> For the complete documentation index, see [llms.txt](https://docs.verge.aero/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.verge.aero/drone-show-software/verge-design-studio/light-animation/pulse.md).

# Pulse

A smooth, repeating rise and fall in light intensity over time.

| Parameter | Type    | Description                                                                                                                                                                                                                                                                                                                                                                                            |
| --------- | ------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| Unit Type |         | <p>Hz - the strobe or modulation rate in cycles per second. Higher Hz values produce faster, more intense flickering, while lower values create slower, more deliberate pulses.<br><br>BPM - the strobe or modulation rate in musical beats per minute. This allows lighting effects to synchronize naturally with music or rhythmic cues, aligning pulses to the tempo of a track or performance.</p> |
| Unit      | Decimal | amount applied to the unit type                                                                                                                                                                                                                                                                                                                                                                        |

<figure><img src="https://1654204364-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FakGR2bVCZLTNoe2hkqeR%2Fuploads%2FKqhO48sn8Nzy5R8UFW9D%2Fimage.png?alt=media&amp;token=0639e2fa-0555-4cea-9ff3-07d2efd60e37" alt="" width="353"><figcaption><p>Inspector for pulse lighting event</p></figcaption></figure>

<figure><img src="https://1654204364-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FakGR2bVCZLTNoe2hkqeR%2Fuploads%2FgU0uPFOjZOgWey4Rf0u4%2Fpulse.gif?alt=media&amp;token=a2e6c02c-50eb-407d-8246-e65c04adcdc9" alt="" width="375"><figcaption><p>Pulse lighting event</p></figcaption></figure>

A pulse lighting event is modeled as a sine wave because a sine function produces a smooth, continuous rise and fall over time, which matches how a pulse is intended to behave visually.

In this context, light intensity is mapped to the value of a sine wave as time progresses:

* The crest of the sine wave represents peak intensity.
* The trough represents minimum intensity.
* The zero crossings define the midpoint or base intensity.

As time advances, the sine wave oscillates, causing the light to gradually brighten, reach a maximum, then smoothly dim and repeat. This avoids abrupt transitions and hard edges, producing an organic, rhythmic motion often described as a “breathing” effect.

Because sine waves are mathematically smooth and periodic, they are ideal for pulse lighting events that need consistent timing, predictable behavior, and visually pleasing transitions without flicker.

<figure><img src="https://1654204364-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FakGR2bVCZLTNoe2hkqeR%2Fuploads%2FYj6HcGbvmMap6cADClw3%2Fsin.gif?alt=media&amp;token=b475cfcb-3f06-417e-a7ec-eee526ac15a4" alt="" width="375"><figcaption><p>Sin wave</p></figcaption></figure>
