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2017-10-19 Fred Gleason <fredg@paravelsystems.com>
* Applied structural markup to the 'rdairplay' chapter of the Operations Guide.
This commit is contained in:
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@ -16193,3 +16193,6 @@
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2017-10-19 Fred Gleason <fredg@paravelsystems.com>
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* Applied structural markup to the 'rdlogedit' chapter of the
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Operations Guide.
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2017-10-19 Fred Gleason <fredg@paravelsystems.com>
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* Applied structural markup to the 'rdairplay' chapter of the
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Operations Guide.
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@ -2536,7 +2536,8 @@
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<para>
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RDAirPlay is the Rivendell module used to run logs generated by the
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RDLogEdit or RDLogManager (for an overview of Rivendell logs, see
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Chapter Four). It contains a wide array of features for enabling
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<xref linkend="chapter.rdlogedit"/>).
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It contains a wide array of features for enabling
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playout of audio content in live assist as well as fully automated
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environments.
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</para>
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@ -2544,10 +2545,13 @@
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<sect1 id="sect.rdairplay.log_machines">
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<title>Log Machines</title>
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<para>
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Fundamental to the operation of RDAirPlay is the concept of a log
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machine. A log machine is a virtual “device” into which a Rivendell
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log may be loaded and executed. RDAirPlay has three such log machines,
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called Main Log, Aux 1 Log and Aux 2 Log. Each of these log machines
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Fundamental to the operation of RDAirPlay is the concept of a
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<emphasis>log machine</emphasis>.
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A log machine is a virtual “device” into which a Rivendell
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log may be loaded and executed. RDAirPlay has three such log machines,
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called <computeroutput>Main Log</computeroutput>,
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<computeroutput>Aux 1 Log</computeroutput> and
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<computeroutput>Aux 2 Log</computeroutput>. Each of these log machines
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is completely independent of the others in the sense that different
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logs can be loaded and executed simultaneously in the respective
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machines.
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@ -2556,8 +2560,8 @@
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<sect1 id="sect.rdairplay.layout">
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<title>Layout</title>
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<para>
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As shown in Illustration 24, the RDAirPlay main screen consists of
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four primary areas: the top area, which contains a variety of
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As shown in FIXME, the RDAirPlay main screen consists of
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four primary areas: the top area, which contains a variety of
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indicators for use in live assist situations as well as a set of
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audio meters; the button widget, which occupies the bulk of the
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left-hand side of the screen; the right-hand side, which displays
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@ -2570,11 +2574,12 @@
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<sect2 id="sect.rdairplay.the_wall_clock">
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<title>The Wall Clock</title>
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<para>
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In the upper left-hand corner is wall clock indicator, which indicates
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the current system date and time. The style used for displaying times
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In the upper left-hand corner is the wall clock indicator, which
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indicates
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the current system date and time. The style used for displaying times
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throughout RDAirPlay can be toggled between 24 hour “military” format
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and the traditional “AM/PM” presentation by clicking once on this
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display. If the system administrator has enabled it, this display
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display. If the system administrator has enabled it, this display
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will also flash RED to indicate possible clock inaccuracy due to loss
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of master clock synchronization.
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</para>
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@ -2584,34 +2589,39 @@
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<para>
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Immediately to the right of the wall clock is the Post Point Counter.
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A post point is an attribute applied to a log event with a hard time
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type. The post point counter uses this information to display
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type. The post point counter uses this information to display
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countdown and timing information.
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</para>
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<para>
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The counter can be in one of four possible states: Idle, On Time,
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Under Time or Over Time. If the next upcoming hard timed event does
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not have its post point attribute set, then the counter will be in Idle
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mode (see Illustration 26). If the attribute is set however, then the
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counter will provide an estimate of how “on-time” the log currently
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The counter can be in one of four possible states:
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<computeroutput>Idle</computeroutput>,
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<computeroutput>On Time</computeroutput>,
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<computeroutput>Under Time</computeroutput> or
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<computeroutput>Over Time</computeroutput>.
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The counter will provide an estimate of how “on-time” the log currently
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is, on the basis of the current time and events still scheduled to be
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played.
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</para>
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<para>
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If the playout is such that the post point will be reached within one
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second of its programmed time, then the counter will be in On Time mode
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(see Illustration 27). The value shown in the square brackets is the
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scheduled time of the point point.
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If the playout is such that the next hard time will be reached within one
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second of its programmed time, then the counter will be in
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<computeroutput>On Time</computeroutput> mode
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(see FIXME). The value shown in the square brackets is the
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scheduled time of the hard-timed event.
