Integration
Resolume, Locked to the Music
CueSync sends OSC commands to Resolume Arena/Avenue in real time — trigger clips, control effects, and crossfade layers, all perfectly synced to the beat.
OSCSMPTE Timecode
What CueSync Enables
OSC Clip Control
Trigger Resolume clips and compositions from audio events — beat drops, energy shifts, or phrase changes.
Layer Automation
Map audio energy to layer opacity, blend modes, and crossfaders for dynamic visual mixing.
Effect Parameter Mapping
Drive Resolume effect parameters (blur, color shift, distortion) from energy levels or phrase transitions.
SMPTE Timecode Sync
Generate LTC/MTC timecode from CueSync and feed it to Resolume for frame-accurate timeline playback.
Beat-Reactive Visuals
No pre-analyzed tracks needed — CueSync analyzes audio in real time for instant visual reactivity.
Beat Events Under 5 ms
Beat event to OSC output in under 5 ms — visuals respond faster than human perception.
Quick Setup
- 1Enable OSC input in Resolume — Preferences → OSC, note the listening port (default 7000).
- 2Configure CueSync's OSC output target to Resolume's IP address and port. On a single-machine setup, that's 127.0.0.1.
- 3Map audio triggers to Resolume OSC addresses in CueSync's routing editor — clip launches, layer opacity, effect parameters, and crossfader position are all addressable.
- 4For timeline-driven Resolume compositions, enable CueSync's SMPTE LTC output and feed it into Resolume's timecode input.
Compatible Hardware
Resolume Arena 7+Resolume Avenue 7+Resolume Wire
Engineering facts
Specifics that hold up in production
The load-bearing claims behind CueSync's Resolume integration. Numbers, named subsystems, test references — the things you can verify before the show.
Beat events processed in under 5 ms
CueSync processes beat events from Pioneer PRO DJ LINK in under 5 milliseconds on the cue-evaluation path. End-to-end beat-to-fixture latency depends on the operator's protocol chain and venue network; the CueSync portion of that chain is engineered to a strict sub-5-millisecond budget and continuously regression-tested. The OSC send budget is under 2 milliseconds.
13 output protocols, one application
CueSync ships 13 output protocols from a single desktop application: GrandMA2 (Telnet and OSC), GrandMA3 (TCP OSC and UDP OSC), Avolites Titan, ETC Eos, ChamSys MagicQ, Resolume, disguise (d3), TouchDesigner, Unreal Engine 5, QLab (TCP and UDP), MIDI Show Control, Pangolin Beyond, and Custom OSC. Every CueSync edition includes every protocol.
Seventeen trigger types feed every output
CueSync evaluates seventeen trigger types in total: Manual (operator GO), Hotkey (Run Mode key press), Beat (specific beat within bar with bar-interval repeats), Phrase (rekordbox PSSI section index with beat offset), PhraseChange (transition with optional pre-roll such as three beats before drop), BpmRange (hysteresis-based with look-ahead across all cues), HotCueHit (CDJ hot-cue button press, per player), TrackPosition (absolute track beat, placed and retimed in Track Prep), Timecode (SMPTE position with frame-accurate tolerance and configurable reverse policy), MIDI (note, control change, program change, with optional value match), OscInput (incoming OSC address match with single-star and double-star wildcards), EnergyLevel (track energy threshold with hysteresis), EnergyTransition (energy slope change), LoudnessTransition (absolute LUFS band, consistent across tracks), Fill (rekordbox fill-section detection), Key (Camelot wheel match for harmonic mixing), and SceneChain (Theatre scripted sequencing). Trigger availability varies by edition — SceneChain and Timecode are Theatre/Production features.
Click-free audio engine with LUFS metering
CueSync's audio engine decodes AAC, ALAC, Opus, FLAC, MP3, OGG Vorbis, and WMA via an FFmpeg AudioFileReader SPI registered as the primary codec provider. It falls back to legacy MP3SPI, JFLAC, and VorbisSPI on platforms where the FFmpeg natives fail to load. Drift correction over 500 milliseconds is handled by a click-free fade-seek-fade hard re-sync: the clip stays loaded and only a fifteen-millisecond fade window is audible, eliminating the audible reload-thunk of naive Clip-API implementations. Loudness uses ITU-R BS.1770-4 K-weighted LUFS metering.
Resolume Questions
They're complementary. Resolume's built-in PRO DJ LINK sync handles tempo and beat-grid alignment for video clips. CueSync handles the higher-level cue logic: when a phrase changes, fire a different composition; when energy crosses a threshold, swap the look. Run both — Resolume locks the visuals to the beat, CueSync decides which visuals to play.
No — CueSync is a control layer, not a video engine. It tells Resolume what to play and when, and Resolume handles the actual video. NDI is supported as a routing protocol indirectly: CueSync triggers Resolume, Resolume emits NDI.
Beat events on the cue-evaluation path are processed in under 5 ms. Resolume's clip-trigger handler adds 1-2 frames depending on render settings. End-to-end you're at the threshold of human perception — well within tolerance for a live visual show.
Different question? Ask us directly.
How CueSync Compares
Other tools that connect here: Manual OSC mappings, SMPTE feeds from external timecode boxes, and custom scripts. CueSync sends frame-accurate OSC + timecode to Resolume while simultaneously driving your lighting console — one engine, both worlds.
See also
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