ADVANCED OPERATIONS
CUE/LOOP MEMORY
CUE/LOOP CALL
QUICK
RETURN
CUE
PLAY/PAUSE
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Cue Point / Loop Point Memory
This component is equipped with an internal memory allowing cue or loop points to be recorded for each disc. The internal memory allows one cue or loop point to be recorded for a total of up to 500 discs. If more than 500 cue or loop points are input, earlier data will be erased, beginning with the most infrequently used data.
7Storing Cue points
1.Enter Cue points using the A. CUE function or the CUE button.
2.Press the CUE/LOOP MEMORY button.
÷[MEMO] is shown in the display indicating that the Cue point has been stored.
7Storing Loop points
1.Enter the Loop in/out points to perform loop playback.
2.Press the CUE/LOOP MEMORY button during loop playback.
÷[MEMO] is shown in the display indicating that the Loop in/out points have been stored.
7Calling stored Cue/Loop points
1. Press the CUE/LOOP CALL button.
÷The [CALL] indicator will light in the display, the selected Cue/Loop point will be accessed, and the player will pause at the Cue/Loop in point.
2.Press the PLAY/PAUSE button (6).
÷ Play or loop play starts.
| LOOP IN/ |
LOOP OUT | REALTIME |
CUE | |
(OUT ADJUST) |
|
PLAY/PAUSE |
|
6 |
|
Copying Recorded Data to Another Player
Cue and
1.Use a mini plug cord to connect the DATA IN/OUT connectors of two
÷The supplied control cord can be used.
2.Press the LOOP OUT (OUT ADJUST) button on the sending player for five seconds or more.
÷The sending player’s LOOP OUT (OUT ADJUST) button will light, and the [COPY] message will appear in the display, indicating the data trans- mission mode has been selected.
÷The BPM display will show the number of discs recorded in the player.
3.Press the LOOP IN/REALTIME CUE button on the receiving player for five seconds or more.
÷The receiving player’s LOOP IN/REALTIME CUE button will light, and the [COPY] message will appear in the display, indicating the data recep- tion mode has been selected.
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4.Press the PLAY/PAUSE button (6) on the sending player.
÷The sending player’s PLAY/PAUSE button [6] indicator will flash, and the contents of the sending player’s memory will be transmitted to the memory of the receiving player (any previous memory contents of the re- ceiving player will be overwritten).
÷When the copying is completed, the [End] message will appear in both players’ displays, and the players will return to normal operation mode.
*If the [Err] message appears in one of the displays, the memory data has not been copied properly. Turn the power to both players OFF and then ON again, and repeat the copying proce- dure from step 1.
*If the sending player is disconnected or not connected prop- erly, the LOOP OUT (OUT ADJUST) button will flash quickly. If the receiving player is disconnected or not connected prop- erly, the LOOP IN/REALTIME CUE button will flash rapidly.
*Data on the receiving player is overwritten by the data from the sending player; this means that any previously existing data on the receiving player will be completely lost.