Shortened manual
Version 1.8
Copyright ã 2009
Documentation by:
Ing. Jaroslav Nušl, Bc. Ondřej Chytra,
Ing. Hanka Holubinková, Bc. Michal Kazda
Web site: www.soh.cz
2 Adding an attribute (effect, symptom)
4 How an attribute affects a scene or a chase
4.1 Assigning of one DMX channel
4.4 Assigning of symbols # and ##
6.4 Control by a numeric keyboard
6.5 Find a specific DMX channel in a project
7.3.1 Scene Drift – insert any scene into current one
7.3.2 Chase Drift – insert any chase into the current one
7.3.3 Set Times – window for a global change of a fade-time between scenes in
a chase
7.3.4 Fixture Setting – setting DMX addresses of lights
7.3.5 Color Picker – color setting window
7.3.6 Color – Color picker window
7.3.7 Track Generator – Motion generator window
7.3.8 Select DMX Channels – DMX channels PAN and TILT – Axes X and Z
7.3.9 DJ Buttons – buttons not only for DJs
7.4.1 DMX512 Output – graph of DMX512 output
7.4.2 Intensity Graph – Graph menu
7.4.3 Scope Graph – special menu
7.4.4 FFT Graph – Graph of an audio signal in a frequency area
7.4.5 Graph of a selected attribute (with „show all“ on)
7.4.6 Debug Info – information on some basic calculations
8.16 Intensity Threshold Average
8.17 Intensity Threshold Instantaneous
8.29 Primary Color Contraposite
8.31 Beat Detection IV (dynamic)
After turning DMX
Music Visualization on, it is necessary to set up a sound card. The setting
dialog box can be opened by pressing F3
or it can be found at the top menu of the main window of Music Visualization –
item: Configuration>>Audio Setting.
Fig. 1 – Sound card settings
It is possible to choose any sound card for music
analysis (item Select Sound Card) and any input that the analysis is being done
on (item Select Record Input). The most important items that can be used for
input are:
Microphone
- analysis is being done with a connected microphone
External source input (Line
In)
- analysis can be done from the Line In of the sound
card
Stereo Mix, Mono Mix, Wave
-
program analyses the music that is
being played by any program on a PC (e.g. Windows Media Player, Winamp and
others)
Inputs can be also configured in Volume control, which is a standard component of Windows. The Volume control window can be opened
directly by clicking the Windows Mixer
button in the Audio Setting window.
Some types of sound cards have nonstandard drivers. In
this case the sound card needs to be configured with Windows Mixer or Volume
control, respectively or using the drivers provided with the sound card.
Fig. 2 – Volume control
After selecting the right input or configuring its
volume you must first click on Options,
then properties and choose data record.
Then you click on Select and set the
desired volume.
After starting the program, the input previously
selected in Audio settings window
will be chosen but the volume of each input will remain unchanged.
The basic analysis of a
selected input will be shown in the Info
Bar window. You can find information on Master volume there, which should be around the blue arrow, and the
actual volume on various frequency bands.
Fig. 3 – Basic analysis
In the lower part of the
main window, there is a selection of music attributes, which then control the
connected light technology/hardware. To try it out, you can first choose the
attribute that shows the level of the overall volume – e.g. Intensity in freq.
Fig. 4 – Adding an effect
Fig. 5 – Attribute Setting
Choose DMX512
Output Channel to set any channel (range from 1 to 512) that will be
controlled by the attribute (or effect). The final output will be shown in the DMX Output window and sent through the
interface USB - DMX512.
Fig. 6 – DMX512 Output
An attribute can be assigned not only to just one
channel, but also a whole scene or a chase (a continuous flow of scenes). Set
the scenes in the Scene Setting
window which is to be found in the Music Visualization main window in the Windows menu, then select Scene Setting. Saved scenes have a .sc extension and saved chases .ch extension. These files can be used
in the Attribute Setting window if
you choose Select Scene or Chase.
Fig. 7 – Scene or a chase assignment to an attribute
Setting of a given attribute is applied by clicking OK or Hold buttons. After clicking the Hold button the dialog window doesn’t close, however user settings
will be applied immediately to the project. You can adjust the attribute using
two sliders. What they represent depends on the chosen attribute and is further
explained in the chapter „Attributes description“. Brief description of the
basic meaning of the following slider types follows:
·
Threshold
Sets the sensitivity threshold. If there is any output
lower than the threshold, the output is zero (for example with Beat Detection,
Silent Detection, Move Volume Speed, Primary Color)
·
Output Force
Sets Output Force, e.g. multiplies the output value
(for example with Bass Level Output, Mid
Level Output, High Level Output, Intensity in freq, Intensity in time, Average
Bass, Average Mid, Average High, Sub master)
·
Backwardness Cutoff
Sets a delay for deactivating an output. However it doesn’t delay the
activation of an output. (for example with Beat Detection, Strobo Enabler, Bass
Level Output, Mid Level Output, High Level Output)
·
Lead Time
Sets leading time. (for example BPM attribute – in the
current version is its value fixed on 100 ms)
·
Time to Active
Sets time delay for activating an output. Does not
affect output deactivation (attribute No Signal)
·
Speed
Sets speed (for example with Move Volume Speed, Test,
Strobo)
·
Pulse Ratio
Defines ratio of
activated state to deactivated state. (attribute Strobe)
Only one DMX channel can be assigned to an attribute
(item DMX512 Channel Output). The value of a DMX channel output will be the
same as the value of an attribute output.
