CHAPTER 7
PROGRAMMING MEMORIES
This chapter includes:
Resetting the editor
Programming with channels
Programming with scrollers
Programming with spots
Storing spot parameters from tracking
Using the Copy function
Sequential memory programming
Programming a blackout cue
Using the Call function
Using call to store the current lighting state
Using call and assignments to program memories
Merging selected output sources in the editor
Editing after call
Calling the split crossfader
Call and the general master
Examining memories, channels, & spots
Examining memories
Examining channels
Examining spots
Text for memories
Programming in blind mode
Clearing the blind editor
Fade times
Assigning fade times to a memory
Assigning fade times to a range of memories
Assigning fade times to non-sequential memories
Modifying time assignments
Converting memories to editor groups
Inserting a memory
Memory operations in the editor
Memory Operations menu
Mask
Programming with Libraries