Network node
Sync Trigger
Fires one trigger on many Grafit instances at the same moment. Give it a Name; on one instance set Role = Master, on the others (or in the same project) Role = Slave with the same Name — they find each other through a WebSocket Client connected to the Grafit Data Server, or on a local network to a WebSocket Server node in one of the Grafits (its own Sync nodes cable to the server directly). On a rising Fire the master sends “fire at now + Lead” and every instance, the master too, fires by its own synced clock: Trigger is true for Pulse ms, Fire Time is the exact moment (host seconds) for players that start between frames. Armed counts the slaves that confirmed; Late says how far after the moment this frame saw it; Clock shows how well this instance is synced. Auto Lead (on) sets the Lead from the slowest slave's measured network delay, so the trigger comes as soon as it safely can.
Inputs
| Port | Type | Default |
|---|---|---|
| ConnectionA WebSocket Client pointed at the Grafit Data Server (wss://…/stream + token), or on a local network at a Grafit WebSocket Server (pick it in the Client's URL menu) — or that WebSocket Server itself. Master and slaves must reach the same one. | structure | — |
| RoleMaster sends the trigger, Slave receives it. One master per Name; any number of slaves, on other computers or in the same project. | int | 1 |
| NameThe trigger's name, like a shared variable: the same Name on master and slaves. Type it and press Return, or pick one the server already knows from the list button. | string | |
| FireMaster: a rising edge fires the trigger everywhere, Lead ms from now. Cable a button, a key, a Timeline marker. | bool | false |
| CueMaster: a value sent with the trigger (a number or text, e.g. which sequence to start). Slaves output it on Cue. | any | — |
| LeadMaster, Auto Lead off: how far ahead, in ms, the moment is set. Must be longer than the slowest slave's network delay; 400 ms is safe through the internet, 150 ms on a local network. | float | 400 |
| PulseHow long Trigger stays true, in ms (100 by default) — long enough for any frame rate to see it. | float | 100 |
| Late PolicySlave: if the trigger arrives after its moment (the network stalled), Fire Late fires at once and reports Late; Skip drops it when it is more than 50 ms late. | int | 0 |
| OffsetThis instance's trim in ms, added to the moment — e.g. to compensate a projector or sound system that is known to lag. | float | 0 |
| EnableOff leaves the name (as master or slave) and stops firing. | bool | true |
| Auto LeadMaster: the Lead is chosen from the slowest slave's measured network delay (+30 % and 20 ms), as short as is safe; 400 ms until the slaves have reported. The line under it says the Lead now and who is slowest. Off: the Lead you set. | bool | true |
Outputs
| Port | Type |
|---|---|
| Trigger | bool |
| Fire Time | any |
| CueMaster: a value sent with the trigger (a number or text, e.g. which sequence to start). Slaves output it on Cue. | any |
| Count | int |
| Late | float |
| Armed | int |
| Listening | int |
| Slaves | structure |
| Clock | string |
| Error | string |
| Lead Used | float |
Open Sync Trigger in the interactive catalog →
Sync Trigger is one of 381 nodes in Grafit Pro.
Free download. Every feature for 7 days, no card. Then €99.99 once — or keep playing your projects as a Player.