Scenes
The hand-built scene library and how scenes differ from presets.
Custom Scenes
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 Library from the console and pick a scene card; it plays immediately. The Intensity fader sets how hard every scene answers the audio. Tone, God Rays and the color grade are console settings for every scene; a scene’s own row holds only its own controls.
Layering
A scene and a MilkDrop preset take turns on the stage rather than playing on top of each other. To stack looks, such as a base with an overlay, use MIX in Stage, which is part of Studio. 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.