2017-10-19 Fred Gleason <fredg@paravelsystems.com>

* Applied structural markup to the 'rdairplay' chapter of the
	Operations Guide.
This commit is contained in:
Fred Gleason 2017-10-20 02:17:53 -04:00
parent c75eb44271
commit 8f07b45d60
2 changed files with 195 additions and 107 deletions

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@ -16193,3 +16193,6 @@
2017-10-19 Fred Gleason <fredg@paravelsystems.com>
* Applied structural markup to the 'rdlogedit' chapter of the
Operations Guide.
2017-10-19 Fred Gleason <fredg@paravelsystems.com>
* Applied structural markup to the 'rdairplay' chapter of the
Operations Guide.

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@ -2536,7 +2536,8 @@
<para>
RDAirPlay is the Rivendell module used to run logs generated by the
RDLogEdit or RDLogManager (for an overview of Rivendell logs, see
Chapter Four). It contains a wide array of features for enabling
<xref linkend="chapter.rdlogedit"/>).
It contains a wide array of features for enabling
playout of audio content in live assist as well as fully automated
environments.
</para>
@ -2544,10 +2545,13 @@
<sect1 id="sect.rdairplay.log_machines">
<title>Log Machines</title>
<para>
Fundamental to the operation of RDAirPlay is the concept of a log
machine. A log machine is a virtual “device” into which a Rivendell
log may be loaded and executed. RDAirPlay has three such log machines,
called Main Log, Aux 1 Log and Aux 2 Log. Each of these log machines
Fundamental to the operation of RDAirPlay is the concept of a
<emphasis>log machine</emphasis>.
A log machine is a virtual “device” into which a Rivendell
log may be loaded and executed. RDAirPlay has three such log machines,
called <computeroutput>Main Log</computeroutput>,
<computeroutput>Aux 1 Log</computeroutput> and
<computeroutput>Aux 2 Log</computeroutput>. Each of these log machines
is completely independent of the others in the sense that different
logs can be loaded and executed simultaneously in the respective
machines.
@ -2556,8 +2560,8 @@
<sect1 id="sect.rdairplay.layout">
<title>Layout</title>
<para>
As shown in Illustration 24, the RDAirPlay main screen consists of
four primary areas: the top area, which contains a variety of
As shown in FIXME, the RDAirPlay main screen consists of
four primary areas: the top area, which contains a variety of
indicators for use in live assist situations as well as a set of
audio meters; the button widget, which occupies the bulk of the
left-hand side of the screen; the right-hand side, which displays
@ -2570,11 +2574,12 @@
<sect2 id="sect.rdairplay.the_wall_clock">
<title>The Wall Clock</title>
<para>
In the upper left-hand corner is wall clock indicator, which indicates
the current system date and time. The style used for displaying times
In the upper left-hand corner is the wall clock indicator, which
indicates
the current system date and time. The style used for displaying times
throughout RDAirPlay can be toggled between 24 hour “military” format
and the traditional “AM/PM” presentation by clicking once on this
display. If the system administrator has enabled it, this display
display. If the system administrator has enabled it, this display
will also flash RED to indicate possible clock inaccuracy due to loss
of master clock synchronization.
</para>
@ -2584,34 +2589,39 @@
<para>
Immediately to the right of the wall clock is the Post Point Counter.
A post point is an attribute applied to a log event with a hard time
type. The post point counter uses this information to display
type. The post point counter uses this information to display
countdown and timing information.
</para>
<para>
The counter can be in one of four possible states: Idle, On Time,
Under Time or Over Time. If the next upcoming hard timed event does
not have its post point attribute set, then the counter will be in Idle
mode (see Illustration 26). If the attribute is set however, then the
counter will provide an estimate of how “on-time” the log currently
The counter can be in one of four possible states:
<computeroutput>Idle</computeroutput>,
<computeroutput>On Time</computeroutput>,
<computeroutput>Under Time</computeroutput> or
<computeroutput>Over Time</computeroutput>.
The counter will provide an estimate of how “on-time” the log currently
is, on the basis of the current time and events still scheduled to be
played.
</para>
<para>
If the playout is such that the post point will be reached within one
second of its programmed time, then the counter will be in On Time mode
(see Illustration 27). The value shown in the square brackets is the
scheduled time of the point point.