In case you need to
control more than one DMX channel by a given attribute, it is necessary to
create a scene. Use „Scene Setting“ window that is to be found in „Windows“ menu, then select „Scene Setting“. Or open it up by
pressing ”F4”.
Fig. 8 – Scenes and chase creation window
You can create a concrete scene or a chase and save it
as a file. More information on this is in the chapter Creating scenes and
chases. This scene will appear while setting an attribute in „Alternatively
Select Scene“ selection box. The attribute will affect values of nonzero DMX
channels set in the scene. If an attribute has 100 % on the output, exactly
this scene will appear at the DMX. If value of the attribute is lower, the
values of the DMX channels will be proportionally lower. A scene can also be used
for setting just one channel, if we want to limit maximal value of an output.
If we need for example the „Beat Detection II“ attribute to affect only DMX
channel number 10 and the output to be max 128 (e.g. 50 %) we create a scene
where we set a channel number 10 to 128 and select this scene while setting
attribute (in „Attribute Setting“ dialog window, item „Alternatively Select
Scene“).
If it is needed to control
not just one static scene, but a whole sequence of scenes (e.g. a concrete
motion of scanner mirrors, gradual color changes etc.) you need to use a chase.
Chase is a succession of scenes, where Fade Time is duration of transformation of one scene into another.
More about chase creation is in the chapter Creating scenes and chases. The
final chase can also be assigned to an attribute in„Alternatively Select
Scene“. Values of the output will depend on the type of the chase, see below:
Chase contains nonzero times (Fade Time)
An attribute affects a speed of a chase. If a speed of
an attribute is 100%, a speed of a chase will correspond to the times set in Fade Time, if not, then the speed will
be proportionally lower. If the output is zero, the chase will stop (values of
given DMX channels will stop changing, but they will be at the output). If the
„Play On Threshold“ box is checked (it checked by default) then with a zero
output, there will be zero outputs on given DMX channels. These channels will
be able to control the attributes that are placed higher on the list.
Fig. 9 – Assigning a chase to an attribute
Chase contains more than 2 nonzero scenes
An attribute switches
between individual scenes. Everytime an attribute goes over 128 (50%) it
switches to a following scene (hysteresis 4 %) Therefore you can set individual
colors of a chase and switch between them by an attribute „BPM II“.
Chase contains exactly 2 scenes with zero time
In this case it is a
typical cross-fade between 2 scenes. If value of the output is zero, the output
will be the first scene of a chase on the output.
If the output value of an attribute is increasing, the first scene
transforms into the second scene and if the output value of an attribute
reaches 100 % there will be only the second scene saved in a chase. Switch to
cross-fade mode is automatic, it happens when a chase contains 2 scenes with
zero times. To stop the cross-fading you can copy both scenes to a chase. A new
chase with four scenes will appear and the program will treat them as it was
described above.
An attribute does not have
to affect just output of DMX channels, but it can also affect output of another
attribute. If you enter # symbol in „DMX512 Channel Output“, it means that the
attribute will be affecting the following attribute. If you use for instance
„Strobo“ attribute and as a DMX channel you set the # sign then set
„Average Volume“ as a following attribute, the output of the attribute
„Average Volume“ will do the strobo effect. In case an attribute needs to
affect another attribute inversely (turn it off) you can just use two ## signs.
You can substitute # or ## for a number that defines how many following
attributes are supposed to be affected.
To create a scene or a
chase use „Scene Setting“ window, which
is to be found in „Windows“ menu.
You can close the dialog window by pressing F4. Here you can create a concrete scene or a chase and save it as
a file. Left part of the window is for scenes and right one for chases.
Fig. 10 – Scene or chase setting
Meanings of individual buttons
for scene setting are as follows:
Save Scene
Saves a scene as a file under the name written in the edit box (Scene1
by default).
Load Scene
Loads a scene of the name written in the edit box (Scene1 by default).
Open File
Opens a dialog window, where you can choose a scene file, and loads the
scene.
Insert File
Inserts a scene from a file into the current file (you can connect more
scenes). Inserts only nonzero channels and the other channels remain unchanged.
While inserting you can also set a different origin for a scene. The number of
the first used channel in a scene will appear in „Set first DMX512 channel (1 to 512)“ and you can change the channel
or you can set a displacement from the original DMX channel in „Set drift origin scene (-511 to 511)“.
It is appropriate while setting light of the same kind but with a different
origin. You can also insert an inverted scene by checking the „Invert scene“ box.
