User guide/Scenes

Scenes

The hand-built scene library and how scenes differ from presets.

Audio-Reactive,
Built In-House

Scenes are direct audio-reactive engines written for IKANDY, driven by real-time frequency analysis. Where a MilkDrop preset interprets a recipe of math, a scene is code that listens: the music literally makes the picture.

A library across four runtimes

The scene library has grown far past its first handful, and it spans four runtimes: GLSL fragment scenes, Canvas2D scenes, Three.js scenes, and WebGPU compute scenes when your GPU supports them. The range runs from classic spectrum work (flames, bars, sweeping rays) to deep-space flythroughs, gravitational lenses, particle trails, and heavy compute pieces. Flight scenes even take a game controller: plug one in and fly.

Turning scenes on

Open the Scenes popover from the console and pick a card; it plays immediately. Every scene has an Intensity control for how hard it answers the audio, and scenes that need more expose their own row of controls right there: tone knobs, a god-rays switch, a color-grade slot.

The house rule Audio drives light and color, never the camera. Nothing on screen shakes to the beat; when a scene has a camera, it belongs to you or the autopilot. It is why IKANDY stays watchable for hours.

Layering

Scenes sit over the MilkDrop stage and over FX images. Drop the MilkDrop opacity in its settings popover to let a scene take center stage, or keep it high and blend the two. Scenes and FX shaders run at the same time.

Make your own

Scenes you compose, import, or generate with AI land in MY SCENES, ready to replay, rename, or put in a rundown.

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