Programming Memories - Compulite Spark User Manual

Lighting console
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7-2

Programming Memories

Programming Memories
Memories are programmed by assigning a number to the editor group of channels and
spots and storing the lighting state.
Fade, wait, and delay times can be assigned to each memory. Other memory attributes are
Loops, Links, and Parts.
Select spots and channels and assign intensity/parameter values in the editor. Store the
resulting lighting state as a memory. Programming using the editor can be done in Live or
Blind mode. (Refer to Chapter 4 and Chapter 5 for information about channel, scroller,
and spot selections and values assignments.)
The keys [=], [STORE], [+1STORE], [MEMORY] and are used for storing memories.
[=] After creating a lighting start, pressing [=] signals the console that you are ready to
record the ediotr group is a memory. After [=] is pressed the console waits for a memory
number. Memory is displayed in the command line. [MEMORY] is used instead of [=]
when the system is confiugred as USA System (see Chapter 19 – System Configuration
/Service Tools/Config Sys).
[STORE] After assigning a memory number to the editor group press [STORE] to save
the memory. All channels and spots remain in the editor, displayed in white. You can
continue editing the lighting state to form the next memory.
[+1STORE] This key can be used instead of [STORE]. Do not enter a memory number.
This key increments the last stored memory number by the increment as defined in the
System Paraemters menu (see Chapter 19 System Configuration). Example: If the default
increment is 1 and the last recorded memory is 20, the memory recorded by pressing
[+1STORE] is 21. If the defautl increment is 5 and the last recorded memory is 20, the
memory recorded by pressing [+1STORE] is 25. The key sequence [=] [+] [STORE]
enters the next memory number; the last stored memory plus 1.
After storing a memory the participating spots and channels remain in the editor until
[RESET] is pressed. You can continue programming memories using the channels and
spotgs in the editor or you can reset the editor and start with a clean slate.
Groups or memories assigned to controllers, or the A/B crossfader can be used as building
blocks to construct a lighting state. In this case, the lighting state is entered into the editor
using the Call function. The group in the editor is then assigned a memory number and
stored. (See Chapters 12 to find out how to assign groups and memories to Controllers.)
Memories can contain both spots and channels. For simplicity's sake, programming
memories with channels, memories with spots, and memories with scrollers are discussed
separately.
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