CSC Show Control v3 User Guide
CSC SHOW CONTROL v3.3
By CTR Electronics
Theatre and Live Sound Control Software
USER GUIDE
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CSC Show Control v3.3 User Guide
Contents
CONTENTS ..................................................................................................... 2
INTRODUCTION ............................................................................................. 4
Overview ........................................................................................................................................... 5
The Workspace .................................................................................................................................... 5
About Cues........................................................................................................................................... 5
SECTION 1 ...................................................................................................... 7
Menu Options .................................................................................................................................... 7
File ....................................................................................................................................................... 8
Cue ....................................................................................................................................................... 9
View ................................................................................................................................................... 11
Audio.................................................................................................................................................. 11
MIDI ................................................................................................................................................... 12
Comms ............................................................................................................................................... 12
Tools .................................................................................................................................................. 12
Window.............................................................................................................................................. 13
Help.................................................................................................................................................... 13
Toolbar Options ................................................................................................................................. 13
SECTION 2 .................................................................................................... 15
Workspace Modules ........................................................................................................................ 15
The Cuelist Window ........................................................................................................................... 16
Add/Edit Cue ...................................................................................................................................... 20
Cue Management .............................................................................................................................. 23
Notepad ............................................................................................................................................. 25
Hot Cues............................................................................................................................................. 26
External Trigger Lists .......................................................................................................................... 28
System Command .............................................................................................................................. 31
CD Player (Legacy) ............................................................................................................................. 34
Time Display....................................................................................................................................... 35
Clock Triggers ..................................................................................................................................... 36
Messaging .......................................................................................................................................... 38
Transport ........................................................................................................................................... 39
Simple GO! Button ............................................................................................................................. 40
Media Player ...................................................................................................................................... 41
WavPlayer .......................................................................................................................................... 42
Routing Mixer .................................................................................................................................... 46
WavPlayer File Overview ................................................................................................................... 48
Wave Display ..................................................................................................................................... 50
Media Files In Show ........................................................................................................................... 54
WavPlayer Live Mixer ........................................................................................................................ 55
Tone Generator ................................................................................................................................. 57
Cue Timeline View ............................................................................................................................. 58
Player Routing Defaults ..................................................................................................................... 64
Audio Setup ....................................................................................................................................... 65
MIDI Command .................................................................................................................................. 70
MIDI Show Control ............................................................................................................................. 73
MIDI Sequence ................................................................................................................................... 76
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MIDI Sequence Manager ................................................................................................................... 78
MIDI Sequence List Editor .................................................................................................................. 80
Cue Trigger Map ................................................................................................................................ 86
MIDI Keyzone Explorer ...................................................................................................................... 87
MIDI Input Monitor............................................................................................................................ 89
Timecode Clock .................................................................................................................................. 91
MIDI Timecode Capture ..................................................................................................................... 92
Machine Control ................................................................................................................................ 93
MIDI Setup ......................................................................................................................................... 94
MIDI Control Mapping ....................................................................................................................... 97
Cue Control ........................................................................................................................................ 97
Serial/Telnet Control ....................................................................................................................... 101
Telnet Port Monitor (Terminal) ....................................................................................................... 103
Comms Setup ................................................................................................................................... 104
Settings ............................................................................................................................................ 107
SECTION 3 .................................................................................................. 115
Appendix ....................................................................................................................................... 115
Appendix A: Networking .................................................................................................................. 116
Appendix B: Importing/Exporting a Show ....................................................................................... 120
Appendix C: MIDI Command Control............................................................................................... 126
Appendix D: Gameport Remote ...................................................................................................... 130
Appendix E: Supported Audio Formats ............................................................................................ 136
Credits .............................................................................................................................................. 138
NOTES ........................................................................................................ 139
Legal
All information provided in this document is believed to be correct at time of
print. Alterations and/or updates should be checked for on the CTR
Electronics website.
CTR Electronics takes no responsibility for any loss or damage occurring as a
result of usage of information, incorrectly or otherwise, from this document.
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CSC Show Control v3.3 User Guide
Introduction
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CSC Show Control v3.3 User Guide
Overview
CSC is a Theatrical and Live Sound Control software system for Windows
XP/Vista/7/8.
It has been developed to aid the needs of theatre sound designers, engineers
and operators, and anyone who requires some degree of control functionality
for a live production.
CSC has built in capability for multiple wave file playback and automated
fading, the sending of standard MIDI messages, MIDI Show Control support
(1.0 spec), MIDI Machine Control support, Serial 232 and Telnet commands
as well as network tracking and backup facilities.
Shows can be edited offline on a laptop and transferred to a main computer
system with ease saving valuable production time ―in the space‖.
Written by theatre professionals, CSC presents the Designer and Operator
alike – a person usually forgotten with other such software - with tools that are
really needed in today‘s technologically changing theatrical world, and helps
to solve many of the long term problems which have hindered control
applications in the past.
The Workspace
All show design in CSC is performed within the modular workspace.
The workspace can be configured to show as many modules as are required
for the show, and the visibility and placement of these is stored within the
show file. If a module is used for programming, but then removed from the
workspace, then data within the module is still executed, the windows are
merely hidden from view.
The most important part of CSC is the cuelist and the use of individual cues to
build up a show.
About Cues
In CSC, a ―cue‖ is a point in time. For any cue, any number of events can
occur, and they all have the one common factor that groups them together:
they all happen at the same point in time and can all be fired from a single
button push. No 2 or more cues can ever be executed at exactly the same
point in time.
A cue can actually be thought of as a ―workspace memory‖, so a list of 5
individual cues will be giving the user 5 individual memories, each one
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CSC Show Control v3.3 User Guide
remembering the settings of each module within the workspace. On recall of
the cue, any data within each module is also executed or transmitted.
A cue is shown to consist of a number, a description and a link element.
Within CSC, all cues have a unique cue number. This number defines the
order of which cues are drawn in the cuelist and recalled, and enables them to
be uniquely identified so they may be linked to from other cues. There is a
―default header cue‖ of cue number 0.00 which is always present and cannot
be removed. This is the ―home‖ state for the show, and defines the starting
point of any show. Return to this point can be achieved at any time by
selecting ―Restart show‖ from the Cue menu, or by clicking the toolbar icon.
Cues are added sequentially and CSC will attempt to intelligently suggest the
next cue number: by default a value of 1.00 is added from the previous cue, or
the nearest next whole number is taken if there is a gap in the cuelist. This
can be changed to any valid number within the range of bounding cues if
required. There is a two decimal place depth to cues, therefore between 1.00
and 2.00, up to 99 additional cues could theoretically be inserted. Note
therefore, that trying to insert a cue between 3.00 and 4.00 will give possible
valid values of 2.01 – 3.99, but values such as 2.99 and 4.01 will be rejected.
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CSC Show Control v3.3 User Guide
Section 1
Menu Options
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File
New Show: Creates a new show. This resets everything in the workspace
and all port mappings such as MIDI and audio devices.
New Cuelist: Creates a new cuelist, without resetting everything in the
workspace. Leaves MIDI mappings, port mappings and workspace window
layout untouched.
Open Show: Open a CSC show file into the workspace. By default CSC will
look for version 3 files with extension .csc3, but version 2 show files can be
imported by adjusting the file browser file to show .csc files. This will replace
the currently loaded show.
Save Show: Saves the current show to disk as a .csc3 file. If the show has
not yet been saved, will prompt for a filename.
Save Show As: Save the current show to disk under a new name.
Enable Per-Session Auto-Save Backup: When checked, CSC will regularly
auto-save the current show to disk, with a file extension .cscbak. This file is
identical to the main show file, and in the event of a power loss or accidental
data deletion, this file can be renamed .csc and loaded as the last backed up
show file. The file is backed up every 5 minutes. By default this option is not
checked, as CSC tries to keep disk activity to a minimum during run time, so
should be enabled at the start of every ―tech‖ time or period of unstable power
supply. This option is disabled by default every time CSC is restarted to
prevent accidental enabling during show conditions.
Export Show to New Folder: Allows the user to choose or create a New
Folder to copy into all media files used in the show, along with a copy of the
showfile, for exporting a show to a new computer, or for backup purposes.
The dialogue will also ask if you wish to reload the show from this new folder.
This is useful if a show has been pieced together with wave files from many
places and allows one single folder to be created with all the show data
present. *It should be noted that for best results this should be run after a
clean restart of CSC since files recently played can sometimes remain locked
in the OS, resulting in a copy error.
Validate Show Integrity: Scans the show for every referenced media file and
checks its location and integrity. An integrity check is performed every time a
show is loaded into CSC. Note that the integrity check ensures the wave file
header is correct and represents a valid wave file, but does not check every
data block for corrupt data, so to be sure files should be fully previewed after
moving or hard disk failures. For more information see Importing/Exporting a
show.
Print Cue Sheet to Printer: Prints the cuelist to a connected printer showing
all cues, descriptions and link elements.
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Print Cue Sheet to Text File: If a printer is not available, a text file of the
cuelist can be created and printed or emailed from another location.
Close Show: Close the workspace and put away the current show.
Recent File List: Displays the last 4 loaded or saved shows.
Quit: Exits the Program.
Cue
Add Cue: Displays the Add/Edit Cue dialogue to enter a new cue at the end
of the cuelist. See Add/Edit Cue for more information.
Edit Cue: Allows the selected cue to be edited. Performs the same action as
double-clicking on a cue but can be used when no mouse is available.
Insert Cue: Displays the Add/Edit Cue dialogue to enter a new cue after the
currently selected cue. See Add/Edit Cue for more information.
Delete Cue: Delete the selected cue from the cuelist. Confirmation is
required.
Cue Management: Contains options to alter the sequence of cues in the
cuelist. See Cue Management for more information.
Cuelist Operations: Allows advanced operations to be performed on the
cuelist entries.
Renumber Cues:
Allows cues within the show to be renumbered. The dialogue presents various
options to specify what number to start the new cuelist at, what increment
value to use, and where to start renumbering within the cuelist – useful to
move a bunch of cues such as MD trigger cues to a region of the cuelist out of
the way of the main section of the show, such as cue 500.00 onwards.
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Replicate MIDI PC: Once a show has been programmed, Mixing Desk
Program Change data may be attached to certain cues only. During a
rehearsal it may be convenient to jump to any cue and know the desk is in the
correct state. Using this option replicates all previous MIDI PC data for the
specified mixing desk channel throughout the cuelist. Use this option with care
however, as these additional MIDI PC values cannot be removed from cues
after this operation.
Offset MIDI PC:
Allows Mixing Desk MIDI PC data to be offset throughout the cuelist.
This can be used when trying to keep the internal memory of a mixing desk in
sequential order and allowing CSC to reflect these changes – adding a cue on
the desk will change all following cues by one PC value and every PC entry
on CSC from that point on will be 1 out. This dialogue can be used to resolve
that issue.
The module scans for any MIDI PC data present in any part of the entered
cue range, and if the channel and port matches that set up in the MIDI
Channel Setup for the Mixing Desk Display (see MIDI Channel Setup) will add
or subtract an amount to the Program Change Value.
Go! Next Cue: Will send the next cue in the cuelist after the current cue stack
position as shown in the top left corner of the cuelist window and shown by a
―>‖ in the cuelist (or highlighted if ―Highlight next Cue‖ option is checked in the
Settings window), unless a standby cue, shown by a ―!‖, is active.
Send Prev Cue: As cues are fired, CSC remembers the order in which they
were fired, so if it is necessary to revert to a previous cue this is possible,
even after a standby cue was called.