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</para>
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<para>
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If the playout is such that the post point will be reached one second
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or more before its programmed time, then the counter will be in Early
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mode (see Illustration 28). It will also give an indication of how
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If the playout is such that the next hard time will be reached
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one second
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or more before its programmed time, then the counter will be in
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<computeroutput>Early</computeroutput>
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mode (see FIXME). It will also give an indication of how
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much more material would need to be added to make the join on time.
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</para>
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<para>
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If the playout is such that the post point will be reached one second
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or more after its programmed time, then the counter will be in Late
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mode (see Illustration 29). It will also give an indication of how
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If the playout is such that the next hard time will be reached one
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second or more after its programmed time, then the counter will be in
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<computeroutput>Late</computeroutput>
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mode (see FIXME). It will also give an indication of how
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much material would need to be removed to make the join on time.
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</para>
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</sect2>
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@ -2619,21 +2629,21 @@
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<title>The Audio Meter</title>
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<para>
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Immediately beneath the wall clock and post point counter is the audio
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meter. The meter shows the current peak levels of audio being played
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meter. The meter shows the current peak levels of audio being played
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out of RDAirPlay, with '0' level referenced to -16 dBFS.
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</para>
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</sect2>
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<sect2 id="sect.rdairplay.the_pie_wedge_widget">
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<title>The Pie Wedge Widget</title>
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<para>
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In the top center of the top area is the pie wedge widget. This
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widget counts down the final few seconds of each event. The length
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In the top center of the top area is the pie wedge widget. This
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widget counts down the final few seconds of each event. The length
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of time it counts down, along with whether it counts to the start
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of the next transition or the absolute end of the event are both
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configurable in RDADmin. The color of the band that grows as the
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countdown progresses (shown RED in Illustration 31) will change color
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configurable in RDADmin. The color of the band that grows as the
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countdown progresses (shown RED in FIXME) will change color
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to indicate if the currently playing event is the last event before
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a log stopdown. If it is the last, it will be RED, if not, GREEN.
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a log stopdown. If it is the last, it will be RED, if not, GREEN.
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A BLUE band and countdown will also appear to indicate the event's
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talk time (if talk time markers have been set in the underlying cart).
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</para>
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@ -2642,10 +2652,13 @@
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<title>The Next Stop Counter</title>
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<para>
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Immediately to the right of the pie wedge widget is the next stop
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counter. The large numerals indicate the predicted interval of time
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before the next stopdown of the Main Log machine, with the actual
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predicted time in the square brackets. If the Main Log is already
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stopped, then the counter simply displays 'Stopped'.
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counter. The large numerals indicate the predicted interval of time
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before the next stopdown of the
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<computeroutput>Main Log</computeroutput> machine, with the actual
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predicted time in the square brackets. If the
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<computeroutput>Main Log</computeroutput> is already
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stopped, then the counter simply displays
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<computeroutput>Stopped</computeroutput>.
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</para>
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</sect2>
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<sect2 id="sect.rdairplay.the_mode_indicator">
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@ -2653,11 +2666,16 @@
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<para>
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In the upper right-hand corner of the top area is the mode indicator,
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showing the current automation mode of the log machines. Three
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different modes are possible: Automatic, in which all log features,
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including PLAY and SEGUE transitions and hard times are fully
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enabled; LiveAssist, in which no automatic transitions or hard start
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different modes are possible:
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<computeroutput>Automatic</computeroutput>, in which all log features,
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including <computeroutput>PLAY</computeroutput> and
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<computeroutput>SEGUE</computeroutput> transitions and hard times
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are fully
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enabled; <computeroutput>LiveAssist</computeroutput>, in which no
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automatic transitions or hard start
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times are executed but automatic crossfades are done between
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elements; and Manual, which is very similar to LiveAssist except
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elements; and <computeroutput>Manual</computeroutput>, which is
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very similar to LiveAssist except
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that not even automatic crossfades are enabled (thus permitting
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fully manual crossfade control by means of an external console).
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To change RDAirPlay to a different mode, simply touch the mode
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@ -2668,7 +2686,7 @@
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<title>The Label Area</title>
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<para>
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Immediately below the next stop counter and mode indicator is the
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label area. Text messages can be made to appear here (by means of
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label area. Text messages can be made to appear here (by means of
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RML commands) to signal the operator concerning the state of the
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system or need to take some kind of action.
