Chapter 1

The Basics — Cycling Through Scenes

SceneCycler manages up to 8 scene presets per node. Connect a push button to the Cycle Trigger input — each press advances to the next scene and wraps back to Scene 1 after the last. The node outputs the scene value and LED bitmask for the active scene.

Try it now: press the Scenes button in the simulator to cycle through 4 lighting presets. Press On/Off to turn off (sends the Off Scene Value).

Parameters & details
ParameterRangeDefaultDescription
Number of Scenes1–84How many scene slots the node manages
Off Scene Value0–2555Value sent when the node is off. Must differ from all scene values.
Scene Value 1–N0–2551, 2, 3…KNX scene number per slot
LED Value 1–N0–2550LED bitmask per slot
  • The Cycle Trigger only responds to rising edges (false→true). Falling edges are ignored.
  • From the off state, the first press activates Scene 1.
  • Cycling never goes to the off state — use On/Off or a Direct Scene falling edge to turn off.
What it replaces A typical GPA room with 4 scenes requires ~60 logic nodes: a Counter Plus for cycling, comparators and value generators for LED mapping, SR NOR latches for per-scene status, edge detectors and OR gates for auto-off, filters for on/off derivation, and inverters for night mode gating. SceneCycler replaces all of this with a single configurable node.
Chapter 2

On/Off Gate

The Enable On/Off Gate parameter controls whether the On/Off input has any effect. When enabled, On/Off can block cycling and turn the room off. When disabled, On/Off is completely ignored — the Cycle Trigger always works.

Gate enabled (default) — rooms with on/off control

Use this for rooms where the button controls both scene cycling and on/off. Typically, both Cycle Trigger and On/Off are wired to the same push button data point.

  • On/Off = true (gate open): Cycle Trigger works normally, advancing through scenes.
  • On/Off falling edge (true→false): Room immediately turns off (sends Off Scene Value).
  • On/Off = false (gate closed): Cycle Trigger is blocked — button presses do nothing.
On/Off defaults to true The On/Off input defaults to true (gate open), so cycling works immediately even if nothing is wired to On/Off.
Gate-blocked fallthrough When the Cycle Trigger fires but is blocked by the gate (On/Off = false), the node does not stop processing. It falls through to check lower priorities, so an On/Off falling edge at Priority 5 can still fire in the same cycle.
Gate disabled — always-cycling (e.g. climate control)

Use this when there is no on/off concept — the user just cycles through modes. The On/Off input is completely ignored, and the Cycle Trigger always advances.

Example: Climate mode selector 4 scenes: Cold (1), Comfort (2), Hot (3), Off (4). Off Scene Value set to a dummy value (e.g. 6) that is never reached. The button cycles: Cold → Comfort → Hot → Off → Cold → … with no separate on/off button needed. "Off" is just another scene in the rotation.
Chapter 3

Browse & Confirm

When enabled, the Cycle Trigger becomes a browse control while the room is off — LEDs preview scenes but lights stay off. Press On/Off to confirm and activate the previewed scene. While the room is on, cycling switches scenes immediately (live switching).

The node also remembers the selected scene across on/off cycles — turn off, come back later, press On, and you're right back to your scene.

Walkthrough: Browse Before You Commit
1Press Scenes — LED previews Scene 1, lights stay off
2Press Scenes twice more — LED shows Scene 3 preview
3Press On — Scene 3 activates, lights turn on
4Press Off — lights off, scene remembered
5Press On — Scene 3 restored from memory
Interaction details
  • Browsing while off: Cycle advances the selected scene (internal preview). LED Status updates. Scene Output is not written.
  • Confirming: On/Off rising edge activates the previewed scene (or restores the remembered scene if no preview).
  • Live switching while on: Cycle switches scenes immediately, with Activation Delay applied if configured.
  • Scene memory: When turned off, the selected scene is preserved. On/Off rising edge restores it.
When to use this Ideal for rooms where the button is far from the lights (e.g., office entrance controlling ceiling fixtures across the room). Without Browse & Confirm, every button press immediately changes the lights — the user sees them flicker through scenes. With it, only the LED changes during browsing, and the lights switch once on confirmation.
Chapter 4

Activation Delay

Wait 0–30 seconds before a cycled scene takes effect. During the countdown, the LED blinks to indicate a pending change. Rapid cycling resets the timer — only the final selection fires. Turn-off is always immediate.