If the playout is such that the next hard time will be reached within one
second of its programmed time, then the counter will be in
<computeroutput>On Time</computeroutput> mode
(see FIXME). The value shown in the square brackets is the
scheduled time of the hard-timed event.
</para>
<para>
If the playout is such that the post point will be reached one second
or more before its programmed time, then the counter will be in Early
mode (see Illustration 28). It will also give an indication of how
If the playout is such that the next hard time will be reached
one second
or more before its programmed time, then the counter will be in
<computeroutput>Early</computeroutput>
mode (see FIXME). It will also give an indication of how
much more material would need to be added to make the join on time.
</para>
<para>
If the playout is such that the post point will be reached one second
or more after its programmed time, then the counter will be in Late
mode (see Illustration 29). It will also give an indication of how
If the playout is such that the next hard time will be reached one
second or more after its programmed time, then the counter will be in
<computeroutput>Late</computeroutput>
mode (see FIXME). It will also give an indication of how
much material would need to be removed to make the join on time.
</para>
</sect2>
@ -2619,21 +2629,21 @@
<title>The Audio Meter</title>
<para>
Immediately beneath the wall clock and post point counter is the audio
meter. The meter shows the current peak levels of audio being played
meter. The meter shows the current peak levels of audio being played
out of RDAirPlay, with '0' level referenced to -16 dBFS.
</para>
</sect2>
<sect2 id="sect.rdairplay.the_pie_wedge_widget">
<title>The Pie Wedge Widget</title>
<para>
In the top center of the top area is the pie wedge widget. This
widget counts down the final few seconds of each event. The length
In the top center of the top area is the pie wedge widget. This
widget counts down the final few seconds of each event. The length
of time it counts down, along with whether it counts to the start
of the next transition or the absolute end of the event are both
configurable in RDADmin. The color of the band that grows as the
countdown progresses (shown RED in Illustration 31) will change color
configurable in RDADmin. The color of the band that grows as the
countdown progresses (shown RED in FIXME) will change color
to indicate if the currently playing event is the last event before
a log stopdown. If it is the last, it will be RED, if not, GREEN.
a log stopdown. If it is the last, it will be RED, if not, GREEN.
A BLUE band and countdown will also appear to indicate the event's
talk time (if talk time markers have been set in the underlying cart).
</para>
@ -2642,10 +2652,13 @@
<title>The Next Stop Counter</title>
<para>
Immediately to the right of the pie wedge widget is the next stop
counter. The large numerals indicate the predicted interval of time
before the next stopdown of the Main Log machine, with the actual
predicted time in the square brackets. If the Main Log is already
stopped, then the counter simply displays 'Stopped'.
counter. The large numerals indicate the predicted interval of time
before the next stopdown of the
<computeroutput>Main Log</computeroutput> machine, with the actual
predicted time in the square brackets. If the
<computeroutput>Main Log</computeroutput> is already
stopped, then the counter simply displays
<computeroutput>Stopped</computeroutput>.
</para>
</sect2>
<sect2 id="sect.rdairplay.the_mode_indicator">
@ -2653,11 +2666,16 @@
<para>
In the upper right-hand corner of the top area is the mode indicator,
showing the current automation mode of the log machines. Three
different modes are possible: Automatic, in which all log features,
including PLAY and SEGUE transitions and hard times are fully
enabled; LiveAssist, in which no automatic transitions or hard start
different modes are possible:
<computeroutput>Automatic</computeroutput>, in which all log features,
including <computeroutput>PLAY</computeroutput> and
<computeroutput>SEGUE</computeroutput> transitions and hard times
are fully
enabled; <computeroutput>LiveAssist</computeroutput>, in which no
automatic transitions or hard start
times are executed but automatic crossfades are done between
elements; and Manual, which is very similar to LiveAssist except
elements; and <computeroutput>Manual</computeroutput>, which is
very similar to LiveAssist except
that not even automatic crossfades are enabled (thus permitting
fully manual crossfade control by means of an external console).
To change RDAirPlay to a different mode, simply touch the mode
@ -2668,7 +2686,7 @@
<title>The Label Area</title>
<para>
Immediately below the next stop counter and mode indicator is the
label area. Text messages can be made to appear here (by means of
label area. Text messages can be made to appear here (by means of
RML commands) to signal the operator concerning the state of the
system or need to take some kind of action.
