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Detailed instructions for use are in the User's Guide.
[. . . ] Only those switches which are illuminated are available for selection.
TS12 Automation
6. 3
Creating Cues
Once the console has been set up as desired, pressing Make Cue will bring up the cue creation window.
At the top left of the screen is a selector which allows the user to select ADD MAIN CUE or INSERT SUB CUE. To add a new cue to the end of the list, check that ADD MAIN CUE is selected, and press [Create It] To insert a cue at the current cursor position, select INSERT SUB CUE, and press [Create It]. A new cue will be inserted after the cursor position, and allocated an appropriate sequence number half way between the two numbers either side. So, inserting a cue between cues 3. 0 and 4. 0 will generate a cue in between those two, numbered 3. 5. [. . . ] [Cue List] returns the user to the Cue List screen, as would pressing the Cue List hard switch.
6. 4
TS12 Automation
Renumbering
[Renumber All Cues] assigns integer sequence numbers to every cue from 1. 0 to X. 0, where X is the number of cues. Once part of a cue list has reached saturation (i. e. too many inserted cues), it is advisable to renumber the list before more cues can be added. Renumber will do just this, and will ask for confirmation to avoid unfortunate mishaps. It might also be useful to renumber a list once rehearsal or setup time is over, and the project has settled down. The user may choose to renumber cues automatically when insertions or deletions are made. See Auto Renumber (5. 4. 3. 2) above.
TS12 Automation
6. 5
Replaying Cues
In normal operation, the Cursor Bar will lie on the current, or last recalled, cue. The [NEXT] and [LAST] switches will recall the next and last cues respectively, and the cursor will follow the current cue. The jog wheel will scroll through the available cues for the current project. When any cue is highlighted, the [EXECUTE] switch will flash. This indicates that [EXECUTE] will recall the highlighted cue to the desk, and that cue will become the current cue. anything other than Faders) may be configured per function block, per cue. This is achieved using an extension of the REPLAY SCOPE functions. Pressing REPLAY SCOPE will, as usual, bring up a list of the available scope blocks. Choosing one of these blocks will show the list of available scope choices, each of which has an associated percentage. The percentage will show either: 1% Switched as soon as the crossfade starts 50% Switched half way through the crossfade 100% Switched at the end of the crossfade To edit the percentage of a particular scope, simply turn on the EDIT PERCENT toggle switch, and press the appropriate scope to cycle that scope through the percentage options.
WAIT
The console will usually only recall cues when the User manually activates a recall, or the system receives a valid incoming MIDI Program Change. However, cues may also follow on automatically from each other. This is achieved using a function called "WAIT". The WAIT time is listed alongside the Fade time for a cue, and is edited in the same way (just press the space in the WAIT column for the appropriate cue). WAIT time is defined as the time that the associated cue will wait before automatically recalling the next cue. So, if two cues exist - A and B, putting a wait time of 3 seconds against cue A, then recalling Cue A will result in Cue A being recalled immediately, and 3 seconds later Cue B will be automatically recalled. Note that a wait time of "0. 00" will result in the next cue being recalled IMMEDIATELY. [. . . ] However, upon recall, the user may define which areas of the console should be recalled with each scene. There is a useful "copying" function which can be achieved with REPLAY SCOPE (see section 7. 4 "Selectively Copying Data Between Cues". Pressing [Replay Scope] will replace the touchscreen switches at the bottom of the Cue List screen with a list of areas of the console, most of which are highlighted in the default state. Each of these areas (EQ, FADERS, MUTES, etc. ) is presented as a toggle switch - that is, pressing the switch once will deselect that area of the console, pressing it again will reselect it.
When any cue is recalled, the Scope settings associated with that cue will define the areas of the console to be recalled in that scene. [. . . ]
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