This protects equipment like HVAC compressors from rapid switching. Use the delay slider in the simulator to see it in action.

Blink modes & interactions
ParameterDefaultDescription
Activation Delay0Seconds to wait (0 = immediate)
LED Blink Value 1–N0When non-zero, the node sends this value once to LED Status and the Tastsensor flashes natively (hardware blink). 0 = manual blink (toggled by the node every 500ms).
  • Scene Output is not updated until the delay expires.
  • If the user cycles again before the delay expires, the timer resets.
  • Turn-off actions (On/Off falling edge, Direct Scene falling edge) are always immediate and cancel any pending delay.
  • Direct Scene rising edges are always immediate and cancel any pending delay.
Interaction with Browse & Confirm Browsing while off: no delay (preview only). Confirmation via On/Off: always immediate. Live switching while on: delay applies.
Gira Tastsensor LED values Gira Tastsensors use different telegram values for solid vs. flashing LEDs. For example, if your LED Value is 13 (solid orange), set LED Blink Value to 14 (flashing orange). The Tastsensor handles the flashing natively — smoother visual feedback and only 1 bus telegram instead of ~6 per delay period. Consult your Tastsensor’s documentation for the exact solid/flashing value pairs.
Chapter 5

Direct Scene Inputs

Each scene has a dedicated trigger input. A rising edge immediately activates that scene — no cycling needed. A falling edge triggers auto-off (turns the node off). Direct Scenes are the bridge between smart home platforms and SceneCycler — they let users activate specific scenes by name from any app or voice assistant. (Scenes with Scene Overlay enabled behave differently — see Chapter 7.)

Use the Direct 1–4 toggle buttons in the simulator. Click once to activate (rising edge), click again to deactivate (falling edge = auto-off).

Auto-off & tracking details
  • Direct Scene takes priority over Cycle Trigger — it overrides whatever the cycle position was.
  • The node tracks which Direct Scenes were actually activated. A falling edge on a Direct Scene that was never activated is ignored (prevents false triggers on startup).
  • After a Direct Scene activates, the next Cycle Trigger press continues from the activated scene's position.
Smart home integration (Apple Home, Google Home, Home Assistant)

Direct Scene inputs are on/off switches — perfect for exposing individual scenes to smart home platforms via 1Home, HomeServer, or other KNX bridges. Each scene becomes a named switch in Apple Home, Google Home, or Home Assistant.

Example: office with 4 scenes Direct Scenes 1–4 are exposed as switches: “Welcome”, “Cozy”, “Clean”, “Work”. The user says “Hey Siri, set office to Work” → Direct Scene 4 = true → Work activates. The wall button and app work together: activating from the app shows the correct LED on the Tastsensor, and cycling on the wall button updates the switch states in the app.
Scene Active feedback Wire each Scene Active output back to the corresponding switch’s status data point. When the user cycles to a different scene on the wall button, Scene Active goes false → the app shows the old switch as off. This keeps the wall button and smart home app perfectly in sync.
Turning off from the app When the user turns off a scene switch in the app (Direct Scene = false), the node auto-offs — lights turn off. This is the expected behavior: the user explicitly turned off that scene.
Timer use case

Direct Scenes also work with timers and automation. Connect a timer trigger to a Direct Scene input — when the timer fires, the scene activates. When it expires, auto-off turns the room off.

Timer feedback: stopping stale timers Wire each Scene Active output back to its corresponding timer’s status data point. When the user cycles away from a timer-activated scene, Scene Active goes false, which stops the timer. Without this, the timer could auto-off the room later even though the user already switched to a different scene.
Global timers: do NOT wire Scene Active back If a timer is shared across multiple rooms (e.g., a global Night timer), do not wire Scene Active to its status. One room turning off would stop the global timer, killing the overlay for all other rooms. Let global timers run independently.
Chapter 6

Direct-Only Scenes

Set Number of Cycling Scenes to limit which scenes the Cycle button reaches. Scenes beyond that number are "direct-only" — accessible only via their Direct Scene input (timers, automation). The button never cycles into them.

