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Automator - Status & Event Nodes | MUSE

Video Manual Series


Written by Felipe Guerrero

Updated at September 29th, 2026

In this video, you’ll explore the key differences between Status and Event nodes in MUSE Automator and how to use them effectively in your projects.  We’ll show how Status nodes provide on-demand updates, while Event nodes react automatically to real-time changes.  Through step-by-step examples, you’ll see how to combine these nodes with Switch, Command, and UI Feedback nodes to build responsive, intelligent control logic.  By the end, you’ll be able to create dynamic, feedback-driven workflows that respond instantly to system changes.

What You’ll Learn:
• The difference between Status and Event nodes in Automator
• Using Status nodes for on-demand parameter updates
• Using Event nodes for real-time change detection
• Combining nodes with Switch and Command for control logic
• Implementing UI Feedback for responsive interfaces
• Building efficient, dynamic monitoring workflows

 

Transcript
Hello and welcome to this video on Muse Automator Status and Event nodes. These nodes are similar in that they both return the status or state of a parameter but there are some key differences between them that we will go over in this video. 
For this video, we will be working with a network A/V decoder as our target device. We also have a basic project already created that includes our Controller node, a Control Panel node setup with a Touch Panel File that has one button named Audio Toggle, and a flow that uses Inject nodes to set the audio mute parameter to either True or False. 
The main difference between the Status and Event nodes is that the Status node queries the status of a parameter when it is triggered where the Event node is constantly watching a parameter for changes and will automatically send out a message with the new parameter value when it sees the parameter change.
We will begin by adding a Status node to our canvas and configuring it with a friendly name of ‘audioMute Status’.  Choose the decoder as the device and browse to decoder->audioOutput->audioMute for the parameter that we want to query.  Add an Inject node and Debug node to the canvas and connect those to the input and output of our Status node. Lastly, give the Debug node a friendly name to make it easier to determine which Debug node our messages come from. 
Next, bring an Event node onto the canvas and give it a friendly name of ‘audioMute’ Event.  Configure it to Watch the same device parameter as the status node. We will also add another Debug node, give it a friendly name, and connect this one to the output of this Event node. Notice that there is no input on the Event node to connect an Inject node to, this is because the Event node is triggered when the watched parameter changes and not by any other external events. 
Now we will deploy our project and begin testing. Press the Inject node that is connected to our Status node.  You will see that we receive a debug message that gives us the status of our audioMute parameter. Notice that this debug message came from the Debug node connected to the Status node.   This is because there was no change in the state of that parameter, so no event was triggered. 
If we now use our Inject node to change the state of our audioMute parameter, we will get another debug message.  However, this time the message came from the Debug node connected to our Event node. This is because the change in the parameter state triggered the Event node, and we did not manually trigger the Status node to get the status. 

 
To use these nodes in a real-world scenario, we can program a button on our touch panel that will use these nodes to toggle the audioMute parameter and send true feedback to that button. First, bring in a UI Control node and configure it to use the Audio Toggle button on our touch panel.  Set the feedback to none, the trigger to push, and wire it to our existing status node. 
Next, we will bring in a switch node that connects to the output of our Status node. We will configure this Switch node with two rules. The first rule will be “Is True” and the second rule will be “Is False”, also select “Stopping after first match”. 
Next, bring in two Command nodes and connect to the outputs of the Switch node. For the Command node that connects to the top “Is True” output, configure it to manually set our audioMute parameter to False. The other Command node should be configured to set the audioMute parameter to True. This flow will now query the status of the audioMute parameter and set it to the opposite of its current state. 
The final piece we need to add is button feedback. For this, bring in a UI Feedback node and connect it to the output of our Event node. Configure the UI Feedback node to use our Control Panel, set type to Channel, select the Audio Toggle button, and the input type to message payload. 
 
We can now deploy our project and we will see that, when pressed, our button will now toggle the audio mute state of our device and our button feedback is turned on and off based on the change of state of that audioMute parameter. 


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