</para>
@ -2677,7 +2695,7 @@
<title>The Right-Hand Side</title>
<para>
Directly below the label area is the right-hand side. The right-hand
side can display either a SoundPanel array or a full log widget for
side can display either a SoundPanel array or a full log widget for
each of the three log machines, selected by clicking the appropriate
button in the lower right-hand corner of the screen. (NOTE:
depending upon how the system administrator has configured the
@ -2689,40 +2707,52 @@
<title>The Full Log Widget</title>
<para>
As the name implies, the full log widget can be used to view the
contents of a log over its entire length. To load a log, touch the
Select Log button to bring up the Select Log dialog, select the
desired log from the list and then touch Load. The currently loaded
log can also be saved by touching the Save or Save As buttons, or
the current log unloaded by touching Unload. See Illustration 36.
contents of a log over its entire length. To load a log, touch the
<computeroutput>Select Log</computeroutput> button to bring up the
Select Log dialog, select the
desired log from the list and then touch
<computeroutput>Load</computeroutput>. The currently loaded
log can also be saved by touching the
<computeroutput>Save</computeroutput> or
<computeroutput>Save As</computeroutput> buttons, or
the current log unloaded by touching
<computeroutput>Unload</computeroutput>. See FIXME.
</para>
<para>
Once a log is loaded, it can be started at any point by touching an
event and then pressing the Play button. Any playing event can
event and then pressing the <computeroutput>Play</computeroutput>
button. Any playing event can
likewise be stopped by touching in the event and then pressing the
Stop button. To cue-up an event so that it is the next to play
<computeroutput>Stop</computeroutput> button.
To cue-up an event so that it is the next to play
(indicated by the event being the first with a light green
background), touch the event and then press the Make Next button.
background), touch the event and then press the
<computeroutput>Make Next</computeroutput> button.
The play parameters of an event can be modified by touching the event,
then pressing the Modify button, bringing up the Edit Event dialog
(see Illustration 37).
(see FIXME).
</para>
<para>
In addition to having the ability to modify the event's time and
transition parameters, the Edit Event dialog can be used to audition
the event's audio in Cue or set the start position of the audio for
on-air playback (so as to allow a program to be joined
&quot;in progress&quot;, for example). To audition the audio,
simply press the play button. The slider can be moved to adjust
&quot;in progress&quot;, for example). To audition the audio,
simply press the <computeroutput>Play</computeroutput> button.
The slider can be moved to adjust
where in the audio to audition from. To set the start position,
press the Start button and then position the slider where you wish
the start to be. The red line on progress display indicates the
current start position. Pressing the Start button again returns
press the <computeroutput>Start</computeroutput> button and then
position the slider where you wish
the start to be. The red line on the progress display indicates the
current start position. Pressing the
<computeroutput>Start</computeroutput> button again returns
the dialog to Audition mode.
</para>
<para>
When running a log, it is often desirable to have the currently
playing event always in sight. To do this, toggle the Scroll
button on (blue background).
playing event always in sight. To do this, toggle the
<computeroutput>Scroll</computeroutput>
button &quot;ON&quot; (blue background).
</para>
</sect2>
<sect2 id="sect.rdairplay.the_button_log_widget">
@ -2730,19 +2760,21 @@
<para>
To the left of the full log widget is the button log widget,
consisting of a column of seven large buttons adjacent to cart labels.
This widget provides another, specialized “view” of the Main Log log
machine. Specifically, the first seven currently playing and/or
This widget provides another, specialized “view” of the
<computeroutput>Main Log</computeroutput> log
machine. Specifically, the first seven currently playing and/or
next events in that log machine will always be visible here. Events
visible in the button log will be shown in the full log widget as
having a green background. Unlike the full log widget, the button
having a green background. Unlike the full log widget, the button
log is always visible, regardless of which display has been selected
for the right-hand side.
</para>
<para>
To start an event from the button log, simply touch an event's
corresponding Start button. Touching the button of a running event
corresponding <computeroutput>Start</computeroutput> button.
