
Memory Functions
A memory register is a snapshot of the current
state of the switcher that can include multiple
MEs. Up to 1,000 memory registers per ME can
be stored and recalled on the switcher. Each of
these memory registers can store as little as the
information of one ME, or as much as the
current state of the entire switcher, including
all MEs, Aux Buses, and DVE settings.
Keep the following in mind:
Keep the following in mind when working with
memories:
• Memories are stored in groups, or banks, that
correspond to the first two numbers in the
memory. For example, Memory039 is
Memory 9 in Bank 03. The available slots for
memories range from Memory 0 on Bank 00
through to Memory 9 on Bank 99.
• You can override the video source stored in
a memory by pressing and holding a source
button and recalling the memory (Bus Hold).
The held source button overrides the source
that is recalled with the memory for that bus.
The memory is not affected by a Bus Hold
and will recall properly without the Bus Hold.
• The Keys Only (
KEYS ONLY
) button allows
you to recall a memory on a panel row that
does not include the Program and Preset bus
selection. Only the keyer selections are
recalled. The Media-Store image selections
stored in the memory are not loaded if the
Recall Media-Store personality option is set
to Attribute.
• The Effects Dissolve (
EFF DISS
) button allows
you to have the keys from one memory slew
into the keys from the one you are recalling.
• The
+4
buttons allows you to select an ME
above ME 4. When the +4 button is toggled
on, the ME 1 through ME 4 buttons become
ME 5 through ME 8 buttons, respectively. For
example, if you want to select ME 6, toggle
the +4 button on, and press ME 2. Both the
ME 2 and +4 buttons will remain lit.
• The Undo (
UNDO
) button allows you to take
back, or undo, the last memory recall. This
returns the switcher to the state it was in
prior to the last memory recall. The Undo
button lights up after each memory recall,
indicating that the action can be undone. If
you perform 10 or more button presses after
the memory recall, the Undo button goes out,
and the memory can no longer be recalled.
• The Attributes (
ATTRIB
) button allows you
to view the ME Memory Attributes menu,
or override the attributes stored with the
memory. To override attributes, press and
hold the
ATTRIB
button while recalling the
memory.
• The Recall Empty Memory personality
option can prevent memories that are empty,
deleted, or marked as Don't Recall from being
recalled.
Storing Memories
When you store a memory, you are storing the
complete state of that panel row. This includes
the current state of all the areas on the ME,
including keyer settings, transition rates, wipe
and pattern selections, and crosspoint selections.
In addition to the current state of the panel, the
current settings for the various keyers, such as
chroma key settings, and clip and gain settings,
are also stored.
To Store a Memory
1.
Press the ME buttons on the Store side of the
Global Memory module for the MEs you
want to store a memory to.
•
ME X
— the ME(s) you want to store the
memory to. Press and hold the
ME X
button for the first ME you want to
include and then press the other
ME X
buttons to add MEs 1-4. Release the other
button and press and hold the
+4
button
and then press the
ME X
buttons to add
MEs 5-8.
•
ALL
— store memory to all MEs.
Tip:
Press STORE on an Effect Memory module to only store
a memory to the ME that the panel row is assigned to.
2.
Press and hold
BANK
and press the number
(
00-99
) for the memory bank you want to
store the memory to.
Tip:
If a memory has been stored to a register, the
corresponding button is lit. The button shows gray if the
memory register is empty. For example, if memories have
been stored to registers 1 and 5, buttons 1 and 5 are lit
and the buttons 0, 2-4, and 6-9 are gray.
3.
Press the number (
0-9
) for the memory
register you want to store the memory to.
52 • Memory Functions — Ultrix Acuity Operation Manual (v10.1)