The properties of Playback Effects can be manipulated using CueScript. This allows a show’s automation to dynamically change the type, rate, direction, and other effect properties to be changed based on input from the user, or other logic and triggers.


Selecting a Playback and Effect Slot

First, target a Playback Fader and a specific Effect slot using the Playback and Effect commands. For example:

Playback 3
Effect 1


Changing Effect Properties

Once an Effect in a Playback Fader is selected, use the Set command or the assignment operator to change effect parameter values. The following examples show multiple ways to do this:

// Set the effect type to 1 (Hue Rotate) using Set command
Set effect.type 1
 
// Set the effect type to 1 (Hue Rotate) using assignment
"effect.type" = 1


Effect Property Listing

The following properties are defined to allow CueScript to manipulate effects.

Property Description
angle The current angle of the effect cycle in degrees, from 0.0 to 359.999. As an effect is animating it’s angle rotates continuously from 0 degrees around to 360 degrees during each cycle. When the effect reaches 360 degrees, it wraps back around to 0 degrees. Some effects use this angle as an offset from the starting point, other effects use this as a virtual clock to trigger an event, such as a spark or twinkle. When an if running in reverse, it’s angle decreases to 0 and wraps around to 360.
attack The amount of time it takes for an aspect of the effect to reach it’s maximum intensity. May be any duration from 0.0 to 300.0 seconds. Only applicable to certain effects such as Sparkle or Twinkle.
bpm The rate of the effect in beats per minute (BPM). May be a decimal number from 0.0 to 2399.999. Changing the BPM of an effect also changes its rate and period properties.
decay The amount of time it takes for an aspect of the effect to reach it’s minimum intensity. May be any duration from 0.0 to 300.0 seconds. Only applicable to certain effects such as Sparkle or Twinkle.
group An optional group number that should be used to filter which channels the effect is operating on. May be any group number from 1 through 99999. Use 0 to indicate that the effect should not be filtered by any group.
intensity The relative intensity of the effect. A decimal number from 0.0 through 1.0 is used to indicate minimum (off) intensity to full (on) intensity.
period The rate of the effect in seconds. May be a decimal number from 0.0 to 3600.000. Changing the Period of an effect also changes its bpm and rate properties.
rate The rate of the effect in cycles per second (Hz). May be a decimal number from 0.0 to 39.999. Changing the Rate of an effect also changes its bpm and period properties.
reverse Determines the direction of an effect’s cycle. May be 0 for forward direction, or 1 for reverse direction.
type The effect type. Choose from one of the following:
0 = None
1 = Hue Rotate
2 = Sparkle
3 = Twinkle

Examples

The following example places a Sparkle effect on Playback 1.

/* Start a Sparkle Effect in Playback 1 */
Playback 1; Effect 1
"effect.type" = 2 // Sparkle
"effect.bpm" = 120 // 120 beats per minute
"effect.attack" = 0.25 // 1/4 second rise time
"effect.decay" = 2 // 2 second fall time
"effect.group" = 101 // Only apply to channels in group 101

The following example takes an existing effect in Playback 1 and dynamically changes its rate and direction.

/* Speed Up Sparkle and Increase Sparkyness over 3 seconds*/
Playback 1; Effect 1
"effect.bpm" = 150
"effect.attack" = 0.15
"effect.decay" = 2.5
Wait 1.5
"effect.bpm" = 180
"effect.attack" = 0.10
"effect.decay" = 3
Wait 1.5
"effect.bpm" = 240
"effect.attack" = 0
"effect.decay" = 4