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</para>
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@ -2677,7 +2695,7 @@
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<title>The Right-Hand Side</title>
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<para>
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Directly below the label area is the right-hand side. The right-hand
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side can display either a SoundPanel array or a full log widget for
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side can display either a SoundPanel array or a full log widget for
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each of the three log machines, selected by clicking the appropriate
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button in the lower right-hand corner of the screen. (NOTE:
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depending upon how the system administrator has configured the
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@ -2689,40 +2707,52 @@
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<title>The Full Log Widget</title>
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<para>
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As the name implies, the full log widget can be used to view the
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contents of a log over its entire length. To load a log, touch the
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Select Log button to bring up the Select Log dialog, select the
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desired log from the list and then touch Load. The currently loaded
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log can also be saved by touching the Save or Save As buttons, or
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the current log unloaded by touching Unload. See Illustration 36.
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contents of a log over its entire length. To load a log, touch the
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<computeroutput>Select Log</computeroutput> button to bring up the
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Select Log dialog, select the
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desired log from the list and then touch
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<computeroutput>Load</computeroutput>. The currently loaded
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log can also be saved by touching the
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<computeroutput>Save</computeroutput> or
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<computeroutput>Save As</computeroutput> buttons, or
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the current log unloaded by touching
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<computeroutput>Unload</computeroutput>. See FIXME.
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</para>
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<para>
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Once a log is loaded, it can be started at any point by touching an
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event and then pressing the Play button. Any playing event can
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event and then pressing the <computeroutput>Play</computeroutput>
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button. Any playing event can
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likewise be stopped by touching in the event and then pressing the
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Stop button. To cue-up an event so that it is the next to play
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<computeroutput>Stop</computeroutput> button.
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To cue-up an event so that it is the next to play
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(indicated by the event being the first with a light green
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background), touch the event and then press the Make Next button.
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background), touch the event and then press the
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<computeroutput>Make Next</computeroutput> button.
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The play parameters of an event can be modified by touching the event,
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then pressing the Modify button, bringing up the Edit Event dialog
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(see Illustration 37).
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(see FIXME).
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</para>
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<para>
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In addition to having the ability to modify the event's time and
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transition parameters, the Edit Event dialog can be used to audition
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the event's audio in Cue or set the start position of the audio for
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on-air playback (so as to allow a program to be joined
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"in progress", for example). To audition the audio,
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simply press the play button. The slider can be moved to adjust
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"in progress", for example). To audition the audio,
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simply press the <computeroutput>Play</computeroutput> button.
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The slider can be moved to adjust
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where in the audio to audition from. To set the start position,
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press the Start button and then position the slider where you wish
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the start to be. The red line on progress display indicates the
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current start position. Pressing the Start button again returns
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press the <computeroutput>Start</computeroutput> button and then
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position the slider where you wish
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the start to be. The red line on the progress display indicates the
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current start position. Pressing the
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<computeroutput>Start</computeroutput> button again returns
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the dialog to Audition mode.
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</para>
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<para>
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When running a log, it is often desirable to have the currently
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playing event always in sight. To do this, toggle the Scroll
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button on (blue background).
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playing event always in sight. To do this, toggle the
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<computeroutput>Scroll</computeroutput>
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button "ON" (blue background).
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</para>
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</sect2>
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<sect2 id="sect.rdairplay.the_button_log_widget">
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@ -2730,19 +2760,21 @@
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<para>
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To the left of the full log widget is the button log widget,
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consisting of a column of seven large buttons adjacent to cart labels.
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This widget provides another, specialized “view” of the Main Log log
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machine. Specifically, the first seven currently playing and/or
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This widget provides another, specialized “view” of the
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<computeroutput>Main Log</computeroutput> log
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machine. Specifically, the first seven currently playing and/or
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next events in that log machine will always be visible here. Events
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visible in the button log will be shown in the full log widget as
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having a green background. Unlike the full log widget, the button
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having a green background. Unlike the full log widget, the button
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log is always visible, regardless of which display has been selected
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for the right-hand side.
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</para>
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<para>
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To start an event from the button log, simply touch an event's
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corresponding Start button. Touching the button of a running event
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corresponding <computeroutput>Start</computeroutput> button.
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Touching the button of a running event
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will either (depending upon how the system administrator has
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configured RDAirPlay) stop or pause it. To modify an event's
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configured RDAirPlay) stop or pause it. To modify an event's
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parameters (via the Edit Event dialog), simply double-click the
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event's cart label.
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</para>
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@ -2758,57 +2790,94 @@
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<sect2 id="sect.rdairplay_adding_an_event">
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<title>Adding an Event</title>
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<para>
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To add an event, touch the ADD button to open the Select Cart dialog,
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pick the desired cart and then touch OK. To place the selected cart
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using the button log widget, simply touch one of the yellow WHERE?