Go! Selected Cue: Fire the selected cue and set the cuelist stack position to
this cue. If the ―Highlight Next Cue‖ option is selected the next cue will
automatically be selected and this command effectively becomes a ―Go‖
button. In this way it is possible to set up CSC as a ―click and fire‖ system.
Send Current Cue: Send the highlighted cue without affecting the cue stack
position. This is the same as triggering cues using the ―Data Only‖ option
found in some of the triggering modules.
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GO! Next Act: When the cuelist has been divided into acts, sending this
command will jump forwards in the cuelist to the first cue in the next act.
Standby Cue: Set the highlighted cue into standby mode. This will be the
next cue to fire, irrespective of cue stack position. A ―!‖ next to the cue
indicates standby mode.
Goto Cue: Displays the Goto Cue dialogue to select and jump to any cue in
the cuelist by typing in the cue number.
Top of Show: Stop all current activity and reset the cue stack position to 0.00.
View
Click on any of the menu entries to display the module. When visible, a
module has a tick by its menu entry. See following chapter for detailed
information of each module.
Cuelist Columns: Choose which columns to display in the cuelist. Available
options include Cue Number, Link To, Link Time, Page Number (as specified
in the edit cue window), and Memory State. Memory state is the value of any
Mixer MIDI PC (i.e. a MIDI PC command entered on the port and channel
specified in the MIDI Channel Setup window) attached to the MIDI Control
module of that cue. It can be used to visually scan through the list and
ascertain where the last mixer state change was and what value it recalled.
Expanded Cue List View: Toggle the cuelist between Normal mode and
Expanded View showing all elements of each cue.
Audio
Click on any of the menu entries to display the module. When visible, a
module has a tick by its menu entry. See the following chapter for detailed
information of each module.
Pause All WavPlayers: Pause all currently playing WavPlayers.
Resume All WavPlayers: Resume playback of all WavPlayers currently in
pause mode.
Stop All WavPlayers: Stop playback of all currently playing WavPlayers.
Complete Active Fades: Forces any active fades to their final resting value.
Useful during rehearsals to reduce time when waiting for long fades to reach
their destination and check they hit the correct level. WavPlayer Only.
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Fade And Stop All Audio: Forces a natural sounding fadeout over all players
and stops any currently playing audio at the end of the fade. WavPlayer Only.
MIDI
Click on any of the menu entries to display the module. When visible, a
module has a tick by its menu entry.
Full Note Off Cycle: Some older MIDI equipment doesn‘t fully respond to the
All Notes Off Control Change message, so this option will send a Note Off
value to every note on every channel on both ports. Should only be used if All
Notes Off fails.
Reset Controllers: Send a MIDI Reset Controllers message (Control Change
121) to all enabled MIDI Output Ports.
All Notes Off: Send an MIDI All Notes Off message (Control Change 123) to
all enabled MIDI Output Ports.
Comms
Click on any of the menu entries to display the module. When visible, a
module has a tick by its menu entry.
Tools
Stop Current Action: Stop the current cue action. This is broken down into a
hierarchical system:
1. Stop timed auto-link
2. Stop Audio Fade
3. Stop Audio Playback
Force Network File Update: Sends a message to all Slave Computers to
reload the show file. See Networking for more information
Update Remote List: Forces a sync on a connected iOS device running
tRemote.
Start Internal Timer: When the MIDI Timecode window is set to INT (Internal
Timer), this starts the timer running.
Stop Internal Timer: Stops the internal timer running.
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System Audio Level: Presents a master level control through which all
WavPlayers and all outputs are controlled.
Operations Log: See Operations Log.
Lock System: Locks the system and prevents gameport buttons firing the
cuelist. Can be used in areas where the computer isn‘t secure from accidental
or unauthorized use, such as auditoriums at interval time. The lock requires
the correct passcode to be entered to resume normal operation. The default
passcode is blank, ie. ―‖, and this should be changed using the Set Lock
Passcode window.
Set Lock Passcode: Allows a new passcode to be entered which will exit the
System Locked dialogue.
Settings: Display the Settings Window to make show and application
changes.
Window
Tile Vertically: Arrange the windows in the workspace by tiling in a vertical
fashion.
Tile Horizontally: Arrange the windows in the workspace by tiling in a
horizontal fashion.
Cascade: Arrange the windows in the workspace by cascading one on top of
the other.
Close All: Close all open windows in the workspace.
Window List: Show all currently open windows in the workspace.
Help
About: Display information about the current version of CSC including build
version, date and .csc3 show file format.
Toolbar Options
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New Show: Create New Show
Open Show: Open Existing Show from disk
Save Show: Save Current Show to disk.
Print Cuelist: Print cuelist to attached Printer
Cuelist: Show the Cuelist
MIDI Command: Show MIDI Command Module
Comments: Show Comments Window
WavPlayer: Show WavPlayer Module
Messaging: Show Network Chat and Messaging Module
CD Player: Show CD Player Module
Timeline: Show WavPlayer data in a timeline view for selected cue
Live Mixer: Show Live Mixer Module
Settings: Show Settings Dialogue
Record: Record New MIDI Sequence
Pause: Pause all WavPlayers
Resume: Resume all Paused WavPlayers
Stop: Stop all WavPlayers
Complete Active Fades: Force all fades to their final resting place
Fade: Fade Out all WavPlayers over a natural 12 sec period
Reset: Reset Cuelist to Top
GO Selected: GO Current selected cue
NEXT: Go Next Cue
Stop: Stop current action (in hierarchical flow model)
All Notes Off: Send an All Notes Off MIDI Command to both ports.
Disable Triggers: Disable Incoming MIDI triggers from firing cues
Mute: Mutes Audio System
Network: Show Current Network Status (Online/Offline to remote computer).
Remote: Show Current tRemote Network Status (Online/Offline to remote
iDevice)
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Section 2
Workspace Modules
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The Cuelist Window
This is main control window of the program. It is here that the show is built up
and the show running order defined.
The top of the cuelist shows the current show filename and when the show
was last saved.
Immediately below this can be found the current cue position. This shows the
current cue stack position and where the user currently is within the running
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order of the show. The ―>‖ mark on the left hand side of the cuelist itself is tied
to this value.
Next to the current cue are the three cuelist operators: Add, Insert, Delete.
Add: This will present the user with a dialogue box to enter a brand new cue
at the end of the current list of cues. See Add/Edit dialogue.
Insert: This will present the user with a dialogue box to enter a brand new cue
after the currently highlighted cue. CSC will prompt the user with a suggested
insert number, although this can be changed to be anywhere between the
new cues boundary cues. When there is insufficient space to insert a cue, this
operation will be disallowed, and some cue renumbering may be required
before an insert operation can be carried out.
Delete: This will delete the currently selected cue. Note also that any module
data entered for that cue will also be deleted.
The selected cue box shows the cue currently highlighted in the cuelist. Note
that during show running time, this will be the same as the entry in the
current cue box.
Note also that the highlight position can be changed to either show the current
cue, or to highlight the next cue. This is a matter of personal preference but it
can be largely assumed that if CSC is being used to control a lot of desk
states and equipment memory states, the ―current cue‖ is the best choice of
highlighting. For shows that are mainly Sound Effect based, it is useful to
highlight the effect about to be triggered. This preference is altered in the
Settings dialogue.
Link Time shows details of any automatic links entered for that cue. A value
of 0s means there is no autolink enabled for this cue. During activation of an
autolink, this entry will count back from the total link to 0 to indicate progress
of the link. A progress bar directly between this and the actual cuelist shows
this same status in a graphical form. This link time can also be shown in big
size in the Time Display module.
Link Times can be edited during run time. This is particularly useful during
rehearsals when link times can be extended ―on the fly‖ without the need to
rerun the same section over and over again to get the link time perfect.
During an active link, the +/- buttons will be highlighted and these can be used
to alter the current link time in 1 sec steps.
Any cue can be edited by double clicking on it – this will bring the user back to
the edit dialogue to make any alterations to the cue.
A single click on any cue will revert the workspace to show the memory
contents for that cue to enable any of the modules to be edited. Note that any
changes to the modules are stored within the cue automatically, no ―save cue‖
operation is needed.
The actual cuelist can be set into two modes: Normal and Expanded View.
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When in Normal view, the cuelist will show each cue defined within the show,
and associated with each, just three pieces of information: The cue number,
a text description of the cue, and a link element. When in Expanded view,
each cue is broken down to show each event in each module linked to each
cue for analysing a show and showing a detailed view of exactly what is
happening in a running sequence.
Note that in Expanded view, any custom cue colours are overridden to make
way for the predefined CSC event colours, and all cues are displayed in Black
Font (unless in Dark Theme mode).
Switch between these two modes either by navigating to View -> Expanded
Cue List View, or by clicking on any of the column headers in the cuelist view.
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Navigating through the cuelist for editing the workspace can achieved by
using the mouse and a left click, or keyboard cursor keys.
In order to fire cues within the cuelist, any of the functions within the cue
menu can be used, the transport bar buttons, or even a simple
<SPACEBAR> push (assuming the cuelist is the active window).
There are a variety of methods available for executing cues in a nonsequential order or for jumping to a particular place within the cuelist (see Cue
Menu), but it is worth noting that highlighting a cue (single click) and then
pressing <F8>, or right clicking on the cue and selecting Standby Cue will set
the cue into standby mode. At this point, a ―!‖ is positioned next to the cue in
question, indicating it is in standby mode.
This means that this will be the next cue to fire on receipt of a GO command,
regardless of the cue stack position.
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Add/Edit Cue
Editing or creation of any cue in the cuelist is performed using the Add/Edit
Cue dialogue.
Cue Number: Shows the cue number of the cue being edited or created.
When adding a new cue, CSC will suggest a new cue number which is after
the last cue in the cuelist. The cue number cannot be changed to a value
lower than this, but can be increased if necessary, up to 990.
When inserting a new cue, CSC will suggest a value for the cue between the
ranges of the bounding cues. This number can be changed to any value
within this range.
If the entered cue number is out of range, CSC will revert to the suggested
cue number.
Cue numbers can be changed after the cue has been added, but the new
value must lie in within the boundaries of its neighbouring cues.
Page: Enter a page number for the cue. This is for reference only, and
appears at the bottom of the cuelist in the status box and also in the notes
window. It can also be show as a cuelist column to visually see when the next
cue will happen.
Act: Any cue can be assigned to an Act. An Act is a group of cues which can
be moved together within a show using the Act Rearrangement window. Any
Acts already added to the show are shown in the dropdown list, whilst new act
names can be added by typing the name in this box.
Change Description: Enter a user-friendly description for this cue to be
displayed in the cuelist.
Cue Colour: Select a colour for the Cue Description to be shown in the
cuelist. This is only shown when in normal mode, since other colours have
meaning in the expanded cuelist view mode.
Jump Over GO!: A cue can be temporarily removed from sequential
operation without removing from the list by ticking this checkbox. The cue is
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shown greyed out in the cuelist. This cue will still be fired by autolinks and
triggers.
Jump Over Back: Check this to prevent the cue from being fired during a
Cue Back operation. Useful to step back in a show and jump over multiple
linked cues, returning to a root cue position.
Cue Linking
Link Time: Specify an auto-link time in secs, to 0.01s resolution, to the cue
specified in the Link to Cue box. If this is left blank, or set to 0, no auto-link is
enabled. Link times can also be entered in m:s format by placing an ―m‖ after
the minutes, ie. For 5 minutes 20 seconds, enter ―5m20‖. This is internally
translated to 320s and will be displayed as such in the cuelist.