In the simulator, Scene 5 (Night) is direct-only. The Cycle button only reaches scenes 1–4. Toggle Direct 5 to activate Night mode.

Parameters & edge cases
ParameterDefaultDescription
Number of Cycling Scenes0 (= all)How many of the first N scenes participate in button cycling
  • 0 (default) = all scenes cycle. Fully backward compatible.
  • Direct-only scenes still have LED values, Scene Active outputs, and auto-off behavior.
  • If the current scene is direct-only and the user presses the cycle button, cycling restarts from Scene 1.
Real-world example: office with night mode 5 scenes: Welcome (1), Cozy (2), Clean (3), Work (4), Night (5). Set Number of Cycling Scenes = 4. The button cycles Welcome → Cozy → Clean → Work → Welcome. Night mode (Scene 5) is never reached by cycling — it’s activated exclusively by the night timer via Direct Scene 5. Combine with Scene Overlay (Chapter 7) so the night timer doesn’t interrupt the user. Direct Scenes 1–4 are wired to smart home platforms (Apple Home, Google Home, 1Home) so users can activate specific scenes by name from their phone or voice assistant — “Hey Siri, set office to Work” triggers Direct Scene 4.
Chapter 7

Scene Overlay

When Scene Overlay is enabled for a scene, its Direct Scene input acts as a transparent overlay — it never interrupts what the user is doing. While the room is off, it arms the scene (LED preview, lights stay off). While the room is on, it passively tracks (no visible change). On turn-off, the overlay re-arms automatically.

Inactive
Armed
Active
Re-Armed
Walkthrough: Night Mode Without Interruptions
1Room is off. Click Direct 5 (Night timer fires) → Overlay arms. LED preview shows, lights stay off.
2Click Scenes → Night scene activates (armed scene takes priority over cycling).
3Click Off → Lights off. Overlay re-arms (timer still active).
4Click Scenes → Night scene activates again from re-armed state.
5Click Direct 5 again (Night timer expires) → Overlay clears. Lights stay on.
6Click Off then Scenes → Normal cycling resumes from Scene 1.
Lifecycle details
Room StateDirect Scene Rising EdgeWhat Happens
OffArms the sceneLED preview shown, lights stay off. Next button press activates the armed scene.
OnPassively tracksNo visible change. User keeps their current scene undisturbed.
  • Turn-off re-arm: When the user turns off while an overlay is tracked, it automatically re-arms.
  • Timer expiry while armed: Arm cleared, LED resets. Room stays off.
  • Timer expiry while active: Lights stay on. The overlay is simply removed — next button press cycles normally.
  • Each scene has its own Scene Overlay setting. Mix overlay and non-overlay scenes freely.
Key scenario: overlay fires while lights are on 8:00 PM — Lights on with Clean scene. Night timer fires → overlay is passively tracked, lights stay on Clean undisturbed.
11:00 PM — User turns off → overlay re-arms (LED shows night indicator).
11:30 PM — User turns on → gets Night scene (dim lights), not Clean.
This is the key difference from a regular Direct Scene, which would have immediately interrupted the Clean scene at 8:00 PM.
Chapter 8

Execution Priority

When multiple inputs change in the same cycle, the node processes them in strict priority order. The first match wins — all lower priorities are skipped. Understanding this order resolves every "what happens if…" question.

1 Direct Scene rising edge — immediate activation
2 Cycle Trigger rising edge — advance to next scene
3 On/Off rising edge (Browse & Confirm + gate enabled) — confirm scene
4 Direct Scene falling edge — auto-off on timer expiry
5 On/Off falling edge — manual off
5b On/Off rising edge (standard mode, room off) — turn on
6 Scene Readback — bus sync (lowest priority)
Priority edge cases
  • Only one priority fires per execution cycle.
  • Gate-blocked Cycle Trigger falls through to allow On/Off falling edge to process.
  • Priority 5b (standard mode turn-on) is placed after P4/P5 so that auto-off and manual off take precedence over turn-on.
  • Scene Overlay modifies Direct Scene behavior but not its priority position.
Chapter 9

Scene Readback & After Reboot

The Scene Readback input syncs the node's internal state when an external controller changes the scene. It updates LED, Is On, and Scene Active outputs without writing back to Scene Output — preventing feedback loops. It also restores state after an X1 reboot when connected via DatapointEvent with "Keep value" enabled.

