Audion Lights Manual
This guide explains how the app is used in practice: patch the rig, select fixtures, build looks in Programmer, record cues and scenes, arrange playback, use Execute blocks, and send DMX over Art-Net or sACN.
The mental model
What each part of the app is for.
Audion Lights is built around a clear separation: patched fixtures describe the rig, Programmer holds the current edits, cues and scenes store show data, Playback runs the show, and Execute gives instant access to important actions.
Fixture
A patched light or device. Its profile tells the app which DMX channels are dimmer, color, pan, tilt, zoom, strobe and so on.
Programmer
The temporary editing layer. When you move a fader, choose a color, position a moving head or edit DMX channels, that data lives in Programmer until recorded or cleared.
Cue
A recorded show step with fixture data, timing and playback behavior. Cues are used in the cue stack and playback faders.
Scene
A static look for Execute. Use scenes for fixed looks you want to fire directly without cue-stack timing.
Playback
The bottom cue stack and faders. The same cue can appear more than once, and each playback slot can have its own level and fader role.
Execute
A touch surface for cues, scenes, effects and macros. Use it for show buttons that must be found instantly.
Groups
Reusable fixture selections, colors and positions. Groups make programming faster and reduce selection mistakes.
Effects
Movement, color, cell-mask and beam behavior that can be prepared, saved and recorded into cues or fired from Execute.
First show
From empty tablet to first cue.
Patch fixtures
Open Settings, choose Fixture List or Patch, pick fixture profiles, set universe and start address, then confirm that every fixture is active.
Choose output
In Settings, enable either Art-Net or sACN. Use Scan for Art-Net nodes when available, or set the target IP manually.
Select fixtures
Go to PGM. Use Grid, List, Plot or Visualizer to select the fixtures you want to edit. The right panel now controls that selection.
Build a look
Use Colors, Cell Mask, Move, Beam, FX or raw DMX. Live sends changes immediately; Blind lets you prepare without changing output.
Record it
Use Rec Cue for a timed cue, Save Scene for a static Execute look, or Update Cue when you are correcting an existing cue.
Run it
Drop cues into Playback, use GO and faders, and put important looks on Execute blocks for instant access.
Programmer
The most important working area.
Programmer is where you make changes before they become show content. It can hold intensity, color, position, beam, DMX channel overrides and effects. Clear removes this temporary data; it does not delete saved cues, scenes or show files.
Selected / All
Selected records only the currently selected fixtures. All records every patched fixture that currently has active Programmer data.
Replace / Merge
Replace overwrites matching stored values for the chosen fixtures and attribute groups. Merge adds Programmer data without clearing unrelated recorded data.
DMX
Open raw DMX channels when a profile needs checking or a channel must be controlled directly. These edits also become Programmer data and are cleared by Clear.
Clear
Use Clear when the Programmer should be empty. Output returns to the active Playback or Execute state instead of keeping temporary edits alive.
Color, movement and FX
Build the actual look.
Colors
- Select fixtures, then use the color wheel or RGBW, CMY and HSI controls.
- White is its own channel when the fixture has it; use it intentionally instead of mixing it into every color.
- Select multiple saved colors to create a Color Group, then save it for reuse.
Cell Mask
- Choose which cells or fixture positions participate: all, single, pairs, every other, half and similar patterns.
- Choose direction: top to bottom, bottom to top, center out, sides in, random and other orders.
- Choose transition and order behavior separately from the actual color.
Move
- Use pan/tilt to aim moving heads, then save static positions as Position Groups.
- Use movement effects for circles, waves and sweeps. Save useful movement settings as Movement effects.
- Tap tempo and speed multipliers let movement follow the song.
FX
- FX combines quick show presets, movements, transitions and DMX channel access.
- Keep movement, color, mask and transition logic separate so each part only affects its own job.
- Record good effects into cues or assign them to Execute blocks.
Recording and playback
Turn edits into a show.
Rec Cue
Records the active Programmer/output look as a new cue. Use it when the look should live in the cue stack with timing, fades and playback behavior.
Save Scene
Saves a static look. Scenes are best for Execute buttons and fixed lighting states that do not need cue-stack timing.
Update Cue
Updates the selected cue with current Programmer values after confirmation. Use it for corrections, not for creating a new cue.
Playback Faders
Drag cues and songs into Playback. Each slot has its own level and fader role, so one cue can be reused in different ways.
Live operation
Run the show without hunting through menus.
Execute
Create blocks for cues, scenes, effects and macros. Toggle and latch modes define how a block stays active. Latch groups let only one block in that group run at a time.
Macros
Use macros for automated actions: start or stop cues/scenes, react to cue start/end, run from Execute, or apply conditions such as intensity thresholds.
Safety
Black cuts light output without changing movement positions. Panic sends the configured emergency look with a transition. Blinder controls only light output, not movement.
Guide mode
Enable Guide mode in Settings when learning the app. Tapping controls shows what they do instead of running them.