Fig. 11 – Inserting a scene
All ON
Sets all the DMX channels in the scene to 255 (100%).
All Test
Sets all the DMX channels at the output to the full value of 255 (100%).
The button does not affect the scene.
Clear Scene
Clears all values in the scene.
Color Picker
A dialog window for choosing a color. The color will be inserted into
the scene as a combination of RGB or CMY.
Active
Activates the scene that is being set up. There will be all nonzero
channels from the scene at the DMX512 output.
Solo
If you check this box then only data from this dialog will be sent to
the DMX512 output when the „Active“ (or „Play Chase“) button is activated.
Patch
Switches from a mode that controls all DMX channels to a mode that
controls only the channels selected by „Fixtures“ buttons. The first fader
always controls the first DMX channels of selected lights and the following
fader controls the following DMX channels of selected lights.
Fixtures
These buttons will appear in a patch mode, when you click on the „Patch“
button. You can set one light effect to every individual button. Right click
opens an address setting and attribute name dialog window (more in Dialog
windows description). Left click will include (its text is in bold) or exclude
an item from the list of controlled attributes.
DMX IN
If one of the connected interfaces is selected as Interface IN (main
dialog: „Configuration>>Interface IN”), then the incoming data will be
displayed directly through faders.
Meanings of individual buttons
for chase setting are as follows:
Add Scene
Adds the current scene into a chase with a time stated in Fade Time. The name of inserted scene
will be stated in the chase but is not saved in the chase file.
Update
Updates the selected scene in a chase according to the currently
selected scene in the left part of the window including Fade Time.
Set Times
Sets the time set in Fade Time
to all scenes in a chase. (if confirmed by clicking „Yes“) or only to a
selected scene (if confirmed by clicking „No“).
Scene On
The current scene will be set according to a scene selected in a chase.
You can also do it by double clicking on a scene directly in the chase.
Remove One
Removes the currently selected scene from a chase.
Remove All
Clears the whole chase.
Track
Opens a dialog window for motion trace creation. If it is necessary to
send the trace that is being created to DMX 512 output as well, it is necessary
to activate the output of the scene („Active“ button) and to select „Scene on“
in the Track window. More on this in chapter Dialog window description.
Play Chase
Plays chase directly to DMX512 output. Can be combined with „Solo“.
Save Chase
Saves a chase as a file under the name written in the editing box (Chase
1 by default). The names of scenes are not
being saved. The scenes are numbered according to their position in the
sequence if opened.
Load Chase
Loads a chase of the name written in the editbox (Chase 1 by default).
Open File
Opens a dialog window, where you can choose a chase file, and loads the
chase.
Insert File
Inserts a chase from a file into the current chase (it is possible to
connect more than one chase). Only nonzero channels will be inserted, the other
ones will remain unchanged. You can set a different origin of chase while inserting
it. In the window „Set first DMX512
channel (1 to 512)“ the number of the first used channel appears. You can
change it to any other or you can just set a drift from origin in „Set drift origin scene (-511 to 511)“.
It is useful while setting light effects of the same kind with a different
origin. You can also insert an inverted chase by checking the „Invert scene“ box. The times remain the
same as stated in the current chase. If there are more scenes in a chase the
surplus joins the end of the current chase. If you check the „Append Chase“ box the inserted chase
will be attached to the end of the current chase.
Fig. 12 – Inserting a chase
Hot keys
Left and right arrow – move selected blocks of DMX
channels
Enter – if there is any active fader, the
Add Scene button will be pressed
(inserts a scene that is being edited into a chase).
There are some additional
dialogs in „Windows“ menu to make
settings easier or to help with using lighting technology. The dialog windows are described in more
detail in the Dialog windows description chapter.
This tool helps with
editing individual DMX channels. You can put down a function of each channel.
These notes appear in the Scene Settingwindow
at each individual fader. The note will be shown in a relevant „tool tips“ box
if you point at a fader with a mouse. The tool „Tool Tips Editor“ is to be found in „Windows“ menu.
Fig. 13 – Tool Tips Editor
This tool to helps with setting
an address of a light effect. It generates a configuration of DIP switchers
based on inserted numeric value the way it has to be set on a light effect. You
can use it also the other way around. „Dip
Switch“ is to be found in „Windows“
menu.
Fig. 14 – Dip Switch
Dialog window with buttons
especially for DJs that need fast access to previously defined effects. „DJ Buttons“ is to be found in „Windows“ menu. If the buttons in a
project are defined this dialog window will automatically open after opening
this project. You can assign not only a concrete scene (.sc) or a chase (.ch)
to individual buttons but you can also choose a whole project (.vis) that will
open after pushing a button. If you open another project the current one will be
saved. You can also assign an individual project that contains only configured
buttons (.dj) to a concrete button and switch this way between lists of
buttons. A window for a button configuration will open up by right clicking on
it. Left clicking activates or deactivates a button. If there was another
button active at the same time it will be deactivated. If you check the „Enable NUM Keyb” box in the „Configuration” menu you can control
the first 10 buttons with numeric keyboard. It is ideal to use a wireless
numeric keyboard. Leave number 0 empty because then, by pressing it, you can
easily deactivate all the buttons even without their current state being
visible. If you assign a chase with zero Fade
Time to a button, then you can switch between individual scenes by pushing
space button or if you are using numeric keyboard by pressing the „Del“ key.
