Direct Recall Of A Scene Memory; Clearing A Scene Memory; Scene Event Map; Creating An Event Memory - Fostex VF-16 Owner's Manual

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Direct recall of a scene memory

Besides recalling a scene memory by selecting the
desired scene from the list as described above, you
can recall a scene directly.
<Note>
You can directly recall only the scene memories follow-
ing to the current scene.
For example, if the current scene number is 05, while scene
memories are stored in scene numbers 01 through 10, you
can directly recall scene numbers 06 through 10.
Also note that scene number 00 cannot be recalled.
1. Press the [SCENE-RECALL] key while holding down the
[SHIFT] key.
Each time you press the [SCENE RECALL] key while
holding down the [SHIFT] key, the next scene is recalled.
If no scene memory is stored in any scene numbers
except 00, when pressing the [SCENE RECALL] key while
holding down the [SHIFT] key, the display shows
"No-Additional Scene" and the operation is ignored.
When a scene is directly recalled, the "Fader recall
setting" of the SETUP mode is also effective, as described
in "Recalling a scene memory" above.

Scene Event Map

By creating a scene event map, you can recall desired scene memories (mixer settings) at desired positions during
playback. For example, you can recall scene memory 02 at 00H 01M 34S 00F and scene memory 04 at 00H 02M
20S 20F, etc. In the following description, we assume that the time base is set to ABS. However, you may set the
time base to Bar/Beat/Clk which allows you to specify the event position by Bar/Beat/Clk numbers.
<Note>
You must store data to scene memories used in a scene event map in advance.
See "Scene memory" above about how to store the current settings to a scene memory.

Creating an event memory

An event memory can be created via two methods.
1. on the fly
2. by specifying a desired time
You can create up to 99 event memories (01 to 99).
Creating an event memory on the fly
1. At the desired position while the VF-16 is stopped or
during playback, press the [HOLD/>] key.
The time when pressing the [HOLD/>] key is held.
2. Press the [STORE] key.

Clearing a scene memory

You can clear an unnecessary scene memory by us-
ing the following procedure.
<Note>
You cannot clear the memories in scene number 00.
If you select scene number 00 and try to clear the memory,
"Warning Can't Clear Current Scene" appears on the dis-
play and the operation is ignored.
1. Press the [SCENE RECALL] and [SCENE STORE] keys
simultaneously.
The display shows the screen for selecting a scene to be
cleared. "*******" shows a user-defined scene name.
In the next step, you can select any scene number except
"S00 Init Mix".
2. Select the desired scene to be cleared using the [JOG]
dial, and press the [ENTER/YES] key.
The selected scene memory is cleared and the scene name
changes to "[Un-defined]", showing that no memory is
stored.
3. Press the [LOCATE/EVT MEM] key while holding down
the [SHIFT] key.
"Entry EVT**" (where ** shows the event memory
number) appears for a short time, while the time held in
step 1 is entered in the event memory.
4. To create other event memories, repeat step 1 through
3 above.
<Note>
An event memory created by the above procedure only
contains event time data. To set the desired scene num-
ber to be recalled to each event memory, see "Creating the
scene event map" described later.
<Hint>
Event memory numbers are assigned in ascending order
of ABS time, regardless of order in which event memories
are created. For example, if you first create an event
memory 1 (EVT01) with data "05m 00s" and then create
an event memory with data "03m 30s", the event memory
1 data is replaced with "03m 30s" automatically, while the
previous data ("05m 00s") is assigned to event memory
2.
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