Touching the button of a running event
will either (depending upon how the system administrator has
configured RDAirPlay) stop or pause it. To modify an event's
configured RDAirPlay) stop or pause it. To modify an event's
parameters (via the Edit Event dialog), simply double-click the
event's cart label.
</para>
@ -2758,57 +2790,94 @@
<sect2 id="sect.rdairplay_adding_an_event">
<title>Adding an Event</title>
<para>
To add an event, touch the ADD button to open the Select Cart dialog,
pick the desired cart and then touch OK. To place the selected cart
using the button log widget, simply touch one of the yellow WHERE?
buttons. To place it using the full log widget, click the event
where you wish it to go and then touch the yellow WHERE? button.
To add an event, touch the <computeroutput>ADD</computeroutput>
button to open the Select Cart dialog,
pick the desired cart and then touch
<computeroutput>OK</computeroutput>. To place the selected cart
using the button log widget, simply touch one of the yellow
<computeroutput>WHERE?</computeroutput>
buttons. To place it using the full log widget, click the event
where you wish it to go and then touch the yellow
<computeroutput>WHERE?</computeroutput> button.
If, after selecting a cart from the Select Cart dialog, you decide
you don't want to add it after all, simply touch the ADD button again
to cancel the operation (see Illustration 39).
you don't want to add it after all, simply touch the
<computeroutput>ADD</computeroutput> button again
to cancel the operation (see FIXME).
</para>
<para>
Alternatively, if the System Administrator has enabled Drag and Drop
functionality, carts can be dragged directly from an instance of
RDLibrary and dropped into the desired location on RDAirPlay.
</para>
</sect2>
<sect2 id="sect.rdairplay_deleting_an_event">
<title>Deleting an Event</title>
<para>
To delete an event, touch the DEL button, then touch one of the
violet DELETE buttons in the button log widget, or select an event
and then touch the violet DELETE button. To cancel the operation,
simply touch the DEL button again (see Illustration 40).
To delete an event, touch the <computeroutput>DEL</computeroutput>
button, then touch one of the
violet <computeroutput>DELETE</computeroutput> buttons in the button
log widget, or select an event
and then touch the violet <computeroutput>DELETE</computeroutput>
button. To cancel the operation,
simply touch the <computeroutput>DEL</computeroutput> button again
(see FIXME).
</para>
<para>
If the System Administrator has enabled Drag and Drop
functionality, carts can also be deleted by dragging the icon
of the trash can and dropping it onto the appropriate event.
</para>
</sect2>
<sect2 id="sect.rdairplay.moving_an_event">
<title>Moving an Event</title>
<para>
To move an event, touch the Move button, then touch one of the violet
MOVE buttons in the button log widget, or select an event and then
touch the violet MOVE button, then touch one of the yellow TO buttons
To move an event, touch the <computeroutput>MOVE</computeroutput>
button, then touch one of the violet
<computeroutput>MOVE</computeroutput> buttons in the button log
widget, or select an event and then
touch the violet <computeroutput>MOVE</computeroutput> button,
then touch one of the yellow <computeroutput>TO</computeroutput>
buttons
in the button log widget, or select an event and then touch the
yellow TO button. To cancel the operation at any stage, simply touch
the MOVE button again. It is perfectly permissible to move an event
yellow <computeroutput>TO</computeroutput> button.
To cancel the operation at any stage, simply touch
the <computeroutput>MOVE</computeroutput> button again.
It is perfectly permissible to move an event
between two different log machines.
</para>
</sect2>
<sect2 id="sect.rdairplay.copying_an_event">
<title>Copying an Event</title>
<para>
To copy an event, touch the Copy button, then touch one of the
violet COPY buttons in the button log widget, or select an event
and then touch the violet COPY button, then touch one of the yellow
TO buttons in the button log widget, or select an event and then
touch the yellow TO button. To cancel the operation at any stage,
simply touch the COPY button again. It is perfectly permissible to
To copy an event, touch the <computeroutput>COPY</computeroutput>
button, then touch one of the
violet <computeroutput>COPY</computeroutput> buttons in the button
log widget, or select an event
and then touch the violet <computeroutput>COPY</computeroutput>
button, then touch one of the yellow
<computeroutput>TO</computeroutput> buttons in the button log
widget, or select an event and then
touch the yellow <computeroutput>TO</computeroutput> button.