Fig. 15 – DJ Buttons
You can find this feature in „Configuration” menu, select
„Enable NUM Keyb”. It works
independently on an application currently being used, therefore it is necessary
to keep in mind that if this feature has been enabled you can‘t use a numeric
keyboard for typing. Functions of the numeric keyboard are defined as follows:
Numbers 0 to 9: Correspond to the first
ten of DJ Buttons.
„
„*“ key: Stops
a DMX output (i. e. presses Fixed DMX button in the main window).
„+“ and „-“ key: Volume control (depends
on a program version).
Select „Find
DMX Channel“ function in the „Windows“
menu to find, where a specific channel was used. Type in a value of a channel
and after confirming by pressing OK a list of all scenes and chases used in a
project that affect the channel shows up. This feature is particularly useful
with bigger projects where you later need to find all parts where a specific
feature of a specific light is affected.
This chapter briefly describes individual dialog windows
included in the program. It describes meaning and functions of the operating
elements.
Fig. 16 – Main window
Music Visualization application window description:
1. Main program menu.
2. List of active attributes.
3. Name
of an assigned scene, chase or given DMX channel, that is affected by the
attribute.
4. Hot Buttons to activate/deactivate an attribute:
|
Output
is controlled by an attribute |
|
Output
is permanently activated (left mouse button) |
|
Output
is deactivated (right mouse button) |
5. Last
button permanently activates or deactivates an output of all attributes at the
same time.
6. List of available attributes.
7. Remove selected attributes („
8. Remove all attributes.
9. Initialization of selected attributes.
10. Remove an assigned scene or a chase from selected attributes.
11. Copy the current attribute and insert it below itself.
12. Open
dialog window with attribute setting (the same as a double click on a name of
an attribute).
13. Move an attribute one line lower in the list
14. Move an attribute one line higher in the list
15. Add an attribute to the list
16. Set the entire DMX512 output to zero („blackout“).
17. Stop visualization output. Attribute calculations will keep
running.
18. Stop/start visualization.
19. Output value of an attribute.
Fig. 17 – File menu
Meaning of items in the file menu:
New Project – Create a new project
(included DJ Buttons, Fixtures)
Open Project – Open a project
Insert Project – Insert a different
project after the end of the current one
Save Project – Save the current project
Save Project As… – Save the
current project to a specified file
Close – Close the
program
Meaning
of items in the windows menu:
Scene Setting – Scene
Settingwindow to create new scenes and chases (see chapter 5)
Info Bar – information window Info Bar
DMX512 Output
– DMX512 output window
DMX512 Output Graph– output graph of all 512 DMX
channels
Basic Calculations – window for some pre-made
calculations
Audio Graphs
– show audio signal graphs
Tool Tips – show window to create notes to DMX channels
(see chapter 6.1)
Find DMX Channel – find a DMX channel in a project (see chapter 6.5)
Dip Switch – a tool to help with DMX address setting (see.
chapter 6.2)
DJ Buttons – DJ buttons (see chapter 6.3)
Fig. 19 – Configuration menu
Meaning of items in the configuration menu:
Audio Setting –
audio input Setting window
DMX512 Output –
DMX512 Output modes
mode 1: Optimized mode working with the first 256
channels. Calculations are processed every 20 ms.
mode 2: Slower mode working with the first 380
channels. Calculations are processed every 30 ms.
mode 3: Mode working
with all 512 channels. Calculations are processed every 30 ms.
mode 4: Special slow mode for lighting technology that
is not quite compatible with DMX 512 (for example EL line set of lasers from
Laserworld). Marks are being inserted between individual frames (MABF Mark
Between Frames). Only the first 18 channels are being sent. Other 160 channels
are in normal mode 1 (depends on the program version)
Interface OUT
– interface used for DMX* output
Interface IN
– interface used for DMX*
input
Reserve Audio Input – Fast
switch to a reserve audio input set in „config.dat“ file
Enable NUM Keyb – Allows direct control with a numeric keyboard
(See chapter
6.4)
* Selected devices will be saved after a program
terminates. After turning the program back on, the same devices will be
selected regardless of the used USB ports.
Fig. 20 – Help menu
Meaning of items in the help menu:
Help – Application manual
Online Help – Updated manuals available online
Register Product… – Product registration
Upgrade – Direct link to the latest
version
About – About dialog
How to use
the „Attribute Setting” window is
described in the chapter 3. Attribute setting
Fig. 21 – Attribute Setting dialog window
Attribute Setting window description:
1. List of all available scenes and chase
(chase, i. e. a continuous flow of scenes).
