Examining Events
You can view the Event List while in the editor.
Keypresses
1. Press [EVENT]
2. Press [EXAM
Operating Events
There are three ways to operate Events:
1. You can assign Events to memories. Crossfading, on A/B, to memories with Event
assignments triggers the Event.
2. You can operate Events directly through the editor.
3. Events can be assigned SMPTE time codes and operated via SMPTE. Spark has a simple
Teach Me function for assigning SMPTE time codes to Events (see Chapter 24 SMPTE).
SMPTE time codes can also be programmed manually.
Assigning an Event to a memory
An event can be assigned to more than 1 memory. This is useful if you have, for instance,
programmed an event that gives a go command to a show curtain chaser assigned on a
controller. You will probably want this event to operate each time the show curtain closes.
Therefore you could assign it to the preset, the intermission cue, and the memory that is active
when the final curtain is brought in.
Example: Assign event 3 to memory 10.
Keypresses
1. Select memory 10.
2. Select Event 3 – press
[EVENT] and enter 3 on
the keypad.
3. Press [STORE]
¾ ¾
Note
[AUTO] must be active (LED on) to operate Events sequencing on the A/B crossfader.
Events for A/B are ignored when operating the Event by sequencing on the A/B crossfader.
Results/Comments
The Event List is displayed. If there are SMPTE
assignments they are also displayed.
Results/Comments
Event 3 is assigned to memory 10 and is thus
displayed on the memory list. Event 3 is operated
when the Go command, that begins the crossfade to
memory 10, is given.
Operating Events
16-5
Spark
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