Link to Cue: Specify a cue to link to when the next Go command is fired. If an
auto-link time is entered for the cue, this specifies the cue to jump to after the
auto-link. If no cue is entered here and auto-link is used, the auto-link will fire
the next cue in the cuelist, and ―Next‖ will appear in the link column in the
cuelist.
Triggers
Manual: This cue is fired by a manual button press
Note On: This cue is fired by either a manual button press or when the
specified MIDI Note On value is received at the MIDI Input. Only one cue in
the cuelist can be mapped to a unique Note On value, with any velocity from
1-127. Note On velocities of 0 are ignored since some equipment treats
velocity 0 to be a Note Off.
MIDI PC: This cue is fired by either a manual button press or when the
specified MIDI Program Change is received at the MIDI Input. This range can
be shown as either 0-127 or 1-128 by altering the Cue Trigger PC 0-127
setting in the MIDI Control Mapping dialogue. Only one cue in the cuelist can
be mapped to a unique Program Change value.
Timecode: This cue is fired by either a manual button press or when the
specified MIDI Timecode is received at the MIDI Input. Ensure that any time
setting here fits within the bounds of the frame rate of the MTC source.
Only one cue in the cuelist can be mapped to a unique Timecode. See
Appendix for more information on Timecode.
The MIDI Timecode source can also be altered to pickup from an internal
timer or the system clock, so in this way the timecode trigger could be used to
fire a cue at a particular time of day, or after a desired time has elapsed on
the internal timer. The ―frames‖ entry box then doubles up as ―hundredths‖
when using the timer mode.
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Data Only: If this checkbox is ticked, only the data in the cue modules will be
sent, without affecting the cuelist position or auto-link states. This is only
available for externally triggered cues.
Note also that any links associated with the cue are not executed during ―Data
Only‖ cues.
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Cue Management
This module allows groups of cues to be moved around the cuelist based
upon their Act Assignment in the cue edit window. This is useful for shows
based upon many small acts or sketches, such as a revue or comedy show,
whose order is changed on a regular basis.
Any individual act node can be double clicked, or its expand (―+‖) symbol
clicked on to show the cues which are part of the act.
Move Down: Move the selected act down the list.
Move Up: Move the selected act up the list.
+: Expand all act nodes to show all cues belonging to each act
-: Collapse all act nodes to hide all cues.
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Selecting OK will rearrange the show based on the new act order. Cues which
form part of an act are arranged in numerical order, lowest cue number first.
Care should be taken when using this module for 2 reasons:
1. All existing cue numbers are rewritten to form the new show based on the
new act order, with new cue numbers starting at 1.00
2. Any link elements must be carefully checked after a show rearrangement.
Whilst this will be successful in most cases, since link pointers refer to
actual cue array positions and not cue numbers, links between old acts
may no longer be valid. It may be more successful to omit ―link to‖ entries
for cues and just base cues on the ―Next‖ method.
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Notepad
A simple jotting pad enabling notes to be remembered on a cue by cue basis.
Notes are automatically saved to the selected cue as they are typed, and
recalled once the cue is selected in the cuelist or recalled as part of a cue
sequence.
The font size and background colour of the window are customizable in the
Settings window, and the notepad is resizable to fit the screen by dragging
the edges of the window.
When ―Highlight Next Cue‖ is selected, this window will show notes
associated with the next cue.
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Hot Cues
The Hot Cues window provides a simple and fast way to jump to certain cues
within the cuelist. The window shows ―pages‖ of instant buttons, and there are
5 such pages, each containing 20 buttons. Each button can be programmed
to recall a certain cue, and can be styled as necessary to help quick location.
Buttons can be programmed in such a way as to enable jumping to certain
points within the cuelist for rehearsal periods, providing quick access to wave
playback for instant audio effects or even for creating global transport options
such as Stopping or Fading all Players.
If a touch screen system is employed, and the window is maximized, it is
possible to run an entire show from this one module alone.
Buttons can be programmed to force a jump in cuelist stack position, or to fire
―invisibly‖ in data only mode to leave the stack position as is.
Left Clicking on a button will fire any programmed cue.
Right clicking will bring up the hot scene menu allowing a change in current
page, delete the selected button or enter the button programming dialogue.
Show Static Buttons: Divide the Hot Cues window into 2 sections, allowing a
dynamic page of buttons which can be changed by system commands, as
well as a statically defined page. Useful for having a standard set of
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commands on screen at all times, whilst allowing pages to move with the
show.
Split Page Vertically: Split the Hot Cues window between static and dynamic
pages either vertically or horizontally.
Select Static Page: Select the page to remain on the screen.
The programming dialogue allows all properties of the button to be set.
Name: Enter a description to be displayed on the button.
Assign to Cue: Select the target cue for the button from the dropdown box.
This will list all the current cues in the cuelist by cuenumber.
Colour: Select the background colour of the button
Font: Set the Font Style for the button Description
Keyboard Shortcut: A unique key on the keyboard to instantly fire the button
whenever the Hot Scene window or main Cuelist has focus.
Data Only: If checked, the button will ―invisibly‖ fire the cue. In this mode, the
cue stack position is unaltered, meaning this button can be pressed at any
point and will not affect the shows position at any time. It should be noted that
if this mode is used to fire instant audio, care should be taken to ensure that
the player triggered will not stop any currently playing audio. Note also that in
this mode, cue links are not executed.
The Description of the Hot page can be changed by entering a new
description at the top of this dialogue.
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External Trigger Lists
The External Trigger Lists module provides a powerful way to interface CSC
to external events and environments. 4 lists of event entries can be created –
these can be fired by MIDI or gameport actions, and can recall or fire cues in
the main cuelist. A nominated list can also be synced for remote inspection
and interaction with the iOS application ―tRemote‖.
Each event entry can also be assigned a ―valid‖ region within the main cuelist
to disable a trigger from happening until the correct point in the show cuelist,
or to provide tracking between these lists and the main cuelist.
Cue: Select the cue to which the event entry will reference to. Also in this list
are GO, STOP, LOOP and MARK.
GO: Perform a general ―GO!‖ command on the cuelist, irrespective of cue
position.
STOP: Send a ―STOP‖ command to the system, following the hierarchical
stop process.
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LOOP: Return the standby point (yellow or red dot) and highlighted entry to
the top of the list, or to the previous marker, to loop a section of the list. Loops
can be broken by using the auto-advance option or by using the System
Command module to advance to a new marker.
MARK: Set a marker in the list to jump to. Useful if setting up loop regions
within the same list to be triggered from the same button or MIDI source.
Markers can be jumped to by using the System Command module.
Data Only: Send only the data in the target cue and retain the current cue
stack position.
Title: Enter a user-friendly description for the event entry in the list. By
default, this is taken from the name of the cue.
Use Cue Regions: An event can be locked so that it can only be triggered
when the main cuelist is within the bounds specified by the Enabled and
Disabled Cue number boxes. When a selected event is outside its allowed
region a red dot will appear next to it, if it is within its region a yellow dot will
appear next to it.
This can be useful if, for example, a prop is being used to trigger a sound
effect, but there is a worry that the prop might be dropped during scene
setting backstage and therefore trigger the sound effect early. In this way, the
prop can control nothing until the main cuelist reaches the correct point, by
which time the prop is in place, and the integrated button is ready in standby
position.
Auto Advance failed entry: If an event entry has been locked to cue regions,
there is the possibly of the main cuelist moving past the disabled point, and
therefore the entire list being locked. By selecting this option the list will
automatically move on if the main cuelist reaches the disabled point, and the
entry hasn‘t been fired.
This can be useful, for example, if there is a live gunshot on stage, and a prerecorded sound set to fire on a button connected to the computer. If the real
gunshot happens, the entry is never fired, and as the main cuelist progresses,
the trigger list also progresses to the next entry, as if the backup gunshot had
been fired.
Enabled: Specify the beginning cue number of the cue region, the point at
which the event entry will trigger. When enabled, the entry will show a yellow
dot next to it.
Disabled: Specify the end cue number of the cue region, when the selected
entry can no longer be fired. A red dot will appear next to the entry when it is
disabled.
Insert: Add the event to the event list at the highlighted point.
Delete: Delete the selected event.
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Apply: Double click any event to edit its data. When finished, click apply to
save the new data.
Top of All lists: Reset all 4 trigger lists to the top.
Fire: Perform a manual fire on the currently visible list.
List Select: Select which list to view or edit in the list window. A green dot
next to each list shows when a list has been fired.
The External Trigger Lists module can be used in conjunction with the System
Command module to set specific standby points in the lists and jump through
the lists.
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System Command
This module allows many of the toolbar and menu options, and actions which
could otherwise be performed with mouse clicks in the workspace to be
automated and integrated into the cuelist.
Reset Main Cuelist: Reset the Main cuelist to the default header cue (―0.00‖).
Performs the same action as ―Top of Show‖.
Reset Trigger Lists: Reset all 4 trigger lists to the top event and standby all
lists.
GO! Trigger List: Send a GO command to the selected trigger list. Ensure a
trigger list number is entered in the first data entry box.
Stop All Audio Players: Stops all currently playing WavPlayers.
Pause All Audio Players: Pauses all currently playing WavPlayers.
Resume All Audio Players: Resumes playback of any Paused WavPlayers.
Fade Out All Audio: Fade out to -100dB any currently playing WavPlayers.
Enter the time duration for this to happen in the first data entry box (seconds).
Mute Audio: Toggles the system Mute command.
Un-Mute Audio: Toggles the system Mute command.
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Disable Incoming MIDI Triggers: Prevents incoming MIDI commands to
trigger cues.
Enable Incoming MIDI Triggers: Re-enables incoming MIDI commands
allowing them to trigger cues.
Set Timecode Source MTC: Sets the MIDI Timecode window to accept
incoming MTC as the clock source. (See MIDI Timecode)
Set Timecode Source INT: Sets the MIDI Timecode window to accept the
Internal Timer as the clock source. (See MIDI Timecode)
Set Timecode Source CLK: Sets the MIDI Timecode windows to accept the
system clock as the clock source. (See MIDI Timecode).
Set Internal Time Position: Set the internal timer to the specified time. Enter
an hour (0-23), min (0-59), sec (0-59) and hundredths (0-99) in the first 4 data
entry boxes.
Start Internal Timer: Starts the internal timer running when MIDI Timecode is
set to Source INT.
Stop Internal Timer: Stops the internal timer running.
Disable Gameport Control: Prevents Gameport buttons interacting with
system.
Enable Gameport Control: Re-enables Gameport buttons to interact with the
system.
Lock System: Forces a system lock, same as CTRL+L, and brings up the
system lock Modal Window. No further actions can be taken in the system
until this is cleared.
Go to Hot Cues Page: Force the hot scene window to a specified page. Page
number should be entered in the first data entry box.
Advance Trigger List Marker: Move the specified trigger list to the specified
marker. Markers are counted sequentially from the top of the list down.
Write Show Operations Log: Switch on the option to write all show
operations to the operations log. By default this is switched off. Can be used
to time show performances and generate show reports.
Save Show Operations Log: Show the Save Show Operations log file
window. Show name and date are entered as a default data.
Insert Operations Log Data: Insert a custom string into the show operations
log. Type required string in the string entry data box. Can be used the insert
―Interval‖ and ―Start of Show‖ entry points.
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Stop Everything: Send a Stop All Command to the System.
