Engine

Inside the LOOM Engine.

WES Alert is not a notification feed with skins. It's a live-show engine: every event your community fires goes through one pipeline that decides what plays, when, how loud, and what it looks like. This page unpacks how, and why it's built that way.

01 / Pipeline

From event to alert.

Three stations. One of them is yours. The other two are the engine's problem.

Because the queue is server-side, the show survives everything on your side. OBS crash, scene reload, connection drop: the overlay reconnects and picks up exactly where it left off.

02 / The five surfaces

What the engine does with your events.

Five systems sit between the raw event and what your viewers see. Two of them are diagrammed in motion below, and the real Broadcast Control is driveable on the home page.

01

Wave State Machine

Exclusive

Your hype train becomes a climax, not a cacophony.

A raid fires fifty events in cascade: follows, subs, cheers, donations. Played first-in-first-out at full volume, that's 5 to 10 minutes of noise. The Wave State Machine detects the chain reaction, groups events by type, tiers the build-up and speeds the queue so the wave plays as a dramatised crescendo: 1 to 2 minutes instead of 6, without a single viewer being skipped.

  • Chain-reaction detection: the engine spots the cascade as it builds
  • Intensity tiers: the climax follows the audience, not a script
  • Queue speed-up under load · zero event loss
02

Broadcast Control

Exclusive Animated below

A real control-room pause: nothing interrupts your big moments.

An alert that lands mid-clutch or cuts a cutscene is a moment ruined. Broadcast Control is a gate between the queue and the overlay: you hold, events keep arriving and stack server-side; you release, the buffer plays back in order, nothing lost. Watch the cycle below: baseline alert, pause, buffer filling, clean release.

  • Quick Pause (timed, auto-releases) or manual hold · auto-resume safety net
  • Two release modes: sequential, or smart (high-priority alerts first)
  • Bounded buffer with overflow passthrough: past the cap, alerts play instead of piling up. Nothing is ever dropped

▸ Pause from phone, tablet or Stream Deck, and drive the real control room on the home page.

03

Wave Achievement

Exclusive

Memorable moments stop evaporating.

Top donors, memorable raids, sub waves: on every other tool they vanish the second the alert ends. When a chain of events crosses a threshold, the engine prepares a dedicated achievement; once the burst has played, it fires a climax animation live, top contributors named, then archives the moment on your profile. Engagement that outlives the stream.

  • Threshold-armed during the wave, fired after it, never on top of it
  • Grouping window you set (5, 7 or 10s) feeds the achievement
  • Community-facing: top donors and raiders get named
  • Archived on your streamer profile after the live
04

Sound Design Pro

Animated below

Broadcast-mastered audio with anti-spam intelligence.

Every pack's sounds are composed and hand-mixed, mastered to −18 LUFS (EBU R128) with −1 dBTP true peak, calibrated to coexist with your voice and game audio on any system, from studio headphones to phone speakers. And the engine plays them like a radio control room: multiple variations per event type, and when the same category chains, the volume steps down progressively instead of re-ringing at full blast. Watch the auto-ducking below.

  • Ducking cascade on same-type chains: 100% → 55% → 25%, full mute from the 5th
  • Cascade resets on category change, waves and raids: climax moments always ring full
  • Toggleable: smart volume off means everything plays at 100%

▸ Same category twice in a row → the duplicate still plays, ducked to 55%. New category → fresh variation, full level.

05

Pack Library

Complete broadcast aesthetics, swapped live.

A pack is not a skin: it's visuals, sound and pacing tuned together as one aesthetic. Switching packs or tweaking colors, volumes and durations is injected live into your open overlay: no download, no PSD edit, no OBS restart, no browser-source refresh. Every engine mechanic works on every pack.

  • Live injection: settings land mid-stream, zero reload
  • All mechanics on all packs · no feature tied to a look
  • See the signature packs
03 / Foundations

The rules everything obeys.

Event priority

No first-in-first-out. Raids lead, donations and subs right behind, bits scale with their amount, follows group into waves. A broadcast hierarchy, not a log file.

End to end

Every event is deduplicated at ingress and tracked through the queue to the overlay: queued, playing, played. Nothing duplicates, nothing vanishes.

Lightweight by design

No heavy framework in your browser source, no video decoded per alert. A few hundred KB per pack, GPU-accelerated animations. Your headroom stays with the game and the encoder.

04 / Reliability

Built to survive a live.

Broadcast-grade means assuming things WILL go wrong mid-show, and designing so the audience never notices.

Always on

The engine runs server-side, not inside OBS. When you go live, it's already warm.

Crash-proof queue

OBS crash, scene reload, connection hiccup: the queue is kept server-side and the overlay resumes where it stopped.

Portable overlay

Your overlay is a URL. Open it on another machine and it finds your state and keeps going. No reinstall.

State that persists

Buffered alerts, wave progress, director state: persisted by the runtime, not held in a browser tab's memory.

EventSub native Server-side queue −18 LUFS · EBU R128 −1 dBTP true peak ~300 KB / pack GPU-accelerated Live injection · zero reload HTTP endpoints · Stream Deck

Closed beta · Spring 2026

Closed Beta Access