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 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.

The house rule Audio drives light and color first. A scene can answer a hit with a short punch, and motion on the beat has one home, the Motion window (Pro and Studio): Swell on the hit and a slow Drift are on from the start on every plan, and anything more is yours to choose. When a scene has a camera, it belongs to you or the autopilot.

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.

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