Stop Cuelist Autolink: Sometimes it is necessary to split the operation of a
stop button so that it only affects certain parts of the system – for example, in
a show with Orchestra triggered click tracks, it may be desirable to have a
stop button for the operator which only stops certain WavPlayers relating to
sound effects and leaving the Click Track players unaffected. A ―stop‖ button
can be modelled on a triggerlist button, but this would still leave any links in
the cuelist running.
Stop MIDI Sequences: Stop playback of any currently active MIDI
sequences.
Pre-Buffer Available Players: Whilst the audio playback engine in CSC is
written to be as responsive as possible and acceptable for nearly all
applications, there may be times when a faster audio playback response is
required (or when using the software on a slower machine) – such as Click
Track triggering in the middle of a song where the next track needs to start
exactly on the beat.
Use this option to pre-load all WavPlayers for the specified cue. CSC will
open each audio file into the player and pause it ready for playback. The cue
can be fired in the usual manner, then only difference being that because the
file is already loaded and opened, response is near instantaneous.
Note this function will not stop an already active player so will only have an
effect on currently inactive players.
Start Players from Timeline Position: Begin playback of audio files in a
specified cue number from M:S:H into the cue as it appears on the timeline
view. Useful for splitting large playback content into smaller section, eg. For
rehearsal points.
Start Timeline Playback if Visible: Begin the playback function of the
timeline if open. This allows rehearsal points to be set up and triggered
remotely by assigning this functionality to a remote event such as
MIDI/External trigger list combination.
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CD Player (Legacy)
This module allows CDs to be auditioned or played for Sound Check or
preshow music purposes. The module is not automated by the cuelist since
computer CD-ROM drives are unreliable and noisy for cue operations.
The main window shows the Total Number of tracks, the current track
number, and the track time of the current track. Below this are standard
transport controls, Play, Stop, Pause, Rwd, Fwd, Track -, Track +.
Audio Output is controlled by the standard Windows Sound System.
Loop Track: This will play a single track in loop mode.
Loop CD: Loops the entire CD.
Continuous: When this is checked, will play the CD all the way through
without stopping. Un-checking this will pause the player at the end of each
track.
Clicking on Track Time will toggle between ―Elapsed‖ and ―Remaining‖
displays.
Note that in order to prevent Data CDs being played, CDs with only a single
track are not recognised by the CD Player.
Known Issue: Note also that running this module without a CD in the
drive can cause “jumpy” mouse behaviour on some systems.
Note this is a legacy module and not recommended for continued use, and is
retained for compatibility with older systems.
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Time Display
A clock to show the computer‘s system time or current link time in the show
workspace.
The clock can be resized by dragging the edges of the window.
Right click in the clock menu to bring up the clock source selection menu. Set
to Link Time to show in big numbers the current countdown time in the main
cuelist.
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Clock Triggers
The clock triggers window allows automated cuelist triggers based on the
system clock time. This can be useful for pre-show announcements or events
which can be guaranteed to occur at a certain time every day. Note also that
multiple sets of times can be entered to deal with Matinee and Evening shows
as CSC will search for the next approaching trigger at startup.
Times can be added to the list and a corresponding GO or STOP action
attached to each time.
The module will search for the next trigger time and place it in standby mode,
waiting for the system time to occur. This will be displayed in Red.
Add Trigger: Adds the entered hour, minute and action to the trigger list.
Remove Trigger: Removes the selected trigger from the list.
STANDBY +: Advances the trigger list to the next system time and sets it to
standby
STANDBY -: Standby the previous entry in the trigger list.
STOP: Takes the trigger list out of standby mode, and stops checking system
clock changes until a new trigger is put into standby.
FIND: Scans the trigger list to find the next trigger in time order and sets it into
standby mode.
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Note also that cues can be time-controlled by using the Timecode window set
to System Clock mode and entering the time in the cue timecode edit window.
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Messaging
As a component of CSC LAN, network chat is possible between all computers
running CSC or the CSC network chat client. A call/flash signal can also be
generated to gain the attention of operators. This could be used for
FOH/Backstage communication between Stage Managers, Radio Operators
and FOH technicians to warn of problems or microphone swaps in situations
where normal voice communication is not possible.
It can be part of the CSC workspace and so removes the need for switching
between CSC and another application for messaging purposes.
Incoming Messages: Shows the most recent incoming messages, prefixed
by the name of the machine sending the message.
Outgoing Message: Type an outgoing message here to send to the entire
network.
CALL!: Will flash the background colour of the window to be used as an alert
message or to gain the attention of an operator. Could also be used as a
primitive cue signal.
Send: Will send the message in the outgoing message box to the entire CSC
LAN, and this will be displayed on all machines with the chat window open or
supported chat clients. Pressing <ENTER> after typing text in the outgoing
message box performs the same action.
Note these controls are only available when the CSC LAN is operational.
Check the CTR Electronics website for currently supported network chat
clients.
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Transport
This window provides a graphical interface for moving through the cuelist,
similar to a traditional tape ―transport‖ control.
GOTO: Shows the Goto cue dialogue Window, enabling the user to type in a
cue number and quickly fire or standby that cue. For more information see
Cue Operations.
PREV: Returns the cuelist to the previous cue in the cue stack. Note this
button performs the same operation as the <BACKSPACE> key, and returns
the user to the previously selected cue, and not the cue immediately before
the current in the cuelist.
STOP: Stops the current action. For more information see Cue Operations.
ACT +: Jump to the Next Act in the cuelist.
SEND: Sends the data saved to the currently selected cue, and moves the
cue stack position to this cue. If this cue has already been fired, clicking this
button will restart the cue.
NEXT: Fires the next cue in sequence in the cuelist.
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Simple GO! Button
As its name suggests, a big button which does little more than fire the
currently selected cue.
When run for the first time the system will ask you if you wish to turn on
―Highlight Next Cue‖.
This allows the cuelist to be used in a click and go manner – that is to say the
go button will fire the selected cue, irrespective of cue stack position.
Without this mode switched on, the GO button will repeatedly send the same
cue over and over again.
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Media Player
The Media Player is a simple module designed to interface with the standard
Windows Sound System. The module is capable of playing Wave Files
(*.wav), MIDI files (*.mid), and MP3 files (*.mp3), and all events are stored
within the cuelist. The module contains no volume automation, and is mainly
used for preshow music or quick auditioning of files on disk.
To add a file to the Media Player at the currently selected cue position, click
Open. To remove the entry, click Clear.
When Autoplay is checked, the file will be played immediately, if not, the file
is buffered and the program will wait for the user to click play. This is useful
for times when a file may or may not be needed, but gets it ready to play
anyway.
The Media Player uses a dual-buffer system, so files are pre-buffered before
the cue is sent (assuming synchronous cue running order). 2 consecutive
cues will result in the first file being replaced by the second file.
It is possible to seek within files by using the FWD and REV buttons. A
percentage algorithm is used to seek files, so the player will always take the
same amount of time to seek large files as small files.
*Note this a legacy module, and for efficient show operation, the
WavPlayer is recommended.
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WavPlayer
The WavPlayer module is the front-end to control the 32 built-in playback
engines. Using this module, files are selected and their attributes are set. All
file entry details are stored in the currently selected cue, and corresponding
actions are triggered on recall of that cue.
CSC uses 44.1kHz and 48kHz 16 bit PCM WAV files as playback media.
Other file formats may be used by importing them into the current session, as
well as importing from CD. See the Appendix ―Audio File Formats‖ for more
information on supported formats.
Player: Selects the player to be edited or viewed – the number available
depends on the version of CSC being run. Note that for multiple simultaneous
wave file playback, wave files must be staggered across players since a
second Play command on Player 1 will replace any previous file playing on
Player 1.
Action: Select what the player will be doing for the currently selected cue.
Possible actions include Play, Stop, Fade, Pause and Resume.
Play: Will play the loaded file on send of current cue.
Stop: Will stop all playback on the player, whatever file is currently playing.
Fade: Set the player to Fade mode: See Fade Time below.
Pause: Pause playback of the current player.
Resume: Resume playback of the current player.
Exit Loop: Release the player from any currently playing loops
Group Fade: Fade the output levels of the player from one defined multioutput group to another group over a linear fade curve. Player level ignored.
Group X-Fade: Fade the output levels of the player from one defined multioutput group to another group over a crossfade style curve. The curve shape
can be defined in the audio setup and allows the options of the level
difference to be 3, 4.5 or 6dB at the fade halfway point. This option should be
used for moving sound between speakers smoothly.
All Fade: As Group Fade but takes into account the player master level also.
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All X-Fade: As Group X-Fade but takes into account the player master level
also.
Duck18: Drop the player current output level by a relative 18dB, irrespective
of its current level. The level of the player at the point of sending this action is
stored in order to use the Un-Duck command.
Un-Duck: Restore the player level to the point before the Duck command was
sent.
Fade (s) In: When selected action is Play, the fade time specifies the time
taken for the player output to reach the set fader level from start point of 100dB, and so acts as a Fade-In time. Note that Pan Position during this
fade-in is unaffected. When the player is set to any one of the Fade modes,
this value specifies the time taken for the player to change from its current
Pan Position and Fader Level (this may not necessarily be the same as the
initial play cue if manual adjustments or the live mixer have been operated) to
newly specified Pan and Fader Levels. If the new Fader Level is set to 100dB, the player will cease playing when the fade finishes, so if this is not
desired, set the fader one step above this point, roughly -96dB which still
renders the player silent. This value is specified in seconds.
Out: Specify a Fade Out time in seconds for the player as the file reaches end
of playback. Note this is a file-level dependent fade, so if a fade time of 10
seconds is specified, the player will begin a fade out when the player reaches
the last 10 seconds of file. If the file is less than the value specified, or set to
loop, this fade out may not be triggered.
Play Wait: Specify the time between firing the cue and the player beginning
playback. Enables multiple wavefiles to be fired from one cue, each with its
own offset. This is specified in seconds. The timeline view can also be used to
visually adjust this value.
File Display Window: Shows the currently loaded wave file (if any) for the
selected cue. This window is disabled when the player is not in Play mode.
File Play Time: Shows the loaded file playback duration. This shows a red
background if the wavefile has been altered by cropping the start and end
points. A time is displayed as <m:s> when the player contains a loop.
Open: Click this to load a wave file into the selected player for playing on the
selected cue. If you are importing a non-WAV format file, you will be
prompted for an import location and the conversion process will begin. You
can also import CD tracks by selecting the CD drive as the source, and
selecting the track you wish to import, by clicking on the appropriate *.cda file.
Wave Display: Opens the Wave Display Editor window to adjust start, stop,
loop and trigger settings.
Open File in External Editor: Opens the Wave File in an external audio
editor as defined in the Audio Setup dialogue. A copy of the original file is also
made if the option is checked in the Setup.
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Clear: Clears the currently loaded file or action from the player.
Fader: Used to set the playback level of the player for the selected cue.
During Play mode, this level will be the level at which playback to the selected
output device occurs. During fade modes, this level will be the final level to
which the fade resolves: See Fade Time below. This fader is marked in dB
and has been modelled against a ―real‖ physical fader as used in analogue
mixing desks to provide a smooth and useable fade range. The same fader
curve is also used during fade modes.
Player dB levels can also be typed directly into the box above the fader.
Out Type: There are 3 different methods used in CSC to route audio to the
soundcard outputs. These are Bus, Mono and Multi.
