Overview
VRSL includes full integration with AudioLink by llealloo, allowing fixtures to react dynamically to music without DMX input. This system provides an alternative control method ideal for club environments and music venues.AudioLink integration uses the shader implementation for minimal overhead, avoiding CPU-side audio analysis entirely.
Architecture
The AudioLink system operates independently from DMX:Frequency Band Mapping
AudioLink divides audio into four frequency bands:Band Selection
TheVRStageLighting_AudioLink_Static component exposes band selection:
Amplitude Reading
VRSL samples AudioLink’s amplitude data with optional delay:Parameters
Band - Which frequency range to react to (0-3) Delay - Sample history in frames (0-127)- Higher values = more “lagged” reaction
- Useful for creating delayed lighting effects
- Stored in AudioLink’s history buffer
- Amplifies weak signals
- Prevents over-saturation of loud music
Color Chord Integration
ColorChord analyzes audio for dominant notes and generates colors:Theme Color Sampling
AudioLink provides four theme colors that can be set by world creators:Texture Color Sampling
Fixtures can sample colors from a custom texture:Sampling Modes
Traditional Sampling - Uses raw RGB values from texture HSV Conversion - Extracts hue only, sets saturation and value to maximum- Creates pure, vibrant colors
- Consistent brightness regardless of source texture
Component Configuration
TheVRStageLighting_AudioLink_Static component manages all AudioLink properties:
AudioLink Settings
Property Updates
All changes trigger MaterialPropertyBlock updates:AudioLink fixtures can be toggled without DMX, making them ideal for testing or permanent audio-reactive installations.
Intensity Modulation
AudioLink amplitude modulates the final intensity:Laser Integration
TheVRStageLighting_AudioLink_Laser component provides similar functionality for laser effects:
Laser-Specific Properties
Disabling for DMX Mode
When DMX is enabled, AudioLink can be automatically disabled:HSV Color Conversion
For pure hue extraction from textures:Performance Considerations
GPU Efficiency
- AudioLink texture is sampled once per fixture per frame
- Minimal ALU cost (single multiply for amplitude)
- No branching in amplitude calculation
- Compatible with GPU instancing
Recommended Settings
For Bass-heavy Music:- Band: Bass (0)
- Delay: 0-10
- Multiplier: 2.0-5.0
- Band: High Mids (2)
- Delay: 10-30
- Multiplier: 3.0-8.0
- Band: Treble (3)
- Delay: 0
- Multiplier: 8.0-15.0
Example Setup
Configuring an audio-reactive fixture:- Add
VRStageLighting_AudioLink_Staticcomponent - Assign mesh renderers to
objRenderersarray - Configure AudioLink settings:
- Enable AudioLink: ✓
- Band: Low Mids
- Delay: 15
- Band Multiplier: 4.0
- Set color mode:
- Enable Color Chord: ✓ (for automatic colors)
- OR
- Set Light Color Tint manually
- Adjust intensity ranges for desired effect
Related Topics
DMX System
Compare with DMX-based control
Shader Architecture
How shaders process AudioLink data