To cancel the operation at any stage,
simply touch the <computeroutput>COPY</computeroutput> button again.
It is perfectly permissible to
copy an event between two different log machines.
</para>
<para>
If the System Administrator has enabled Drag and Drop
functionality, carts can also be copied by simply dragging them
from where they are to the new location where they are wanted.
</para>
</sect2>
<sect2 id="sect.rdairplay.the_soundpanel">
<title>The SoundPanel</title>
<para>
The SoundPanel is an array of buttons that appears in the right-hand
side of RDAirPlay when the Sound Panel button is selected (see
Illustration 41). Each button can be associated with a particular
side of RDAirPlay when the <computeroutput>Sound Panel</computeroutput>
button is selected (see FIXME). Each button can be associated with
a particular
cart in the Library (either Audio or Macro carts), which is then
played each time the button is clicked. The soundpanel is
played each time the button is clicked. The soundpanel is
particularly useful in live assist situations where it is desired to
drop in some piece of audio on a live, improvised basis.
</para>
@ -2819,13 +2888,16 @@
The SoundPanel has multiple panels or “panes” that can scrolled
through by touching the double-left or double-right arrow buttons.
Each panel has a designator, (displayed just to the right of the
arrow keys), consisting of the letter 'U' or 'S' followed by a
number. An 'S' indicates that the panel is a 'system' panel,
meaning that its button assignments will show up in all RDAirPlay
instances across a given site; while a 'U' indicates a 'user' panel,
arrow keys), consisting of the letter <computeroutput>U</computeroutput>
or <computeroutput>S</computeroutput> followed by a
number. An <computeroutput>S</computeroutput> indicates that the
panel is a 'system' panel,
meaning that its button assignments will show up only on this
particular host system; while a <computeroutput>U</computeroutput>
indicates a 'user' panel,
one which is associated with a particular user and that will
&quot;follow around&quot; that user where ever he logs in in the
site. (Depending upon how the system administrator has configured
&quot;follow around&quot; that user whereever he logs in in the
site. (Depending upon how the system administrator has configured
RDAirPlay, you may not have both of these panel types available to
you).
</para>
@ -2833,21 +2905,34 @@
<sect2 id="sect.rdairplay.programming_a_soundpanel_button">
<title>Programming a SoundPanel Button</title>
<para>
To associate a cart with a panel button, first touch the Setup
button, which will begin to flash. (Depending upon how the system
administrator has configured RDAirPlay, the Setup button may be
disabled). Next, touch the button you wish to program, opening the
Edit Button dialog (see Illustration 41).
To associate a cart with a panel button, first touch the
<computeroutput>Setup</computeroutput>
button, which will begin to flash. (Depending upon how the system
administrator has configured RDAirPlay, the
<computeroutput>Setup</computeroutput> button may be
disabled). Next, touch the button you wish to program, opening the
Edit Button dialog (see FIXME).
</para>
<para>
Touch the Set Cart button to open the Select Cart dialog and pick a
cart. To clear the button i.e. have no cart associated with it
touch the Clear button. To assign a custom background color to the
button, touch the Set Color button. A custom label can be entered
in the Label field, or the name of the cart will be used by default.
Touch the OK button when done. When done programming all the
desired buttons, touch the Setup button again to toggle off Setup
mode.
Touch the <computeroutput>Set Cart</computeroutput> button to open
the Select Cart dialog and pick a
cart. To clear the button i.e. have no cart associated with it
touch the <computeroutput>Clear</computeroutput> button. To assign
a custom background color to the
button, touch the <computeroutput>Set Color</computeroutput> button.
A custom label can be entered
in the <computeroutput>Label</computeroutput> field, or the name of
the cart will be used by default.
Touch the <computeroutput>OK</computeroutput> button when done.
When done programming all the
desired buttons, touch the <computeroutput>Setup</computeroutput>
button again to toggle off <computeroutput>Setup</computeroutput> mode.
</para>
<para>
If the System Administrator has enabled Drag and Drop
functionality, buttons can also be programmed by simply dragging and
dropping a cart (from RDLibrary or from elsewhere in RDAirPlay) onto
the desired button.
</para>
</sect2>
</sect1>