Bus – This option uses a stereo soundcard output as defined by the windows
WDM driver or ASIO pair to route the mono or stereo wave file to.
Mono – Similar to Bus, but pans the file to the left or to the right side of the
stereo soundcard output. Note if you use a stereo file only the left or right
hand side of the file will be routed depending on the position of the ―mono‖
output in the windows sound system (ie. 1=L, 2=R).
Multi – This is by far the most powerful method used to route audio in CSC
but can also be more costly in processing time and CPU use. This routing
option allows the player to be routed to any of the assigned soundcard
outputs in the audio setup window. This option is used in conjunction with the
routing mixer to specify the exact levels of the player to each output available,
or can be used to quickly route to an already existing saved group. See
Routing Mixer for more info.
Patch: Shows the output options available for the selected output type.
Bus: Show the stereo output assigned to the current show.
Mono: Shows the Mono Outputs assigned to the current show. These are
described in the audio setup window as ―Outname L‖ and ―Outname R‖.
Multi: Shows any routing groups that have been saved to the current show.
Routing groups can be selected quickly from this drop down box without
having to go into the routing mixer.
Routing Mixer: Show the Routing Mixer window. Only available when output
type is Multi.
Pan: Specify a pan position for the selected file to begin playing at, or a new
pan position for the sound to move to when action is in Fade mode. Possible
values range from -100 (fully left) to +100 (fully right). This control has no
effect when using the Mono output routing option.
The display <C> indicates the normal central position, and the player can be
returned to this point at any time by double clicking in the pan display window.
Clicking in this window and dragging the move up and down whilst holding the
mouse button can also quickly adjust pan position.
Autofollow: When ticked, will send a ―GO Next‖ command to the cuelist when
the selected player‘s file has finished playing, or when a fade completes. Note
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only one player per cue can have an Autofollow assignment to avoid multiple
trigger confusion.
Freesync: By default CSC will buffer all available files in a cue first before
commencing playback. With a number of files being loaded in a cue this can
cause the player response to get slower. Tick this option to allow a player to
begin playback without waiting for all other players in the cue.
Loop All: Causes the wave file to be looped indefinitely, until the player
receives a full-fade, or stop command.
Disabled: Prevent playback from this player during cue execution.
Transport Controls: Used to play, pause and stop the selected player.
These controls are also activated by the cuelist.
Time Display: Shows the playback position of any file currently playing on the
selected player.
File Playing: Displays the file currently playing on the selected player. This
should not be confused with the file loaded to the current cue as the selected
cue may have different information to the current playback state of the player.
Isolate Operation
All faders in CSC act in real time to make designing a show a much quicker
and easier process.
However, sometimes it may be necessary to program a cue without affecting
the current output – such as programming a fade, whilst the same player is
running a rehearsal cue. In this case, switching the player to isolate mode will
enable the fader to be moved and the cue programmed without affecting the
current output.
Isolate mode is achieved by right clicking on the fader. When the fader (and
pan) controls are isolated from the output, these boxes will be displayed with
a yellow background. Clicking again in the same box reverses this mode.
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Routing Mixer
When the WavPlayer routing type is set to multi, the option to use the routing
mixer is enabled. The routing mixer consists of a channel strip, a routing
group memory module and the output faders corresponding to each stereo
output installed in the system.
The audio file from the player is routed through the player master fader, and
then on to the routing matrix, where there is a fader for each assigned output
in the system. Stereo pairs can be linked using the Link button above each set
of faders.
Create Group: Select this to use the current fader positions and output levels
to create a routing group. Up to 99 routing groups can be saved per show,
and any player can be quickly assigned to a routing group directly within the
WavPlayer.
As a routing group can be used many times within a show it is perfect for
setting up routing options for sources such as Scene change music or onstage effects, where the same combination of speakers and levels are
required time after time.
Recall Group: Left clicking on the Current Group window will show a popup
menu with all the pre-saved groups. Selecting one of these will pre-load the
group, but the settings will not become active until this button is clicked. A
pending load is indicated by flashing text in the Current Group window.
Save group: A group can be edited by moving the faders on a selected group
and then clicking Save Group. An unsaved group will be indicated by red text
in the Current Group window.
By editing a saved routing group, all WavPlayer entries that refer to this group
will be updated, so there is no need to edit every cue to reflect the change
which makes updating a cuelist for a new venue or change of idea very quick
and easy.
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Revert: When the routing mixer is first loaded or changes are made the
previous state of the mixer is stored. Click Revert will cancel any changes and
revert back to this state.
Rename: Rename the Selected Routing Group. Note the names of all routing
groups must be unique.
Delete: Delete the selected routing group. Ensure no cues are using this
group before deleting!
Nom Levels: This will move all faders to their maximum possible output level
to ensure a higher signal to noise ratio. All changes are relative so if the
highest output fader is set to -8dB, clicking Nom Levels will increase all fader
levels by 8dB. At least one output will reach 0dB.
Reset Faders: Reset all faders to their -100dB position.
Channel Strip: The channel strip contains controls to adjust the level and
toggle solo and mute options for the selected player. There is also an option
to force an update (―UP->‖) of the routing mixer if another module has caused
changes to the cue and these are not being reflected by the routing mixer.
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WavPlayer File Overview
A simple, yet sophisticated visual interface for a graphical overview of the
WavPlayers. The module shows the current progress of files across the bank
of playback engines, and indicates whether they are Playing, Fading, or
Stopped. When a player is not currently playing, this module shows the file
loaded to each player, or the programmed action for the selected cue.
Files can be dropped onto any free player ―row‖ on this window from a
Windows Explorer Drag and Drop operation.
When ―Use Player Names‖ is selected in the Player Setup window, the
players are shown by their names and not by their number. This can help
analyzing a show much quicker and easier.
The second column shows an asterisk on any player that has data associated
with it for the currently selected cue. This can helpful to see whether the
currently playing file originates on the selected cue or whether there is data on
a selected cue which is masked by a playing file.
The progress bars remain green when playing normally, and change to yellow
if a player is paused. Fade information changes the player text to red and
shows the progress of the fade.
Selecting any line in the overview list will set the WavPlayer to display that
player, or open the WavPlayer if it is not currently visible.
This module can also be used for rearranging files between players. If a file
has inadvertently been loaded to Player 1, and then at a later time it is
decided this needs to be on another player to allow files to overlap, the player
entry can be simply moved using drag and drop onto the new player. Note this
action is only available when no files are playing.
Files can also be copied to additional players by holding <ALT> whilst
dragging. This is used to copy the same wave file to multiple outputs across
multiple players.
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The appearance of the window can be customized by right clicking anywhere
in the window and adjusting the 2 slide off menus:
Number of Players: Choose the number of players to display in the overview
window, from 4 to 32. If space is limited in the workspace, it may be easier to
display only a few of the players, whilst if full control and visualization is
needed, then all 16 players can be monitored.
Window Font Size: Choose the font size used in the display window,
between 8pt and 18pt.
The width of the module can be changed by dragging the edges of the
window.
Show Time Remaining: Toggle between player progress and time remaining
for count-up or count-down views.
Real-Time Use:
Right click any player name or number whilst the player is playing and the live
control menu is brought up.
This allows the player to be stopped, paused, or faded without affecting any of
the other players to make removing accidental playback or live ―on-the-fly‖
mixing possible.
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Wave Display
The Wave Display window enables fine tuning of a wave file to played.
Specific details such as Start, Stop and Loop points can be plotted into the
cue to describe the way the file will be played back by the WavPlayer.
The window is split into 4 sections. The top section shows an overview of the
entire wave file, including any start, stop and loop points applied to the file.
Regions not to be played are shown in grey.
The second section shows details of the wave file itself including filename,
modified date, sample count and format as well as duration of the original
wave file.
The central section shows a zoomed in section of the wave file. This is the
working section of the window and any cursor positioning is done in this
window.
The final section includes Trim and Loop adjustment as well as the Transport
control.
Trim
Start: Clicking Start will set the WavPlayers start position to the current cursor
position (the yellow vertical line is the cursor). The start position can be set by
either clicking on the start button, right clicking on the wave display window
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and selecting Set as Start Position or by pressing the „S‟ button on the
keyboard.
The Start position is shown as both samples and time values, as well as being
indicated by a green bar on the waveform display. Fine adjustments can be
made by clicking the up/down controls next to the value boxes.
End: Clicking End will set the WavPlayers end position to the current cursor
position. The end position can be set either by clicking on the end button, right
clicking on the wave display window and selected Set as End Position or by
pressing the „E‟ key on the keyboard.
The End position is shown as both sample and time values, as well as being
indicated by a red bar on the waveform display. Fine adjustments can be
made by clicking the up/down controls next to the value boxes.
Loop
Loop Type: This offers 3 modes of operation: No Loop, Loop Until Exit, Play
Set Times.
No Loop: Allow the file to play between the start and end markers with no
interruption to playback.
Loop Until Exit: Allow a definable region to be created for the player which will
loop a section of the wave file indefinitely. The loop can be released by
clicking the loop button on the WavPlayer or by sending an Exit Loop
command from the WavPlayer.
Play Set Times: Used in conjunction with the Plays box, this will loop a section
of the wave file by a set number of times. The Plays box will indicate how
many times the WavPlayer will play the looped region, ie. How many times
that section will be heard. For example, if a bell sound is looped and the play
count is set to 5, the bell will be heard to chime 5 times. This is different from
‗number of loops‘, which would be 4!
Loop In: This defines the start of a looped region and is the point at which
any looped file will cycle back to on the start of a new loop. This point is set by
clicking the loop in button or by pressing „I‟ on the keyboard, the loop point will
then be set to the current cursor position. It can also be set by right clicking on
the waveform and selecting Set Loop In.
Note this can only be set once the Loop Type has been defined.
The Loop In point is shown as a blue marker on the waveform.
Loop Out: This defines the end of a looped region and is the point at which
any looped file will jump back to the defined loop in point. This point is set by
clicking the loop out button or by pressing „O‟ on the keyboard, the loop point
will then be set to the current cursor position. It can also be set by right
clicking on the waveform as selecting Set Loop Out.
Both Loop In and Loop Out markers can be adjusted using the time
adjustment boxes and the up/down controls.
A looped region will also be show as a white section of waveform in the
overview window.
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Pop-Up Menu:
Right Clicking anywhere on the Wave Display will show the popup menu with
shortcut options available.
Set as Start Point: (S) Set the current cursor position as the file start position
for the current cue.
Set as End Point: (E) Set the current cursor position as the file end position
for the current cue.
Set as Loop In Point: (I) Set the current cursor position as the Loop-In
position of the file for the current cue. Note this will only be active when a loop
type has been defined in the loop tab.
Set as Loop Out Point: (O) Set the current cursor position as the Loop-Out
position of the file for the current cue. Note this will only be active when a loop
type has been defined in the loop tab.
Cursor to Start Position: Move the cursor to the current cue start position.
Cursor to End Position: Move the cursor to the current cue end position.
Jump to Cursor: Move the display scrolling view to the current cursor
position.
Play Cue Range: (P) Play the file as it would be heard in the cue.
Play from Loop In: Play the file from the defined Loop-In position.
Play from File Start: Play the file from the start, ignoring cue start positions.
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Play from Cursor to Cue End: Play the file from the cursor position up until
the defined cue end position.
Play from Cursor to File End: Play the file from the cursor position up until
the end of the file, ignoring cue end positions.
