Inserting a Memory
Spark
7-26
Inserting a Memory
Example: Insert a memory between memories 3 and 4.
Keypresses Results/Comments
1. Create a lighting state.
2. Press [=]
Memory
appears in the command line.
3. Press [3 [•] [5]
4. Press [STORE]
Memory 3.5 is inserted between memories 3 and 4.
¾
¾
Tip
If the memory being inserted between memories 3 and 4 is an outgrowth of 3 (for
instance), create your lighting state by using the sequence [MEMORY] [3] [ENTER],
edit, and then follow steps 3 – 4.
Memory Operations in the Editor
Memories can be copied, renamed, and erased in the editor or in the Memory Operations
menu. These operations cannot be carried out on memories that are assigned to controllers
or A/B cannot be erased even if the playback device is not active. You must free the
assignment before attempting to copy, rename, or echanged a memory.
Renaming and exchanging memories
You can give a new number to a memory if the new number is not in use. If the new
number is in used by another memory, the memories are exchanged.
Time assignments, text, Loops, Event assignments, and Parts remain intact.
Example: Rename memory 5 as memory 10. At present there is no memory 10.
Keypresses Results/Comments
1. Select memory 5.
2. Press [=]
Change to
Æ
appears in the command line.
3. Press [MEMORY] [10]
4. Press [STORE]
The message
Memory 10 Stored
is displayed. The
contents of memory 5 have been renamed as
memory 10. Memory 5 no longer appears in the
Memory List.