PROGRAMMING SCENES - AN OVERVIEW

All output is made from the push buttons and the touchkeys. The object of programming is to create effects and then to load those effects on to the push buttons and the touchkeys for output. The basic building unit is the channel. Channels may be loaded directly on to output keys or they may be combined into scenes. All 256 channels are freely programmable and none are dedicated to any specific function.

Scenes may be constructed in two ways:

(A)With fixtures, which may otherwise be called moving lights, intelligent lights or scanners. To build this type of scene, the programmer selects one or more of the sixteen fixtures available and set up as previously described. Calling up a fixture makes the corresponding channels available by selection of an attribute on the alpha-numeric keypad and then adjustment of the level using the trackball. After adjustment of the various fixture channels the scene is stored. A number of such scenes may be built into a sequence which we call a chase. Chase programming is dealt with in the “Programming a Chase” section later in this manual.

(B)Scenes using other types of device require programming in two stages. First, the channels to be included in the scene need to be defined. They can be called up individually or by calling up a

(A) PROGRAMMING A SCENE WITH MOVING LIGHTS

1.Press Prog/Edit

2.Press Scene

 

 

You have 512 scene memories at your disposal. Keep your different scene types in sepa-

 

 

rate areas and so avoid confusion. When programming/editing scenes a long way down

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the list instead of repeatedly pressing PageDN, you can use the numeric keypad and

 

enter the number of the scene you wish to use.

TIP!