Using The Call Function; Using Call To Store The Current Lighting State - Compulite Spark User Manual

Lighting console
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Using the Call Function

The Call function allows you to merge all or part of the console's output in the editor and
store it as a memory. Merged output becomes an editor group. This editor group can be
further modified or instantly recorded as a new memory.
Some ways to use the Call function are:
When your lighting state consists of an assignment on a crossfader and some spots
and channels in the editor, you can merge the output from the crossfader and the
editor and store as a memory.
Use memory or group assignments on the controllers as building blocks to create
lighting state, merge the output from the different playback devices and store as a
memory.
Merge the output from selected playback devices only and store as a memory.
Merge the entire output or selected output and continue by modifying the editor group
thus formed.
Merge DMX input
After storing the editor group resulting from pressing [CALL], the participating channels
and spots may be either released from the editor or retained in the editor. Basically, the
editor retains control of channels and spots that will cause a change in the current lighting
state if they are released. this occurs when the channel or spot is active in the editor only
or if it has been called to the editor from a playback device and modified. Spots and
channels that have been called into the editor from a playback device (A/B and
controllers) and have not been modified are released from the editor after [STORE] is
pressed because this does not cause a change in the lighting state.
If you want to remain in the current lighting state, after storing the merged output created
through Call, assign the new memory to the crossfader and press [RESET]. If you want to
revert to the lighting state previous to storing the merged output just press [RESET].
This discussion presumes that a memory or group is assigned to crossfader. See Chapter
11 for assigning memories and groups to the A/B crossfader.

Using Call to store the current lighting state

Assume that the console's output is a memory active on A. After making some
modifications to the lighting state you decide to store the resulting stage picture as a new
memory.
Keypresses
1. Assign a memory to A and
move the both crossfader
handles to the top end stop.
2. Press [CALL]
3. Select and modify
channels/spots in the memory
on A. Select new channels or
spots and assign values.
4. Select a memory number on
the numeric keypad.
5. Press [STORE]
Using the Call Function
Results/Comments
Call appears in the command line.
Memory appears in the command line and
the console is waiting for a memory number.
The new memory is stored. The editor is not
released in order to retain the stage picture.
7-11
Spark

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