You already have a DMX or ArtNet rig for the stage. Wave2.Club adds the audience lighting layer — synchronized phone screens across the entire crowd — as a fully independent cloud system. No new DMX universe. No console patch. No cabling. No interference with your existing rig.
A client asks: "Can we do something with the audience's phones?" Adding that to your existing console workflow is complex. Wave2.Club is the simple add-on layer.
Some platforms attempt to integrate crowd phone lighting with an existing lighting console — requiring a middleware application, a dedicated network node, ArtNet or sACN patch additions, and cue stack modifications. This means:
Wave2.Club runs as a completely independent cloud system. It has no connection to your DMX/ArtNet network. Audience phones connect to Wave2.Club's servers over the internet — entirely separate from your production network.
Your console runs the stage. Wave2.Club runs the crowd. Two independent systems, zero interference. The audience layer syncs via cloud, not via your production network.
Thousands of audience phones connecting to a venue's WiFi network is a congestion nightmare. Wave2.Club's sync protocol works over 4G/LTE — your production network stays clean.
Run it from a laptop at FOH, a tablet at the side of stage, or delegate it to a separate operator. No hardware or software to install — just a URL.
The Wave2.Club operator triggers color cues manually — press a button to change color or start a sequence. Time it to your existing cue stack by ear or on comms. Simple and reliable.
Unlike wristband systems, there is nothing to distribute or collect. Audience members join via QR code or link — zero logistics overhead for your crew.
Because Wave2.Club is entirely separate from your rig, any issue with the crowd layer doesn't affect your stage lighting. The show goes on regardless.
| Consideration | Wave2.Club | Console-Integrated (e.g. Lumanoid, Lightr) |
|---|---|---|
| Requires console patch changes | No | Yes |
| Requires DMX/ArtNet universe | No | Yes |
| Impacts production network | No — cloud-based | Yes — ArtNet traffic |
| Requires venue WiFi for audience | No — cellular works | Venue dependent |
| Separate from main rig (fail-safe) | Fully independent | Coupled to show file |
| Setup time | Under 5 minutes | Hours (patch, cable, test) |
| Operator skill required | Any browser user | Qualified LD / programmer |
| Hardware to distribute/collect | None | Wristbands or nodes |
| Cost per event | From $99 | Varies — often $5,000+ |
One flat fee per event. Unlimited audience size. No hardware to rent, ship, or return.
Try Wave2.Club free with up to 5 devices — see how the parallel system works before your next production.
Free demo · From $99/event · No console changes · No hardware