2. Type of an output attribute:
chase –if
a chase has been selected (automatically
right after selecting a file ending with .ch )
scene – if a scene has been selected (automatically right after selecting a file
ending with .sc )
number –
affects only the DMX channel selected by a user (value 1 to 512)
# –
output affects a following attribute (see chapter 4.4)
## –
output inversely affects a following attribute (see chapter 4.4)
3. Opens Scene Setting window for editing a selected scene or a chase.
4. Deactivates attribute’s output
5. Allows zero value at an output of an
attribute
6. The meaning of this check box is changing
according to the selected type of an output:
DMX channel or a scene:
Inverted output – the attribute’s output is
inverted
Chase:
Play on threshold –
values of DMX channels are sent to an output only if attribute’s output is >
0.
7. Data received from a different DMX
machine (lighting console) will be used as a scene.
8. and 9. The meaning of the sliders depends on the
concrete attribute. It is described either in chapter 3 or directly in the notes for each individual
attribute in chapter 8. The following functions are the most common:
Output force – Output force in [%].
Threshold – If a value is below this
threshold the output is permanently zero.
Backwardness cutoff – Delay of an attribute’s
deactivation in [ms] or in [s].
Speed –
Speed of an attribute in [%].
10. Button for a graphic visualization of an
output in time.
11. Close the window without saving changes
12. Close the window without and save changes
13. If the Hold
button is activated all the changes automatically apply, if the Hold button is deactivated the setting
applies after pushing OK button or
pushing the Hold button again.
How to use
the window is described in chapter 5.
Fig. 22 – Dialog window for scene/chase setting
Scene Setting window
description:
1. Values
of individual DMX channels.
2. Selects
a block of 16 channels out of total 512 to edit.
3. Static
scene setting:
Save Scene/Load Scene – Save Scene/Load
Scene in a current name
Open File/Insert File –
Open/insert by the a help of a file selection window
All ON –
All DMX channels set to a maximum (255/100%)
Color Picker –
Allows to directly mix a color (for LED reflectors and RGB/CMY switchers)
Clear –
Clears all DMX channels
Patch –
Mode switch between direct DMX channels setting and setting of selected
Fixtures only (light effects). In the patch mode you can select individual
lights and control them all at once. The first fader corresponds with the first
DMX channel of each individual light.
Active –
the scene that is being edited also projects on a DMX output.
Solo –
only a scene or a chase that is being edited is at the DMX output
DMX IN – faders show a scene that is being received
from an external device through DMX PIPE (you can select a receiver of DMX512
in Configuration>>Interface IN
in the main window menu. If there has been no device selected in Interface
IN this option is not available.
4. Functions
to create chase (scene sequencing):
Fade Time – time between two scenes
Add Scene – add a static scene into a chase
with a time chosen in Fade Time
Update – A selected scene in a chase
will be set according to a scene created in the left part of the window
Set Times – set time for one or the entire
chase
Scene On – transfers a selected scene in a
chase into the left part (the same as a double click)
Remove One – remove selected scene from a chase
Remove All – delete the entire chase
Track – open a window to create a
motion path (more on this in chapter 8.4)
Play Chase – play created chase. It’s possible to
combine it with Solo button.
Insert /Open File – Open/insert with the help of a file selection window
Save/Load Chase – Save Scene/Load Scene of the current name
5. Features:
Right click – opens a dialog window for editing the
name of a light and its address of origin and ending (Fixtures).
Left click – activates/deactivates a set light
that is then controlled together with other selected lights from the first
address
Specially configured
keyboard functions in Scene Setting window:
Arrows ←, → – switch selected block of 16 out of 512 available channels
Enter button
–
pushes Add Scene button while
editing a scene
A window opens up after pushing Insert File button in Scene Setting window, part for editing
scene.
Fig. 24 – Dialog window to insert/drift a scene
1.
The
first DMX channel used in a chase. You can change it to any other channel,
which will shift the entire scene.
2.
Absolute
drift of the inserted scene.
3.
Individual
DMX channel values are inserted inversely.
The window opens up by clicking Insert File in Scene Setting window in the part for editing scene.
1. The first DMX channel used in a
chase. You can change it to any other channel. This will shift all the scenes
of the chase that is being inserted.
2. Absolute drift of all inserted scenes
in the chase that is being inserted.
3. Individual DMX channel values are
inserted inversely.
4. Inserted chase is attached to the
current one.
If inserted this way the fade-times between individual scenes will
remain unchanged as defined in the current chase.
Window opens after pushing Set Times in Scene Setting window
Fig. 25 – Confirmation dialog for a change of fade time
between scenes
Meaning of buttons in
fade time dialog window (Fig. 25):
Yes – change all times in a chase to the value
defined in Fade Time box
No – change time only for a selected scene in
a chase
Cancel – no
changes
By right clicking on a selected
fixture in the Scene Setting window
you open up a fixture setting window.
Window description:
1.
Button
text
2.
First
DMX address of a light
3.
Number
of DMX channels for a light
4.
Clear
fixture (clears light effect setting)
5.
