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Wave Nodes

Oscillators for rhythmic effects, including sine, triangle, sawtooth, square, pulse, and noise waves.

This category contains 9 nodes.

Nodes

Chirp Wave

A wave that speeds up or slows down over time, for rising tension or falling energy.

Inputs: Value (usually time), the start and end frequencies (slow to fast or the reverse), amplitude, and period (the sweep duration).

NameTypeRangeDefault
ValueNumberany0
Start FreqNumberany1
End FreqNumberany10
AmplitudeNumberany1
PeriodNumberany1

Outputs: The wave, with its speed changing.

NameTypeRange
NumberNumber±1

Elastic Wave

Creates a bouncing oscillation that fades out, like a spring or rubber band that settles after a stretch.

Inputs: Value (usually time), amplitude, frequency (bounce speed), decay (fade rate), and phase.

NameTypeRangeDefault
ValueNumberany0
AmplitudeNumberany1
FrequencyNumberany3
DecayNumberany1
PhaseNumberany0

Outputs: An oscillation that settles to zero.

NameTypeRange
ResultNumber±1

Noise Wave

Creates smooth random variation for flickering effects like fire or candlelight.

Inputs: Value (usually time), frequency (variation speed), amplitude, and seed (each seed gives a different pattern).

NameTypeRangeDefault
ValueNumberany0
FrequencyNumberany1
AmplitudeNumberany1
SeedNumberany0

Outputs: Random values that vary smoothly.

NameTypeRange
NumberNumber±1

Oscillate

Creates a sine wave driven by phase in turns. Phase 0 to 1 is one full cycle, so Beat Progress or Cumulative Progress can drive it directly with no tau multiply. Amplitude and offset are built in, so this one node replaces the usual sine-times-amplitude-plus-offset chain. The Sine and Cosine nodes take radians.

Inputs: Phase in turns, where 0-1 is one cycle and values outside that keep cycling. Frequency multiplies the phase, so a value of 2 gives two waves per cycle. Amplitude scales the wave, and Offset shifts its center.

NameTypeRangeDefault
PhaseNumberturns0
FrequencyNumberany1
AmplitudeNumberany1
OffsetNumberany0

Outputs: Offset plus Amplitude times the sine of the phase. With the defaults, the output runs between -1 and 1 and starts at 0.

NameTypeRange
NumberNumberoffset ± amplitude

Polygon Trace

Traces the perimeter of a regular N-sided polygon. Use it for fixture movement that follows a triangle, pentagon, hexagon, or other polygon.

Inputs: Value (usually time), frequency (cycles per unit), sides (3 or more, rounded down), and phase offset.

NameTypeRangeDefault
ValueNumberany0
FrequencyNumberany1
SidesNumberany5
PhaseNumberany0

Outputs: The X and Y coordinates of the polygon trace, both in -1 to 1.

NameTypeRange
XNumber±1
YNumber±1

Pulse Wave

Creates brief spikes at regular intervals. Use it for flash effects, beats, or rhythmic accents.

Inputs: Value (usually time), frequency (pulse rate), amplitude, phase, width (pulse length), and falloff (edge softness).

NameTypeRangeDefault
ValueNumberany0
FrequencyNumberany1
AmplitudeNumberany1
PhaseNumberany0
WidthNumberany0.1
FalloffNumberany0.05

Outputs: Short pulses whose shape you control.

NameTypeRange
NumberNumber±1

Sawtooth Wave

Ramps up linearly and then resets. Use it for scanning effects that sweep across fixtures and restart.

Inputs: Value (usually time), frequency (speed), amplitude (intensity), and phase (offset).

NameTypeRangeDefault
ValueNumberany0
FrequencyNumberany1
AmplitudeNumberany1
PhaseNumberany0

Outputs: A linear ramp from 0 to amplitude that snaps back to 0.

NameTypeRange
NumberNumber0-1

Square Wave

Alternates between on and off, for blinking, strobing, or sharp on/off patterns.

Inputs: Value (usually time), frequency (blink rate), amplitude, phase, and duty cycle (how long the wave stays on compared with off).

NameTypeRangeDefault
ValueNumberany0
FrequencyNumberany1
AmplitudeNumberany1
PhaseNumberany0
Duty CycleNumberany0.5

Outputs: A value that switches between 0 and amplitude according to the duty cycle.

NameTypeRange
NumberNumber0-1

Triangle Wave

Ramps up and then down linearly, for ping-pong motion that does not snap back like Sawtooth Wave.

Inputs: Value (usually time), frequency (speed), amplitude (intensity), and phase (offset).

NameTypeRangeDefault
ValueNumberany0
FrequencyNumberany1
AmplitudeNumberany1
PhaseNumberany0

Outputs: A linear ramp from 0 to amplitude that reverses at the peaks.

NameTypeRange
NumberNumber0-1