Copy Start Point to All Players in Cue: Copy the defined start position of
the WavPlayer to the other players in the cue. This will only work if the start
position is available in the other files (ie. They are long enough). This is useful
when working with multi-track files, where a single stem (such as a percussion
track) can be used to define the start position for all the other files.
Copy End Point to All Players in Cue: Copy the defined end position of the
WavPlayer to the other players in the cue. This will only work if the end
position is available in the other files (ie. They are long enough).
Copy Loop Points to All Players in Cue: Copy the Loop-In and Loop-Out
positions from the WavPlayers to the other players in the cue. This will only
work if the positions are available in the other files. Useful for creating loops in
multi-track file when a loop can be defined on one file, such as the percussion
track, and then applied to the other players to keep the loop in sync.
Transport:
Play: Play the file from the current cursor position, irrespective of cue
markers. If cue positions are wished to be heard, use the pop-up menu of
press ‗P‘ to play the actual cue with markers applied.
Stop: Stop playback of the current WavPlayer. Pressing Stop twice will return
the cursor to the current Start Position.
Exit Loop: When a loop is defined and active, this will be illuminated. Press
to allow the file to test exiting a loop.
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Media Files In Show
An overview window to show all wave files loaded to the cuelist in both the
Media Player and the WavPlayer. Files can also be copied to a new folder
from this dialogue.
Show Files by Cue: Scans the cuelist and displays all wave files with
reference to their cue.
Show Files Only: Scans the cuelist and displays all wave files in use by the
show. Unlike the Show Files by Cue option, each file will only be displayed
once, even if used multiple times, and a true listing of the number of wave
files and total media storage size can be obtained.
Print: Print a list to a connected printer showing all wave files in the show,
useful for import/export purposes.
Refresh: Update the list to reflect recent changes.
Total Media Files in Use: The total number of individual wave files in use in
the show.
Total Media Storage Size: Total storage size, in KB, of all the wave files,
useful for planning an export of backup media.
Load from New Folder: Point to a location containing the show files to force
a reload of all media from a new location.
Copy to New Folder: Choose or create a new folder to export all wave files
used in the show.
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WavPlayer Live Mixer
All of CSC‘s WavPlayers can be controlled from the WavPlayer Live mixer in
real-time. This is useful when a montage of files is being played back, and
allows the mix to be fine-tuned easily.
Mixes can be auditioned before levels are saved back to the players
respective root cues (or last level change cue – indicated in the ―Cue‖
indicator next to the fader), or linked directly back to the cuelist to save
instantly.
The Pan slider will alter the pan/balance of the selected player. Double
clicking on the pan position readout will revert the pan position to the centre
<C>.
The mixer also features Solo and Mute buttons for each player, to analyze
mixes in detail or quickly remove a file from the output. These controls
operate in the same way as traditional mixers, and the Solo mode can be set
to ―add-mode‖ whereby a solo‘d channel will be added to the existing solo
signal, or ―replace‖ where each solo button will remove the previous solo
selection. These modes are switched by clicking Add Mode under the Master
Solo and Mute reset buttons.
Each channel also features a Fade button (marked ―F‖). This will start a
natural sounding fade out on the selected player. This is useful for on-the-fly
adjustments or correcting accidental playback without affecting any other
player or having the harshness of an immediate stop.
The cue number of the last saved level – be this a play or fade action is also
shown for each playback channel within the mixer inside the ―Cue‖ indicator
next to each channel fader.
Link: When this is selected, any changes in fader or pan positions are linked
directly to the WavPlayer and saved in the root cue. Without this selected,
changes are only reflected in the actual output buffers, and are not saved to
the cue until ―save‖ is pressed. This is useful for trying a different mix of audio,
without actually committing to it.
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Save: Saves the current mixer settings back to the root cues of each player.
Restore: Restores the mixer‘s fader and pan positions back to those saved in
the cue.
Mute Clear: Removes any Mute selections from all channels.
Solo Clear: Removes any solo selections in the mixer and switches the
output back to main mix.
Add Mode: Toggles between Solo ―add‖ mode and Solo ―replace‖ mode,
similar to traditional mixing desks.
It should be noted that all SOLO settings are cleared when the WavMixer
window is closed, but any selected MUTE settings remain.
Create: Creates and inserts a new cue into the cuelist, after the currently
selected cue, and adds fade data to every player currently active. If Link is
active, then this should be pressed first, and then new mixer settings can be
applied to the new cue (without this, mixer changes would be written back to
the last level change cue), or if Link is not active then this button can be
pushed at any point in time to ‗snapshot‘ the mixer levels into a new cue. The
default fade time specified under Audio Settings is applied to all new fade
entries. Created cues follow the same numbering rules as the standard Edit
dialogue.
MIDI Control
The 32 Player Faders, Pan Controls, Mutes and Solos can be controlled by
incoming MIDI Control Change messages.
This can be used in conjunction with a MIDI control surface or digital mixing
console to have physical real-time control of the mixer to quickly and
accurately build a mix.
MIDI control can be set up via the MIDI Control Mapping dialogue under the
MIDI Menu.
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Tone Generator
This module will generate a test tone sine wave for checking and setting
output levels for interfacing with external mixers and equipment. There is a
choice of frequencies (100Hz, 500Hz, 1kHz, 5kHz, 10kHz), and a choice of
output amplitudes (-30dB FS, -20dB FS, -15dBFS, -10dBFS, 0dBFS).
Note the amplitude levels are functions of the operating level of the soundcard
and any master mixer levels set on the souncards own control panel. 0dB FS
will represent the highest level CSC is capable of generating.
The output can be sent to any individual output, or if the SLATE option is
selected, the tone is routed to all CSC-enabled outputs.
Stereo Bus mode will route the test signal as a stereo pair to the stereo output
pair on the soundcard. Mono Output will route to either the left or right output
of the soundcard.
Soundcheck mode will cycle the tone between all outputs using the interval
specified.
Press ACTIVATE to begin the tone generation process and confirm the
following dialogue to ensure non-accidental operation of this feature.
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Cue Timeline View
Cue Timeline View gives a unique way to graphically visualize the audio
events within a cue. It presents the cue in a sequencer style format, with the
32 WavPlayers represented as ‗tracks‘, and audio events shown as blocks
with an overview of their waveform inside.
Cue: Shows the name and number of the currently shown cue. The update
cue button directly to the right of the description will update the timeline view
based on the highlighted cue in the cuelist.
Play: Audition the audio in the current cue from the cursor position. Note this
is not directly linked to the cuelist, so firing a cue there will not begin timeline
playback.
Stop: Stop timeline and cue playback.
Restart: Return the cursor to the beginning of the cue, ie. 0sec.
Cue Time Position: Shows the current cursor and playback position from
time 0 of the beginning of the cue.
Follow Cursor: Auto-scroll the timeline graphics to follow the playback
position.
Zoom (Vertical): Enlarges the player ‗track panels‘ to see greater detail within
the wave file.
Show Mixer: If not already visible on the screen, will show the WavPlayer
Live mixer.
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Show File Explorer: Toggles the file explorer on the right hand side of the
timeline layout window. See below for more info.
Show Timeline Multitrack Adjust: Toggle the Multitrack Adjust window to
perform global operations to all audio files contained within the cue.
Timeline Windows Edit Range: Adjust the duration of cue show within the
timeline window. This is by default 15mins, but can be extended up to 3 hour
to show long content, or select rehearsal points in conjunction with the
System Command window. It should be noted there is no guarantee of
synchronization of players delayed by large periods of time.
Info Bar: Shows information about the currently selected audio event,
including Start/End and Loop info, as well as fade in values.
Reset Mute: Cancels any active mutes on players within the timeline view.
This also toggles all mutes within the Live mixer.
Reset Solo: Cancels any active solos and returns the outputs to their normal
state.
Add: Toggles the Solo Mode between ‗addition‘ and ‗auto-cancel‘. See Live
mixer for more details.
Player “Track Panels”: The left hand side of the view gives access to the
players, which are named as per the show naming scheme. A bright white
label indicates there is data loaded to the player, whilst a greyed out label
indicates an empty player or ‗available track‘. Clicking the access arrow next
to the player name allows change of routing type, and to set whether a player
is looped or not.
As per the WavPlayer, the Speaker icon opens up the routing mixer for that
player, or if it is already open, updates the routing mixer with details for that
player. (M)ute and (S)olo operate as per the Live mixer, muting and solo‘ing
players respectively. The mute systems between the Live Mixer and timeline
are linked and so work together.
The player ‗track panel‘ also shows the current volume of the player in dB,
and also the time offset (delay) of the player. This is the same as the ‗Wait‘
time set in the WavPlayer, and changes to either will be reflected in both. This
determines where the audio event first appears on the timeline, so for a delay
of 5s, the audio event will be drawn graphically starting at the 5s point.
The volume slider allows quick setting of the players volume without having to
show the mixer should screen size and space be an issue.
Working with cues in the timeline
The timeline presents a unique way of working with cues. It allows sequences
to be built easily without using multiple linked cues or guessing Wait times on
Players due to the ability of seeing the waveforms of the files on each player.
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The timeline will show by default up to the first 15 minutes from the start of a
cue (a player wait time of 54000 seconds). If more time is required between
audio events, either toggle the view to show up to 3 hours, although the
synchronization of players is not guaranteed over long periods of time, so it
may be desirable to use linked cues or alternative methods of delaying
material.
An already built cue with all files inserted can be opened and edited within the
timeline, whilst any new cues can be built within the timeline using the file
explorer window.
Although tempting to try, it is important to remember that the timeline is not a
‗true‘ sequencer, but a graphical representation of the players, so only one
audio event can be added to each player/track.
This event can be manipulated by dragging in either direction on the timeline
to increase/decrease the player wait time, and also by dragging the start and
end points of the audio event. This will have the same effect as setting the
Start/End points within the Wave Display. Double clicking on any audio event
will open the Wave Display for more precise editing, if required.
The audio file name is always displayed in the top left hand corner of the
audio event. Holding the mouse over this label will reveal the full filepath of
the audio file rather than just the name.
Timeline Smart Cursor: When moving the mouse above an audio event, the
cursor will switch between drag mode (a hand icon) when in the lower half of
the event, and cursor position mode (standard arrow) when in the top half.
This allows events to be moved about, but also set the playback position from
within the timeline itself rather than losing the current edit position and clicking
on the time ruler along the top.
Adjusting Volume and Routing: Quick changes can be made to the output
levels and routing from within the timeline. The Arrow Access Menu can be
used to select an output routing method for the player, giving the same
options as the WavPlayer, and the player level can be set using the volume
slider in each track panel. Note that changes to the output routing will only be
heard after the next restart of playback.
Looping: Loops can be set within the timeline, but only the ‗Loop All‘ option is
available. This is because ‗Loop Until Exit‘ requires manual intervention, and
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as the timeline is a predrawn display, CSC has no idea at which point the exit
will occur, so it is impossible to predict an event which hasn‘t yet happened!
As a result of this, the Wave Display when toggled from the timeline will not
show the loop tab, and any cues which contain LUE information will be
excluded from timeline view.
Loop All can be toggled on and off from the Arrow Access Menu, located by
the player name:
Add New Files: To add new files to a cue, ensure the file explorer is toggled
on the right hand side of the timeline.
This shows a standard directory structure in the top pane of the window whilst
the lower pane shows any files within the folder with the file extension ―.wav‖
with a blue coloured icon, whilst other audio files CSC may be able to import
are shown with an orange coloured icon.