Confirm
setting
When you edit the following Fixtures button the first available address
will be set as its first address (which is the previous starting address + the
number of DMX channel for the previous light) and number of DMX channels will
be the same as at the previous one.
Window description:
1.
DMX
channels of individual colors
2.
Color
intensity (0-255)
3.
Open
a color picker window
4.
Switch
between RGB and CMY mode
Window description:
1.
Select
a predefined color or a color that that you want to edit
2.
You
can choose a color from the color palette
3.
Change
saturation of the selected color by moving the slider
4.
Adds
the selected color to My colors (to
the field number 6)
5.
Confirm
changes – OK, cancel changes – Cancel
Fig. 29 – Chase track window
Dialog window:
1.
Layout
of individual scenes
2.
Current
scene
3.
Position
data of the current scene
4.
Current
scene/total number of scenes
5.
These
buttons depend on the state of „+10“ and „Get All“ options
Size In – shrink towards the
absolute center
Size Out – expand towards the
absolute center
Up, Left, Down, Right – move in given directions
6.
Time –
time of a transfer to a current scene
Insert – insert a new scene into a chase (new
scene is inserted implicitly as set in Scene
Setting)
Remove – remove the current scene
Set Path – set a predefined path, for example:
Circle – circular path
Ellipse – elliptical path
Center – puts the current node to the
center
Diagonal
Line Hor. – sets nodes horizontally
Line Ver. – sets nodes vertically
Doubled –
doubles the nodes (i. e. there will be stops in doubled nodes)
First pos.
– puts the current node to the location of the first one
Half Size
– deletes every other node
Previous pos.
– puts the current node to the location of the previous one
Random –
puts nodes to random locations
Square –
arranges the first four nodes into a square
ZigZag –
Zigzag track
7.
Set
DMX channels for individual X and Y axes of a motion X and Y
8.
Track
will be generated inversely into the chase
9.
Currently
selected scene
10.
x 10 – Operations are performed with 10x zoom
Get All – Operation is performed with all scenes at the same time
Scene On – Currently selected scene will be shown in the Scene Setting window
If the option Scene On is
active and the Active button is
pressed in Scene Setting, the currently
edited scene will be on the DMX 512 output.
If you press Axis X or Axis Y
buttons, a window for selecting all X axes (PAN) or all Y axes (TILT), which
are used to generate motion paths, shows up.
|
DMX addresses tagged like this are already
selected for the second axis |
|
selected DMX addresses that will be used for
generating a chase |
It is possible to define more addresses at the same time and therefore
control more devices at the same time.
Simple buttons for a fast access to
previously sets scenes, chases or any other projects. These buttons have higher
priority than attributes. If they are activated they overwrite values set in
the main window but not the values set in the Scene Setting window.
Fig. 31 – Example of DJ buttons
Description of a basic
DJ Buttons dialog window:
Menu File –
insert or open settings from different projects (see chapter 7.3.11)
Menu Setting – select the number of buttons
shown (4, 8, 12, 16, 20, 24)
DJ Buttons can be set or edited as follows:
Left click – activates the assigned file
Right click – opens a window for DJ button
setting
DJ buttons can be assigned the following file types:
.dj – a file containing a list of
buttons. If activated the current one will be overwritten by the list saved in
this file.
.sc – a static
scene. If activated this scene shows up at the output.
.ch – a sequence of
scenes with defined times (a chase)
If the times are higher than 0, the
scenes fade into one another in that time. If they are 0, the current scene
will be shown until the space bar is pressed which will change the scene into
the following one in the given list (chase).
.vis – an entire
project. If activated, the whole project opens up (together with the DJ buttons
(if they are included with the project). Before that a current project will be
automatically saved without asking.
DJ Control Setting
window description:
1.
Name
of a button
2.
File
used– you can assign following file types to a button:
a.
Scene
(.sc)
b.
Chase
(.ch)
c.
Entire
project (.vis) – in case of using a different project the current project is
automatically saved.
d.
A
different list of buttons (.dj).
3.
If
this box is checked, only the selected program will be playing after pressing a
DJ button. This feature is active only if a scene or a chase has been selected.
Fig. 33 – File menu
Meaning of individual items in the file menu is as
follows:
Open from File
– open DJ buttons from a file
Save to Extra File – save selected DJ buttons to a
special file (they save into a project by default)
Clear – clear DJ buttons
Close – close dialog window
(buttons’ state is preserved after re-opening)
1 2
3
DMX512 Output dialog
window description:
1.
Minimal
and a maximal value of DMX channels in [%]
2.
Current
value of DMX channels [0 – 255]
3.
Channel
where a mouse pointer is at
Fig. 35 – Preview of a graph of volume intensity
Meaning of items in
the Graph menu:
It is possible to switch between individual graphs:
FFT – Intensity in a frequency area
Intensity – Volume intensity
Special – Dynamic volume intensity
Freq Intensity
– Sum of all intensities in a frequency
area
Scope – Audio signal in a time area
STOP – Stops graph rendering
Exit – Closes a graph
![]() |
Meaning of items in
file menu:
1.
