A follow time creates an auto-follow which automatically activates the next cue in the sequence when the follow time of the associated cue has elapsed. The follow time begins counting from the moment the cue is executed.
The hang time is also an auto-follow, but rather than counting from the moment the cue is executed, it is calculated from the completion of the cue. You can assign a negative value to a hang time, allowing a subsequent cue to overlap an active cue.
You can assign either a follow time or a hang time, but not both. Both features are accessed using the [Shift] & [Delay] keys on the console or the softkey {Fw/Hg}. [Shift] & [Delay] or {Fw/Hg} will put Follow on the command line, and [Shift] & [Delay] [Delay] ordouble pressing {Fw/Hg} will put Hang.
Following are some examples of use:
• [Record] <Cue> [5] [Shift] & [Delay] [8] [Enter] - records cue 5 and provides a “follow” time of 8 seconds which impacts the start of the next cue in the list. The following cue will automatically initiate on the same fader when the follow time has elapsed. The follow time will begin counting down when the associated cue (Cue 5) is executed.
• [Record] <Cue> [5] [Shift] & [Delay] [Delay] [8] [Enter] - records cue 5 and provides a “hang” time of 8 seconds which impacts the start of the next cue in the cue list. The following cue will automatically initiate on the same fader when the hang time has elapsed. The hang time will begin counting down when the associated cue (Cue 5) is complete.
• [Record] <Cue> [5] [Shift] & [Delay] [Delay] [-] [5] [Enter] - records cue 5 and provides a ‘”hang” time of negative 5 seconds.
To remove a Follow/Hang time:
Link/Loop
Link allows cues to be run out-of-sequence, by causing a different cue number to be loaded into the pending file of the playback fader when the cue that carries the link instruction is activated. If a follow or hang time is included with the cue attributes, the activation of the linked cue will occur when the follow or hang time has elapsed. The link can be within the cue list or to a cue in another cue list.
Following is an example of using link:
• [Record] <Cue> [2] {Link/Loop} <Cue> [8] [Enter] - records the specified cue 2 and provides a link to cue 8 in the cue list. When cue 2 is played back, the linked cue is loaded into the pending file of the associated fader.
Loop is provided as a method to link a series of cues and loop them a number of times in a sequence. Once the sequence of cues has played back the first time, the system recognizes the loop command and plays the sequence again.
If the first cue in the sequence is a cue with an assert attribute or has move instructions for channels, values from the last cue are not allowed to track through into the first cue when it is looped back. But without a move or assert in the first cue, values from the last cue will track into the first cue when it loops back. A loop specified with “0”, loops the sequence indefinitely.
Following is an example of using loop:
• [Cue] [2] {Link/Loop} <Cue> [1] {Link/Loop} [3] [Follow] [4] [Enter] - records a link from cue 2 back to cue 1. Because there is a follow time, cue 1 will automatically trigger 4 seconds after cue 2. If cue 1 also has follow time, it will automatically trigger cue 2. This sequence will run 4 times (once plus 3 loops) and then stop in cue 2. The loop value specifies the number of times the loop instruction will be performed. Since the sequence has run once prior to the loop command, the total number of passes will be the specified number of loops +1.
Rate
The {Rate} softkey can be used to apply a rate adjustment to all timing in the cue. The default rate is 100%, which is real time. To slow a cue down, set the rate below 100%, to speed the cue up, set the rate above 100%. The range rate for a cue is 0 - 2000%. A timing value of 5, with a rate of 50% will replay in 10 seconds. A timing value of 5, with a rate of 200% will replay in 2.5 seconds. Following is an example of using rate:
[Record] <Cue> [4] {Rate} [1] [2] [5] [Enter] - records the specified cue, and places a rate override instruction on all timing values. The cue would now be played back at 125% of recorded time values.
Curve
{Curve} is used to affect the percent completion of a cue or part by applying the curve’s output level as the percent completion for all fade calculations.
Following is an example of how to assign a curve to a cue:
• [Cue] [6] <More SK> {Curve} [5] [Enter] - applies curve 5 to cue 6.
When a curve is applied to cue, it impacts only the intensity transitions in that cue. When applied to a cue part, it impacts any parameters moving in that part. For more information on creating and using curves see Storing and Using Curves, page 277.
Label
[Label] is used to attach an alphanumeric label to a cue or cue part. Following is an example of how to apply a label to a cue:
• [Record] <Cue> [7] [Label] <name> [Enter] - records cue 7 and applies the label as entered on the alphanumeric keyboard.
• [Record] <Cue> [8] [Label] [Block] [Enter] - records cue 7 and applies the name of the hardkey as the label
Pressing [Label], when a label has already been applied to a cue, will display the label on the command line for editing. Pressing [Label] a second time will clear the label, or you can press
[Clear] to remove the label one character at a time.