# Enhanced effects engine

**URL:** <https://forum.obsidiancontrol.com/t/enhanced-effects-engine/7281>\
**Category:** Suggestions\
**Created:** [January 6, 2023, 1:59pm UTC](https://forum.obsidiancontrol.com/t/enhanced-effects-engine/7281 "2023-01-06T13:59:58Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![subaru](https://forum.obsidiancontrol.com/letter_avatar_proxy/v4/letter/s/b19c9b/32.png) [@subaru](https://forum.obsidiancontrol.com/u/subaru)\
**Post date:** [January 6, 2023, 1:59pm UTC](https://forum.obsidiancontrol.com/t/enhanced-effects-engine/7281/1 "2023-01-06T13:59:58Z")

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If effects can be created that use a number of presets as steps, as implemented in DYLOS, it will free the user from the task of creating a Chase consisting of a huge number of cues.

With the rise of equipment that can be controlled per pixel, it is essential for both effects engines and DYLOS to support BPM and tap tempo.

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**Author:** ![Mike](https://forum.obsidiancontrol.com/user_avatar/forum.obsidiancontrol.com/mike/32/2968_2.png) [@Mike](https://forum.obsidiancontrol.com/u/Mike)\
**Post date:** [January 9, 2023, 12:39pm UTC](https://forum.obsidiancontrol.com/t/enhanced-effects-engine/7281/2 "2023-01-09T12:39:59Z")

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This is similar concept as KEY frames in Avo consoles.  
Also there is a need to adjust curves, and timing between the key frames.  
It is a very good idea to have that kind of effect engine possibilities.

BPM control and speed groups with speed masters - this I would love too.