Displayed
time scale
2.
Size
of an amplitude showed
3.
Option
for showing some additional calculations
![]() |
1.
Minimal
and maximal volume
2.
Volume
value for the current mouse position
3.
Selected
frequency according to mouse position
Fig. 38 – Graph of a selected attribute
![]() |
Window description:
1.
Minimal
value, maximal value
2.
Current
output volume
3.
Average
volume
4.
Values
of an automatic equalizer
5.
Status
of an automatic volume calibration
6.
Resets
minimal and maximal values
7.
Refresh
rate
This attribute detects
output level of low frequencies from 40Hz to 220Hz. If the set threshold is
crossed a maximal value will appear and remains there until the volume drops below
the threshold again but not earlier then the time set in Backwardness Cutoff is up. If there is a long low frequency sound
in the music, the output of this attribute will be active for the same amount
of time.
It
is a more sophisticated algorithm then Beat Detection I. It ensures that the
detection will turn off after a time set by Backwardness Cutoff slider and another one is not earlier than
double of that time. This algorithm is independent on a volume, but you can set
a threshold, below which the output will be permanently zero.
A
different algorithm than Beat Detection II, but with almost the same result.
Allows
only volume with low frequency to the output (from 40Hz to 300Hz, through
exponential function). Threshold for output values is set by moving Output Force slider and delay by Backwardness Cutoff slider. After the
end of the delay, the output will be lower again.
(Some powerful light bulbs need more than a
short impulse to turn on and that is why you can prolong it by moving Backwardness Cutoff slider).
The same as Bass Level
Output, but for frequencies from 300Hz to 5100Hz.
The same as Bass Level Output, but for frequencies from
5100Hz to 11050Hz.
There
is an average volume of low frequencies at the output. By moving the Output Force slider, you can set the
output level.
There
is an average volume of medium frequencies at the output. By moving the Output Force slider, you can set the
output level.
There
is an average volume of high frequencies at the output. By moving the Output Force slider, you can set the
output level.
This
algorithm calculates the amount of low frequencies and in case it is higher
than the amount of other frequencies, it activates PERMANENTLY until the values
drop again. By moving the Output Force
slider, you can set the detection threshold (the higher the more frequent the
detection is). In practice the appropriate value is approx. between 30% and
35%. The attribute is suitable for instance for selecting a primary color in a
scene (low freq. red, high freq. blue etc.) or it is possible to set a specific
motion of scanners (low freq. motion on the ground, high freq. on the ceiling
etc...) via a chase (assign a .ch file type).
The
same as Primary Color Low, but for medium frequencies. Suitable value is
between 35% and 40%, but it depends on desired frequency of its initiation as
well.
The
same as Primary Color Low, but for high frequencies. Suitable value is between
40% and 50%, but it depends on desired frequency of its initiation as well.
There
is an average volume value at the output. By moving the Output Force slider, you can set the output level. The Speed slider sets the speed of
averaging.
There is immediate
volume intensity at the output (calculated from frequency area by the FFT sum).
The output is a bit more dynamic than a real volume value calculated from a
time area (Intensity in time) and is slightly dependent on a number of FFT
frequencies. By moving Output Force
slider, you can set the output level and by moving Backwardness Cutoff slider, you can set the delay after which the
output drops again. Preferable over Intensity in time.
There is immediate
volume intensity at the output (calculated from time area). Output matches real
output power value. By moving the Output
Force slider, you can set an output level.
It gets activated in
case the average volume value overcomes threshold set by the Threshold slider and gets deactivated
after the amount of time set by the Backwardness
Cutoff slider in case the average volume value is below the threshold
again.
It gets activated in
case the current (immediate) volume value overcomes threshold set by the Threshold slider and gets deactivated
after the amount of time set by the Backwardness
Cutoff slider in case the average volume value is below the threshold
again.
Detects
very high load peaks that are very rare. The frequency of detection is
dependent on the Threshold slider
setting. In practice it is often better to use Strobo Enabler attribute instead.
The
output is an “amount” of frequencies present in the music.
The
output is a value representing dynamic range of the music.
A
popular attribute that detects incoming beats with the condition that they
haven’t been present in the music for some time (Incoming beats detection). It
can turn anything on – a stroboscope, laser, light bulb, fast motion etc. The Threshold slider sets threshold for its
activation (lower value = more frequent activation). The Backwardness Cutoff slider determines the amount of time for which
the attribute is active after detection.
It is an Auto attribute,
where the speed is influenced by volume. The speed to volume ratio is set by
the Speed slider and the volume
threshold is set by the Threshold
slider. If the volume is below the threshold, the attribute gets deactivated.
Suitable for initial motion of a scanner mirror, color or gobo selection. Best
placed in the beginning of a project, then the set DMX channels can easily
overwrite the attributes located lower.
Rhythm detection. This
algorithm has been surpassed by BPM III algorithm.
