option to the bpm-sync and music sync was added.

Now when the music stops the lights can end up in strange looks.

What would be nice is if you could point it to a preset that runs until the music starts again, where it continues from where it left.
Adrian
Posts: 23
Joined: Sat Aug 13, 2022 10:55 am

Re: FX with sound controls!

Post by Adrian »

willm wrote: Mon May 12, 2025 8:50 am Hello Adrian,

The current logic is as follows:

- BPM sync will resize the effect to fit according to the project tempo, and the beat divisions set.

- Pulse sync will play the effect according to the speed set (0-100%), then will jump forward whenever an audio pulse is detected. Each effect will have a slightly different way of handling this, but generally- it will jump to the start of the effect on each pulse. This is so that it gives the most obvious effect of responding to the music.

In your example you are using the chaser effect, and you want it to jump from 1 beam to the next on each pulse. This would mean that the effect would need to be divided into 8 sections (one for each beam), then the pulse would trigger a jump from one beam to the next. Whilst this would look great, there are a few issues with this however. Firstly- it is possible to have multiple groups running the same effect, so the number of divisions would need to be updated live depending on how many fixtures are currently used (this would be even more complicated with the new feature in FW 2.0 where you can Link the effect by Group). Secondly- at higher speeds, this effect will be negligible and very hard to see in reality (for example, if you have the effect set to 50% speed with Pulse mode enabled- jumping to the next beam on each pulse will not be very clear, since the effect is likely already running faster than that by default).

Hopefully that provides a bit more insight as to why this is the way it is, but if you have any further questions please do let us know!

Kind regards,
Will
Hello Will,
What is the difference whether the next step is triggered by an internal clock or the acoustic signal (bass beat)?
willm
Posts: 163
Joined: Mon Jul 11, 2022 1:42 pm

Re: FX with sound controls!

Post by willm »

So by default, the effect will run at a certain speed set from 0-100%. In this mode, there are no steps or divisions- it is just a looped effect stretched to a speed value.

In Pulse mode, steps/divisions are introduced as a second layer over the top of the default speed parameter. Again, usually the steps/divisions will simply be placed at the start of the effect to make the pulse more noticeable.

Steps/divisions are not divided into the number of fixtures running in the effect, as this creates a lot of complications- and would produce some weird results.

Furthermore, it will reduce the effectiveness of the effect. For example, if you have 100 beams in the chaser and the speed set to 50%- jumping by only 1 beam on each pulse will more likely look like lag/hanging than a sound-to-light effect.
Adrian
Posts: 23
Joined: Sat Aug 13, 2022 10:55 am

Re: FX with sound controls!

Post by Adrian »

willm wrote: Tue May 13, 2025 12:03 pm So by default, the effect will run at a certain speed set from 0-100%. In this mode, there are no steps or divisions- it is just a looped effect stretched to a speed value.

In Pulse mode, steps/divisions are introduced as a second layer over the top of the default speed parameter. Again, usually the steps/divisions will simply be placed at the start of the effect to make the pulse more noticeable.

Steps/divisions are not divided into the number of fixtures running in the effect, as this creates a lot of complications- and would produce some weird results.

Furthermore, it will reduce the effectiveness of the effect. For example, if you have 100 beams in the chaser and the speed set to 50%- jumping by only 1 beam on each pulse will more likely look like lag/hanging than a sound-to-light effect.
I don't understand this logic. An effect should produce the same pattern, regardless of speed, BPM, or audio control. Can you please describe an FX where microphone control produces usable visual effects?
willm
Posts: 163
Joined: Mon Jul 11, 2022 1:42 pm

Re: FX with sound controls!

Post by willm »

So the effect itself does reproduce the same pattern regardless of speed (be that a % based effect, or BPM based), however the Pulse mode is unique because it causes the effect to skip ahead on each detected audio pulse. For example, if you use the 'Light Fever' Colour FX in Pulse mode, with a Speed of 1%- the effect will be running the same pattern as expected, however each Pulse will jump the effect forward (in this case- creating a colour change on each pulse).

If I set the speed of this effect to 100%- the colours are already changing so fast that a change triggered by the Pulse would no longer be detectable to an observer (if that makes sense?).
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