Changing the Type of a
Programmed Memory
WARNING - changing a
programmed memory’s type may
have serious consequences on the
memory data stored. The results of
changing memory type are detailed
below.
•
Scene to Multi-Part Scene
The channel data and transition times
for the scene are copied into part 1 of
the multi-part scene. Parts 2 - 8 are
unprogrammed.
•
Scene to Chase
The channel data for the scene is
copied into step 1 of the chase.
•
Scene to Sound to Light
The channel data for the scene
memory is copied into the Lo ‘step’.
The channel data in the other three
‘steps’ is set to zero if Tracking is
disabled, or zero and unprogrammed if
Tracking is enabled.
•
Scene to Ripplesound
The channel data for the scene
memory is copied into the Band 1
‘step’. The channel data in the other
three ‘steps’ is set to zero if Tracking is
disabled, or zero and unprogrammed if
Tracking is enabled.
•
Scene to All-Fade Scene
All programmed channels are copied,
all unprogrammed channels are set to
zero and programmed.
•
Multi-Part Scene to Scene
The channel data for each
programmed part is combined into a
single set of channel data, with any
unprogrammed channels set to zero.
•
Multi-Part Scene to Chase
The multi-part scene memory is
converted into a scene, and then the
scene is converted into a chase, as
described above.
•
Multi-Part Scene to Sound to Light
The multi-part scene memory is
converted into a scene, and then the
scene is converted into a sound to
light, as described above.
•
Multi-Part Scene to Ripplesound
The multi-part scene memory is
converted into a scene and then the
scene is converted into a ripplesound.
•
Multi-Part Scene to All-Fade Scene
As for multi-part scene to scene except
that all unprogrammed channels are
set to zero.
•
Chase to Scene
The channel data for step 1 becomes
the channel data of the scene memory.
All other steps are lost.
•
Chase to Multi-Part Scene
The chase memory is converted into a
scene, and then the scene is converted
into a multi-part scene.
•
Chase to Sound to Light
The channel data for the first 4 steps of
the chase are copied into the Lo,
Lo-Mid, Hi-Mid and Hi ‘steps’
respectively. All other steps from the
chase are lost. If the chase was less
than 4 steps long, the channel data in
the extra ‘steps’ in the sound to light
memory are set to zero if Tracking is
disabled or zero and unprogrammed if
Tracking is enabled.
•
Chase to Ripplesound
The channel data for the first 4 steps of
the chase are copied into the Band 1,
Band 2, Band 3 and Band 4 ‘steps’
respectively. All other steps from the
chase are lost. If the chase is less than
4 steps long, the channel data for the
extra ‘steps’ in the ripplesound memory
are set to zero if Tracking is disabled
or zero and unprogrammed if Tracking
is enabled.
•
Chase to All-Fade Scene
As for chase to scene except that all
unprogrammed channels are set to
zero.
•
Sound to Light to Scene
The channel data from the Lo ‘step’ is
copied into the channel data for the
scene. All other ‘steps’ from the sound
to light memory are lost.
•
Sound to Light to Multi-Part Scene
The sound to light memory is
converted into a scene, and then the
scene is converted into a multi-part
scene, as described above.
•
Sound to Light to Chase
The channel data for the four ‘steps’ is
copied into steps 1,2,3 and 4 of the
chase. The memory becomes a four
step chase.
•
Sound to Light to Ripplesound
The channel data for the Lo, Lo-Mid,
Hi-Mid and Hi ‘steps’ are copied into
the Band 1, Band 2, Band 3 and Band
4 ‘steps’ respectively.
•
Sound to Light to All-Fade Scene
As for sound to light to scene except
that all unprogrammed channels are
set to zero.
•
Ripplesound to Scene
The channel data from the Band 1
‘step’ is copied into the scene. All other
‘steps’ from the ripplesound memory
are lost.
•
Ripplesound to Multi-Part Scene
The ripplesound memory is converted
into a scene, and then the scene is
converted into a multi-part scene, as
described above.
•
Ripplesound to Chase
The channel data from Band 1, Band
2, Band 3 and Band 4 ‘steps’ are
copied into steps 1,2,3 and 4
respectively. The memory becomes a
four step chase.
•
Ripplesound to Sound to Light
The channel data from Band 1, Band
2, Band 3 and Band 4 ‘steps’ are
copied into the Lo, Lo-Mid, Hi-Mid and
Hi ‘steps’ respectively.
•
Ripplesound to All-Fade Scene
As for ripplesound to scene except that
all unprogrammed channels are set to
zero.
•
All-Fade Scene to other Types
The all-fade scene is converted into a
scene, then the scene is converted into
the other memory type as described
above.
NOTE
All Fade Scenes
All-Fade scenes are only available if Tracking
is enabled.
5 - 15
Memories
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