A
useful algorithm for any project. Detects low volume. It is especially useful
for light behavior setting, when music stops playing or when it plays at a very
low volume. The threshold for its activation can be set with the Threshold slider. It is appropriate to
place this attribute at the end of a project (where it has higher priority – it
overwrites other DMX channels while activated) but before the Strobo Enabler.
Output
permanently switched on.
The
output is a value linearly growing up to a maximum and then back to minimum
with a speed set by the Speed
slider.
The
output is not controlled by music. This attribute switches between the maximal
value and the zero value at the output with the speed set by the Speed slider. The ratio of the length
of the maximal value to the length of the minimal value can be set with the Pulse Ratio
slider.
There
is a value at the output set by the Output
Force slider.
This
attribute gets activates in case the average quantity of medium, low and high
frequencies is similar. Tolerance can be set by the Output Force slider.
This
attribute works with medium frequencies around range of human voice. The output
is alternation of zero and maximal value in case of crossing the threshold set
by the Threshold slider.
Another
type of beat detection similar to Beat Detection II and III.
This attribute analyses style of the
music (based on information from Freq. Saturation, Dynamic and frequency ratio)
and in case the song seems suitable for stroboscope it gets activated. The
threshold for activation can be set by the Threshold
slider.
This
algorithm searches for BPM value of the music. In case it is sure about rhythm
stability (the music is rhythmical)
it gets activated. The threshold can be changed by moving the Threshold slider. If it is set up to
70%, for example, it gets activated only if the music has heavy rhythm. The
output is the detected rhythm (BPM value). Heads up, this is the only
attribute, which activates Zero Output
on its own and after its deactivation, this option becomes available
again. You can also assign a chase with
zero times to this attribute. The individual scenes in the chase will then be
switching according to the detected beats. The quality of the BPM III detection
is displayed in the Info Bar window
only in case this algorithm is used (e.i. if it is on the list of active
attributes).
You
can assign to it a specific name of a project that should get opened after
certain amount of time or you can set a value for how long after opening of
this project should a new one get opened. This attribute can be switched on
using another attribute by # (see chapter 4.4).
The speed of a rhythm is
at the output. This attribute gets activated if the detection quality is higher
than the one set by moving the Threshold
slider (the same as with BPM III). The output level can be adjusted by the Output Force slider.
The
meaning of both Threshold and Output Force sliders is the same as in
BPM III Speed Output. This attribute gets activated in case the target speed
(the same value as the BPM III Speed Output has) is higher than 50%. Higher
value of Output Force results in lower detection frequency.
The meaning of both Threshold and Output Force sliders is the same as in BPM III Speed Output. This
attribute gets activated in case the target speed (the same value as the BPM
III Speed Output has) is lower than 50%. Higher value of Output Force results in higher
detection frequency.
This
attribute gets activated, if there is no signal at the output for an extended
period of time. The threshold boundary for intensity can be set by the Threshold slider.
Detects
loud signal. The Threshold slider
determines the detection threshold (frequency of activation). Higher threshold
results in more frequent detection.
Detects silent signal. The Threshold slider determines the
detection threshold (frequency of activation). Higher threshold results in more
frequent detection.
Detects increasing volume. The Threshold slider determines the
detection threshold (frequency of activation). Higher threshold results in more
frequent detection.
Detects decreasing volume. The Threshold slider determines the
detection threshold (frequency of activation). Higher threshold results in more
frequent detection.
Detects
constant volume. The Threshold slider
determines the detection threshold (frequency of activation). Higher threshold
results in more frequent detection.
There
is a value of a concrete DMX channel that is being received from an external
board at the output of this attribute. The specific DMX channel can be chosen
by moving the DMX Channel slider.
Using the Output Limit slider, you
can limit the maximal value of this output.
This attribute does not
acquire data from the music. It is a tool for editing values of DMX channels.
It can limit or turn up a DMX channels specified in an assigned scene. It
influences only values of DMX channels that are generated in a list above this
attribute. It is effective to activate this attribute by another one (using #
and ##, see chapter 4.4) or for an additional limitation of the output of
concrete channels. This attribute can also deactivate channels, which value is
lower than a value set by the Threshold
slider.
Indication
of the volume of a specific tone. The sound spectrum from 30Hz to 10kHz is
divided into 256 intervals and in each of them you can indicate its volume. A
specific tone can be chosen by the Tone
slider. The force of the output can be adjusted by moving the Output Force slider. The attribute is
suitable for visualizing one chosen instrument.
Measures how many times
the signal crossed zero in the time area. This roughly indicates carrier
frequency magnitude.
If the will be no low
frequencies present in the music for the time set by the Time To Active (2s by default)slider, this attribute will activate
until the low frequencies reappear. The sensitivity of detection can be
determined by the Threshold slider
(the higher its value, the more frequent will the detection be).
This attribute detects,
when a frequency band is present only in small amounts (low, middle or high
frequencies). If this condition is met it stays active for the length of time
set by the Threshold slider (the
higher its value, the more frequent will the detection be).