These files can be dragged directly into an available player on the timeline. If
the target player is showing the ‗no drop‘ icon, there is probably already an
audio event on the player. A player showing a name in a bright white font
already has an event attached to it, whilst an empty player can be seen as
having a greyed out player name. Note that if a non WAV file is dropped onto
the timeline, the import routines will commence, and if this is the first time an
import has occurred, an import folder location will be requested.
The files will be inserted at the time point they are dropped on to the timeline,
unless <SHIFT> is held down whilst dragging and dropping, in which case
they will be inserted at time 0. This also sets the player wait time.
Note that as per the Wave Display, CSC will scan the new file and attempt to
create a graphical peak overview file (*.cpf). This file will be written to the
same location as the file, so ensure the file is on writeable media, and not a
source such as a read-only network drive or CD-ROM as this operation would
then fail.
New files will be routed to the first ‗bus‘ output, unless an alternative is set in
the Player Routing Defaults module.
Adding a Fade In: The fade-in time can be set either in the player, or within
the timeline by entering the time in seconds into the ‗fade‘ box in the info bar.
Select an event by left clicking it. The info bar will update to show details of
the audio file. At the far right of the info bar, click into the ―Fade In‖ box and
enter a value.
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Note when playing audio back, the fade will only be executed if the cursor
position is before the start of the audio event when beginning playback.
Adding a Fade Out: Specify the time before the end of an audio file to begin
an automatic fade out by entering the fade time in the box marked ―Fade Out‖.
Track Context Menu:
Right click on any track waveform to see the context menu options.
Set Start at Cursor: Crop the selected file‘s playback start position to the
current cursor position.
Set End at Cursor: Crop the selected file‘s playback end position to the
current cursor position.
Move to Cursor: Move the selected file‘s timeline start position to the current
cursor position.
Move to Origin: Move the selected file‘s timeline start position to 0 sec.
Move All to Origin: Move all files in the currently selected cue to start at 0
sec.
Remove Cue Start Offset: Move the leftmost file in the currently selected cue
to start at 0 sec, and move all other files relatively.
Player Disabled: Disable playback of the selected file/player.
Delete: Remove the selected file from the player and the current cue.
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Timeline Multitrack Adjust:
Use this dialog to perform adjustments to player in/out/start points globally
across the entire cue.
Apply to Selected Players: Select which players the action should apply to.
Position: Cursor position at the point this dialog was invoked.
Adjust File Start Position to Timeline Position: Crop the selected players
start point to the current cursor position. Useful for adjusting the start point of
a multi part audio composition/click track.
Move all Adjusted Players to Origin: Also move all players to origin.
Adjust File End Position to Timeline Position: Crop the audio events to
end at the current cursor position.
Adjust Player Wait time to Timeline Position: Set the player wait time to
the current cursor position, meaning selected audio events will start when cue
playback reaches <position>.
Move Player to Origin: Move selected players to the beginning of the
timeline.
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Player Routing Defaults
When using CSC for certain tasks, such as Multi-track playback, it may be
desirable to assign certain players to a dedicated output for the entire
production. This could ensure that the backing vocals, for example, are
always routed to the same soundcard output and therefore to the same desk
channel, by default, every time a new cue is added, either via the WavPlayer
or the Timeline view. This makes multi-tracks cues very quick to build.
Note that this does not ‗lock‘ a player to a certain output routing type, it simply
acts as a template for new cues. The routing can still be freely changed at will.
Also, note that any changes made to this module will only affect new cues and
not those already in the cuelist.
To make changes to any of the routing options, click in the column next to the
player, and select from the drop down menus that appear. The first column
allows the Routing Type to be selected (from Bus, Mono and Multi), the
second column allows choosing the patch within that routing type. Note that if
a multi is selected and then subsequently removed from the show, the routing
will default back to ‗Bus‘.
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Audio Setup
By default a new show opens in CSC with a single bus routed to the Primary
Sound Driver (The one used in Windows as Default device). Up to 16 stereo
buses can be defined in CSC, giving a total of 32 outputs. A bus can route to
any of the available WDM compatible output devices or ASIO compliant
sound card drivers installed in the system.
Live Output Patch
Audio Driver: Select between Windows DirectSound and ASIO driver modes.
Note that later versions of Windows do not have hardware accelerated
DirectSound drivers, so ASIO may be preferential for low latency situations
such as Click Track playback, but will put higher demands on the computer
system. Note also that ASIO will use all settings as defined in the Sound
Card‘s driver control panel.
Device: Select an ASIO device for CSC to use for output mapping, or select
all available DirectSound devices depending on Audio Driver selected.
Add Bus: Create and add a new Stereo bus to the current show. The bus will
take a default name, although this can be changed by double clicking the bus
name column. These names will appear in the Routing Mixer, the cuelist and
the dropdown list in the WavPlayer when Bus output type is selected. The Out
Name L and Out Name R columns can also be changed. These names will
appear in the Routing Mixer, the cuelist and the drop down list in the
WavPlayer when selecting Mono output type.
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Clicking in the column Output Device will show a popup menu with available
output devices available with the current Driver/Device selection. For
DirectSound drivers, this will display the output devices as Stereo Pairs. For
ASIO, this will display Linked Pairs, listing the ‗Starting Channel‘ of the pair.
Note for some soundcards you may need to enable an option to force the
driver to present all available outputs as WDM outputs – sometimes only a
stereo output is shown, but consult your soundcard manufacturer and the
CTR Electronics website for more information with regard to this issue.
One or more buses can be mapped to the same output device is required, or
for working on a show on a laptop computer before transferring the main
computer. In this case, the option ―Primary Sound Driver‖ can be used as in
the picture above, whereby all buses will be mapped to the default output as
used by the Windows Sound System.
Ensure all buses are mapped to a specific output device before closing this
dialogue.
Remove Bus: Remove the selected bus from the live output patch. If a bus
removed is currently in use, CSC will attempt to remap all cues currently using
that bus.
Clear Patch: Remove all buses from show. Use carefully as this will disable
all audio.
Player Setup
The 32 WavPlayers can be configured in a way such to make programming
and referencing already programmed cues easier to read.
Each player can be given a unique name to easily identify it within the cuelist.
This can be especially useful in mixed-mode shows where playback from
CSC can include multitrack backing tracks as well as soundscapes and
announcements.
Players can be marked as to the type of content they will usually have, as in
the picture below.
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Player Defaults
Default Level: The level a new file opened in a WavPlayer will take as its
starting level. Available options include 0dB, -6dB,-12dB, -18dB.
Default Fade Time: Set the default time in seconds to apply to a new fade
command.
Freesync: By default, all WavPlayer in a single cue will sync to each other. If
there are many players to be loaded, this may take some time to load from
disk unless a preload command has been issued Setting a player to FreeSync
will free it from the player sync and allow it to begin playback immediately,
irrespective of other players. Use this checkbox to set the option on as default
for all players.
Advanced Settings
Use these options to customize advanced playback setting for CSCs audio
system. Only change these settings if you are sure about what they do!
Optimization
Use Software Sync Buffer: In order for CSC to stream audio across multiple
WDM based output devices, it is necessary to run a synchronization buffer to
keep the outputs in sync with each other. Some soundcard manufacturers
however, provide an option to sync all outputs at a hardware level, and this
may be preferential to using the software based method built in to CSC. If
using the soundcard based method, untick this box but be aware playback
may not begin until all outputs assigned have an active file playing to them.
If unsure leave this option checked. Ignored for ASIO operation.
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Sample Rate: This option sets the sample rate at which the sync buffer will
run at, and therefore the sample rate at which the soundcard is first opened
at. This should be set to match the wave file sample rate used, or in a digital
system, set to match the word clock speed of the system.
DS Playback Buffer Size: Use this set the buffer size of the DirectSound
WavPlayer engines. The bigger the buffer the less disk access the system will
require so for a high track count on an old machine a higher buffer size may
be desirable. However, in return, the software will use more memory and will
take longer to begin initial playback. These differences should be negligible on
any modern day system and it is unlikely this setting will need altering. For
ASIO, the default driver buffer size is used, and this setting is ignored.
Routing Groups
Group X-Fade Curve: When using the X-Fade options available in the
WavPlayer there is a choice of 3 different curve types, 3dB, 4.5dB and 6dB.
The refers to the middle point of the fade – any level decreasing will be at the
value selected below its initial starting value, and any increasing value will be
at the value selected below its final value. Depending on the speaker and
amplifier configuration it may be necessary to alter this value to find the
smoothest transition between speakers for each setup.
Options
Sample Rate Warning: When checked, CSC will alert the user to a file of
sample rate other than the defined system sample rate being added to the
show. Attempting to play a file of a higher sample rate than the rest of the
show may result in the sound card driver switching to a higher system sample
rate with the previous files being played at the wrong pitch.
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Default Live Mixer Fade Time: Set the default fade time (secs) assigned to
‗fade‘ cues created by the Live Mixer.
External Editor
Program File Path: Specify the Program File (*.exe) location of the external
editor to be launched when Edit With External Editor is clicked in the
WavPlayer.
Create Copy of File: When checked this will create a copy of the file selected
to be opened in the editor, meaning the original file is still intact on the
system. The text ―- edit‖ will be added to the filename. The new filename
will be updated in the WavPlayer. This will only occur the first time the edit
button is clicked.
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MIDI Command
This module generates the standard MIDI messages used to communicate
with MIDI ready equipment.
These standard messages include:
(0x80h)
(0x90h)
(0xA0h)
(0xB0h)
(0xC0h)
(0xD0h)
(0xE0h)
Note Off
Note On
Key Pressure
Control Change
Program Change
Channel Pressure
Pitch Bend
Two MIDI output ports are provided in CSC, and both of these are accessible
from the MIDI command module.
Up to 16 MIDI events may be added per cue, and these events are shown in
the Events List window. Once a complete MIDI event has been defined in the
editor, it may be added to the event list by clicking the ―+‖ (Add) button.
Events may be removed at any time by selecting them and clicking on the ―X‖
(Delete) button.
Device: This dropdown box allows selection of one of the 16 MIDI channels
available for each output port. If specific names have been entered in the
MIDI Mapper window, these names will appear in the drop down list, allowing
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MIDI channels to be referred to by Device name. Note the names in the list
are also dependant on the setting of the Port drop down box.
Output Port: Select which output port the MIDI command window should
output the specified MIDI Event to.
Action: This dropdown box specifies the type of standard MIDI message to
be sent as defined above. The most commonly used messages are Note On
(e.g. to generate an instance of a sound within a sampler), Note Off (e.g. to
stop the sound from a sampler) and Program Change (to recall a particular
memory or state in a MIDI capable device with onboard memories).
Note also the setting of this selection box modifies the contents of Val 1 and
Val 2 data boxes.
Val 1: Specify a value for the ―data 1‖ part of the MIDI message. The meaning
of data 1 is entirely dependant on the type of MIDI message being sent. For
Example, if a Note On is being sent, Val 1 refers to the note number being
sent (where 60 usually equals Middle C), whereas when a Program Change
message is being sent, Val 1 refers to the memory number being requested.
Special care must be taken when entering Program Changes since there are
two standards by which Program Changes are addressed, and this is the
basis of the ―off by one‖ rule which plagues MIDI control systems. CSC is
capable of interfacing with either standard - For more details on this, see the
MIDI Setup.
Note also that although normal values of this data entry box are 0-127 or 1128, when entering Program Change values, values far above 128 can be
entered. This is to enable specific banks to be selected. See MIDI Setup for
more details.