Use the Readback buttons in the simulator to simulate an external scene change.

Wiring for reboot recovery
  1. Enable "Keep value" on the Scene Output data point in GPA.
  2. Create a DatapointEvent node for the same data point.
  3. Wire it to the Scene Readback input.
Without Scene Readback The node starts at "off" internally. The actuator restores from "keep value", but LED, Is On, and Scene Active outputs may be incorrect until the first user interaction.
Chapter 10

Outputs Reference

The output panel in the simulator shows all node outputs in real-time. Scene Active indicators (the dots) show exactly one active at a time, or all off when the node is off.

OutputTypeDescription
Scene Output8-bit unsignedActive scene value. Connect to the actuator's scene input.
LED Status8-bit unsignedLED bitmask for the active scene. Connect to the button's LED status.
Is On1-bit booleanTrue when any scene is active.
Scene Active 1–N1-bit booleanPer-scene active indicator. Exactly one is true at a time.
Scene Active must not feed back into Direct Scene If Scene Active N is wired to the same data point as Direct Scene N, a feedback loop occurs and the light will blink uncontrollably. Always use separate data points.
Chapter 11

GPA Wiring Tips

Cycle Trigger
On / Off
Direct Scene 1–N
Scene Readback
SceneCycler
Scene Output
LED Status
Is On
Scene Active 1–N
  • Scene Output — Wire to the actuator's KNX group address. Enable "Keep value" for persistence across reboots.
  • On/Off input — Enable "Keep value" so the gate state survives reboots.
  • Direct Scene inputs — Connect to timer trigger data points. Do not enable "Keep value" (timers restart fresh).
  • Scene Active outputs — Use separate data points from Direct Scene inputs. Never wire back to the same data point.
  • LED Status — Wire to the button's LED status group address.
  • Scene Readback — Create a DatapointEvent for the Scene Output data point and wire it here for reboot recovery.
Pattern: Two SceneCyclers on one button (Lights + Climate)

A single Gira Tastsensor 4 can control both lighting and climate using two SceneCycler instances:

  • Lights node: Enable On/Off Gate = true, Browse & Confirm = true. Wire button On/Off and Scene Trigger to Cycle Trigger and On/Off inputs.
  • Climate node: Enable On/Off Gate = false. Wire a separate button rocker to Cycle Trigger only. Scenes cycle Cold → Comfort → Hot → Off → Cold (off is just another scene in the rotation, Off Scene Value is a dummy).
  • Each node has its own Scene Output (different actuator data points) and LED Status (different LED group addresses on the Tastsensor).
Pattern: Timer feedback wiring
  • Per-room timers (Welcome 1H, Cozy 1H, etc.): Wire Scene Active N → Timer N Status. This stops the timer when the user cycles away, preventing stale auto-off.
  • Global timers (Night mode): Do NOT wire Scene Active to the timer status. Let the timer run independently across all rooms.
  • Scene Readback: Wire the same data point as Scene Output (as a DatapointEvent with “Keep value”) → Scene Readback input. Restores state after X1 reboot.
Chapter 12

Quick Reference

All Parameters
ParameterTypeRangeDefault
Number of ScenesInteger1–84
Off Scene ValueInteger0–2555
Enable On/Off GateBooleantrue
Browse & ConfirmBooleanfalse
Activation DelayInteger0–300
Number of Cycling ScenesInteger0–80
Scene Value 1–NInteger0–2551, 2, 3…
LED Value 1–NInteger0–2550
LED Blink Value 1–NInteger0–2550
Scene Overlay 1–NBooleanfalse
All Inputs
InputTypeKNX DPT
Cycle Trigger1-bitDPT 1.x
On/Off1-bitDPT 1.x
Direct Scene 1–N1-bitDPT 1.x
Scene Readback8-bitDPT 5.x
All Outputs
OutputTypeKNX DPT
Scene Output8-bitDPT 5.x
LED Status8-bitDPT 5.x
Is On1-bitDPT 1.x
Scene Active 1–N1-bitDPT 1.x
Simulator — tap to open
Chapter 1 The Basics
Gira Tastsensor 4
Lights Scenes
Room
Off
press a button
Event Log
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