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buttons. To place it using the full log widget, click the event
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where you wish it to go and then touch the yellow WHERE? button.
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To add an event, touch the <computeroutput>ADD</computeroutput>
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button to open the Select Cart dialog,
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pick the desired cart and then touch
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<computeroutput>OK</computeroutput>. To place the selected cart
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using the button log widget, simply touch one of the yellow
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<computeroutput>WHERE?</computeroutput>
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buttons. To place it using the full log widget, click the event
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where you wish it to go and then touch the yellow
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<computeroutput>WHERE?</computeroutput> button.
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If, after selecting a cart from the Select Cart dialog, you decide
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you don't want to add it after all, simply touch the ADD button again
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to cancel the operation (see Illustration 39).
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you don't want to add it after all, simply touch the
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<computeroutput>ADD</computeroutput> button again
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to cancel the operation (see FIXME).
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</para>
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<para>
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Alternatively, if the System Administrator has enabled Drag and Drop
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functionality, carts can be dragged directly from an instance of
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RDLibrary and dropped into the desired location on RDAirPlay.
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</para>
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</sect2>
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<sect2 id="sect.rdairplay_deleting_an_event">
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<title>Deleting an Event</title>
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<para>
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To delete an event, touch the DEL button, then touch one of the
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violet DELETE buttons in the button log widget, or select an event
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and then touch the violet DELETE button. To cancel the operation,
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simply touch the DEL button again (see Illustration 40).
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To delete an event, touch the <computeroutput>DEL</computeroutput>
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button, then touch one of the
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violet <computeroutput>DELETE</computeroutput> buttons in the button
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log widget, or select an event
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and then touch the violet <computeroutput>DELETE</computeroutput>
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button. To cancel the operation,
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simply touch the <computeroutput>DEL</computeroutput> button again
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(see FIXME).
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</para>
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<para>
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If the System Administrator has enabled Drag and Drop
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functionality, carts can also be deleted by dragging the icon
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of the trash can and dropping it onto the appropriate event.
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</para>
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</sect2>
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<sect2 id="sect.rdairplay.moving_an_event">
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<title>Moving an Event</title>
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<para>
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To move an event, touch the Move button, then touch one of the violet
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MOVE buttons in the button log widget, or select an event and then
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touch the violet MOVE button, then touch one of the yellow TO buttons
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To move an event, touch the <computeroutput>MOVE</computeroutput>
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button, then touch one of the violet
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<computeroutput>MOVE</computeroutput> buttons in the button log
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widget, or select an event and then
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touch the violet <computeroutput>MOVE</computeroutput> button,
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then touch one of the yellow <computeroutput>TO</computeroutput>
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buttons
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in the button log widget, or select an event and then touch the
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yellow TO button. To cancel the operation at any stage, simply touch
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the MOVE button again. It is perfectly permissible to move an event
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yellow <computeroutput>TO</computeroutput> button.
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To cancel the operation at any stage, simply touch
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the <computeroutput>MOVE</computeroutput> button again.
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It is perfectly permissible to move an event
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between two different log machines.
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</para>
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</sect2>
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<sect2 id="sect.rdairplay.copying_an_event">
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<title>Copying an Event</title>
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<para>
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To copy an event, touch the Copy button, then touch one of the
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violet COPY buttons in the button log widget, or select an event
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and then touch the violet COPY button, then touch one of the yellow
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TO buttons in the button log widget, or select an event and then
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touch the yellow TO button. To cancel the operation at any stage,
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simply touch the COPY button again. It is perfectly permissible to
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To copy an event, touch the <computeroutput>COPY</computeroutput>
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button, then touch one of the
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violet <computeroutput>COPY</computeroutput> buttons in the button
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log widget, or select an event
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and then touch the violet <computeroutput>COPY</computeroutput>
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button, then touch one of the yellow
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<computeroutput>TO</computeroutput> buttons in the button log
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widget, or select an event and then
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touch the yellow <computeroutput>TO</computeroutput> button.
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To cancel the operation at any stage,
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simply touch the <computeroutput>COPY</computeroutput> button again.
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It is perfectly permissible to
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copy an event between two different log machines.
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</para>
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<para>
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If the System Administrator has enabled Drag and Drop
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||||
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
|
||||
"follow around" that user where ever he logs in in the
|
||||
site. (Depending upon how the system administrator has configured
|
||||
"follow around" 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>
|
||||
|
Loading…
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Reference in New Issue
Block a user