Arming And Disarming Channels And Objects - Sony DMX-R100 Quick Reference

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Arming and Disarming Channels and Objects

Perhaps the key to understanding the DMX-R100 dynamic automation system is the concept of arming and dis-
arming channels and objects (that is, individual parameters within a channel, such as the fader, cut switch, pan-
pot, bus assignment, etc.).
The Channel window provides the best way of keeping track of which objects are armed or disarmed. Objects
displayed in green (or switches that are not underlined) are "safe" — that is, they are not armed and
their data will not be written; objects in yellow (or switches underlined in yellow) are armed and ready
to be written. When the DMX-R100 enters automation write mode, armed objects change color from
yellow to red.
Once objects are armed, altering their position (by touching an armed fader or pressing an armed switch) while
SMPTE time code is running (that is, when the word READY in the Timcode display at the upper right-hand
corner of the touchscreen turns to the word RUN) causes automated data to be written. Note that a stable
source of SMPTE must be used: if you see the red "TC ERROR" display flashing, this is a visual indica-
tion that the incoming time code is unstable or that dropouts may be occurring; in this circumstance,
automation data may not be written.
The use of running timecode allows you to make automated changes to your mix "on the fly." The moves you
make are written in accordance with the ABS/TRIM automation modes and BUTT/RAMP/HOLD TO
END/HOLD TO NEXT dropout modes selected in the Automation window.
In ABS (Absolute) automation mode, the exact data is written; in TRIM automation mode, fader moves provide
offsets (see the "Fourth Pass: Trim" section below for more information). In HOLD TO END dropout mode,
data is written from the last move to the end of the song; in HOLD TO NEXT dropout mode, data for an
object is written from the last move you make (where it remains) until the next move of that same object.
BUTT dropout mode causes the fader to jump instantly from the point at which you drop out of recording to
the next written fader position, while RAMP dropout mode causes the fader to glide to the next written position
at a user-determined crossfade time (higher values result in longer crossfades). For more information on these
modes, see Chapter 4 in the DMX-R100 Operating Instructions.
The DMX-R100 provides several different methods of arming and disarming channels and/or individual objects.
The method you choose is entirely dependent upon the way you work. Try each of these methods out while
viewing the Channel window:
• Entire channels (that is, all objects within the channel) can be armed by touching the READY
SETUP button at the top of the touchscreen so that it turns orange and then pressing the WRITE button for
that channel (it will begin blinking — an indication that one or more objects within that channel are armed).
• Once armed this way, individual objects within the channel can be disarmed either by touching them
in the Channel window or by pressing the associated switch or by moving the associated knob counterclockwise.
• Or, all objects within the channel can be disarmed by pressing the WRITE button for that channel a
second time (the light will go out). You can then re-arm individual objects either by touching them in the
Channel window or by pressing the associated switch or by moving the associated knob clockwise. (Again, as
long as one or more objects within a channel are armed, the WRITE button will blink.)
• You can also arm any object within any individual channel by touching the READY SETUP button at
the top of the touchscreen so that it turns orange and then pressing the associated switch or turning the associ-
ated knob clockwise. To arm the fader only, simply touch it (because galvanic skin response is required, be sure
your fingertip actually touches the fader — don't use the side of your finger or a fingernail). You can disarm the
Tutorial 3 Automated Mixing Session
T3-7

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