Val 2: Specifiy a value for the ―data 2‖ part of the MIDI message. Like Val 1,
Val 2 is entirely dependant on the type of MIDI message being sent. For
example, if a Note On is being sent, Val 2 refers the velocity (strength) of the
note requested in Val 1, whereas for a Program Change, Val 2 is not needed
and so this option is not available. Note that if this value has not been set
when trying to add a Note On, CSC will default this value to 100.
Comment: Sometimes it is easier to refer to the event list and see a
description of the MIDI message rather than the actual message itself. If text
is entered here, the default display of showing the parts of the MIDI message
is replaced by the text in this window. For example, a ―Channel 1 Program
Change 12 [Port A]‖ message could be shown in the events list as ―Desk
Change Scene 4‖ by typing that text into the comments window. This text will
also appear in the cuelist expanded view under its parent cue and makes
reading the cuelist a lot easier.
If nothing is entered here, the event description will take the full MIDI
Message.
Keyzone Lookup: When events have been entered into the Keyzone
Explorer Window, these can be quickly added to the MIDI Command module
by clicking this button and selecting from the keyzone window.
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Add/Remove: Events are added using the ―+‖ button, and selected events are
removed using the ―-― button.
Modifying Events
Once events have been entered they can be edited by double clicking on the
event list. This will bring the window into edit mode, and this will not be
released until the ―tick‖ (Apply) button at the bottom of the window is clicked,
at which time the selected event‘s data will be replaced with the data currently
in the editor.
Note that events are sent in the order they appear in the events list and so
this should be taken into account when messages need to be received by
external equipment in a certain order.
Previewing Events
A single event can be previewed by selecting the event in the lower window
and clicking the single play button next to the add/remove buttons. This plays
the event listed in the top of the window.
An event can also be auditioned before adding it to the event list by building it
in the editor and then clicking preview. When the message is correct, it can be
added to the list.
The two remaining buttons at the bottom of the window are used for
previewing the entire cue (all events):
When the Multi-Play symbol is clicked, every event in the current cue is sent
to the output port as specified per event.
Hung notes caused by Note On messages with no corresponding Note Off
messages can be cleared using the All Notes Off button next to the apply
button
Note that removing events from the MIDI list is also possible by right clicking
on the event in the cuelist, when in expanded mode, and selecting ―Delete
Event‖.
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MIDI Show Control
This module generates a range of extended MIDI commands based on
System Exclusive messages. Three tabs are available, an MSC tab which
generates System Exclusive messages based upon the MIDI Show Control
standard, an MMC tab which generates MIDI Machine Control messages to
control devices which respond to ―transport‖ style messages, such as Multitrack recorders and tape machines, and a SysEx tab which allows a nonstandard message to be entered.
MIDI Show Control
The MIDI Show Control protocol was designed to create a standard method of
controlling a vast range of MIDI enabled equipment, from Sound and Lighting
desks to Pyrotechnics and Projection systems.
MSC messages are able to target certain groups of equipment, and individual
devices by assigning each an individual ID. This ID can be anywhere in the
range 0 – 7E. All devices can be targeted by using the ID 7F. Once the
category of equipment and the ID of the target device are known, the actual
command is required.
CSC supports command sets 0-1E. Each of the commands has a different set
of subcommands which can be optionally entered. For example, a GO
command can be sent to a target device, or a GO command followed by a cue
number can be sent, i.e. GO 2.2. Additionally, a cuelist could also be
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referenced, so the command could be GO 2.2 A, to make the target device
GO cue 2.2 in cuelist A.
As each command is selected in the command drop down box, the allowed
extra commands are enabled in the window. Check the documentation of the
target device to ensure you are sending the required amount of information
otherwise the device may refuse to respond.
As an MSC string is built up, the output string is displayed at the bottom of the
module in Hex Bytes. This is the data CSC will actually send out, so ensure
this is what the target device is expecting. The string can be tested by clicking
the ―play‖ button at the bottom right of the window. The message will be sent
to the port referred to in the Port dropdown box, so ensure this is mapped to a
physical MIDI port.
In order to add a command to a cue, define the message using the dropdown
boxes and adding any required extra information in the additional fields, and
then click the add ―+‖ button. The string will then be entered in the events list
for that cue. Note this list is shared between the MSC, MMC and SysEx tabs.
To add more events, build the message and then click add again. To remove
an event, select it and click the delete ―X‖ button.
To edit a message already in the events list, double click it in, and make the
required changes in the editor. When the edit is complete, click the apply ―√‖
button.
MIDI Machine Control
MMC is a protocol designed to control devices requiring standard ―transport‖
commands, such as Multi-track recorders and tape machines, or anything
requiring Play and Stop style commands to control them.
Like MSC, target devices are assigned an ID from 0 to 7E, with 7F referring to
―All Devices‖ in the MIDI chain. This ID is set in the device and the
manufacturer‘s documentation should be referred to on exactly how to do this.
The MMC tab enables an action to be selected in the dropdown box, and the
target device ID to be entered. The Locate command also requires a time
position to be entered, enabling devices to be cued to a new location, usually
before a Play command is sent.
The output string is shown in the box at the bottom of the module and this can
be previewed by clicking the Play button to ensure the message is correct
before adding it to a cue.
Adding, deleting and editing messages can be performed in the same way as
MSC messages.
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System Exclusive
The SysEx tab allows non-standard messages to be entered to the events list.
CSC will not attempt to format these messages into standard commands, and
so beginning (0xF0h) and end (0xF7h) status bytes must be inserted correctly
to prevent MIDI data errors.
To enter a string, type the required message in Hex format. CSC will group all
characters into bytes, with a space between each for easy reading. Invalid
Hex characters will also be ignored. Note that if a single character is required,
such as 0xAh, this must be inserted as 0x0Ah to complete the byte, otherwise
CSC will incorrectly group the bytes together.
To add a message typed in the box, click the add ―+‖ button. To remove the
message, select the message and click delete ―X‖. To edit the message once
entered, double click on the message and make the required changes. Once
completed, click the apply button.
As with the MSC and MMC tabs, to preview the message click the Play button
with the required message in the SysEx window.
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MIDI Sequence
This module controls the 4 built-in MIDI sequence playback engines. Each
player is independent and sequences can be played or stopped on cues by
selecting the appropriate action. Note that if 2 consecutive cues have
sequences attached to the same player, the second cue will stop the first.
Sequences are edited or recorded using the sequence manager, and linked to
cues using this module.
Seq: Clicking on Seq will display the sequence manager, with additional cue
information at the bottom of the dialogue. See Sequence Manager for further
information.
The details at the bottom of the manager show exactly which cue and which
player is about to have a sequence added or removed from it. To add a
sequence to the current player, select the required sequence from the list, and
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click Add Sequence or simply double click on the sequence in the sequence
list.
To remove a sequence from a player, follow the same procedure to display
the extended sequence manager dialogue and click Remove Sequence.
Loaded Sequence or Action: This box displays the name of the sequence
currently assigned to the player. If Stop action is selected, this window will
show the ―—STOP—― command. This box will turn green when a sequence is
running and the name becomes red for easy visual indication of a running
sequence.
Edit: Once a sequence is assigned to a player, clicking edit allows the
sequence to be edited using the Sequence Editor window. Be careful about
editing sequences when multiple cues use the same sequence, since a
change here can affect all cues which refer to that sequence. This option is
not available when no sequence is assigned or when the Stop action is
selected.
Action: Select Play, Stop or Loop. Play will allow a sequence to be assigned
to a cue using the sequence manager as described above. Stop will stop the
current playing sequence on that player when the cue is fired. Note this does
not send an All Notes Off command since there may be other players playing,
so if that action is desired, adding an All Notes Off Control Change message
in the MIDI Command window on the same cue may be necessary. Loop will
repeat the sequence from the beginning at the point at which the last note is
sent.
Port: Selects the Port to which the MIDI sequence data should be directed.
This box is not available when the player is set to Stop mode.
Time Display: Shows the current running position of a playing sequence in
secs. This display will become brighter when a valid sequence is running, and
darken down again when nothing is playing or a Stop command is selected on
the player, to give better visual indication of what is currently playing.
All running sequences can be stopped using the ―Stop Current Action‖ button
on the toolbar, or by using the <ESC> key when the cuelist is highlighted.
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MIDI Sequence Manager
The MIDI Sequence Manager is responsible for managing the sequences
loaded into memory. From this window, sequences can be added or removed
from a show, as well as created or edited.
The Sequence Manager has 2 views, a standard view, and an extended view
showing cue information.
Displaying Sequence Manager by selecting MIDI -> MIDI Sequence Manager
will show the standard view, whilst clicking Seq in the Sequence Player
window will show the extended view, with information about the selected cue
and then sequences linked to it.
MIDI sequences are stored on disk as .cms files. This is a specially arranged
file format which stores events sequentially so that they can be streamed,
unlike the standard .mid format which is arranged by channel order. Once
opened by the sequence manager, these .cms files are copied into the
computers memory so they may be accessed instantly.
To Load a sequence into the manager, click the Open icon in the bottom left
hand corner of the manager window. This will display a standard file dialogue
box where the required sequence can be selected. If successfully opened, the
manager will display details about the sequence which include the sequence
name, the tempo (default 120), the size of the sequence in bytes, and the last
modified date. Note the manager will not allow 2 sequences with the same
name to be loaded.
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A sequence can be deleted from the manager at any time. However, CSC will
check the entire show to see whether this sequence is used in any cues: It is
not possible to remove a sequence which is attached to a cue without first
removing it from the cue.
Any sequence in the sequence list can be edited by highlighting and then
clicking on the Edit button, or by double clicking on the list when not in
Add/remove from cue mode. This will display the edit sequence window,
discussed separately. When editing or creation is finished, if the sequence is
saved it will be automatically loaded back into the sequence manager.
This happens in 2 stages:
1. The .cms file is saved to disk in the location entered by the user (create
sequence), or the original disk location (edit sequence).
2. Sequence Manager reads the file on disk, loads it to memory and creates
or updates the list entry.
File Management – Note that although CSC stores .cms files on disk, the
MIDI data is loaded to memory and streamed from there during a show. When
a CSC show file is saved the MIDI data is also saved with it. This means that
a single show file can be moved to a new computer without having to transfer
the sequence files also. However, any changes to a sequence during editing
will save a new .cms file to disk. If the original location is not present on that
machine, a new saveable location must be specified. If CSC is unable to save
the file to disk, the changes will not be successfully updated in memory.
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MIDI Sequence List Editor
The List Editor enables a sequence of MIDI events such as Note On and Note
Off messages to be built up and stored as a single .cms file for playback in the
MIDI Sequence Players. This can be used to fire a sequence of events on a
sampler or computer based virtual instrument run alongside CSC.
Toolbar Options
New Sequence: Clear the current sequence and start a new sequence.
Save Sequence: Save the current sequence to disk.
Insert New Event: Display the Add Event dialogue to enter a new event into
the sequence.
Delete Event: Delete the selected event from the sequence list.
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Function Editor: Display the function editor dialogue to make changes to the
sequence.
All Notes Off: Send an All Notes Off command to the selected Output Port.
Exit Editor: Exit the sequence editor and return to the Sequence Manager.
Other Options
Sequence Name: Name of the sequence being created or edited.
Play: Play the sequence from the highlighted position. To play an individual
event, right click on the event in the list editor.
Stop: Stop playback of the sequence.
Time Position: Current playback position of the Sequence in seconds.
Port: MIDI Output Port to stream the sequence to.
Generate: Open the MIDI Control Change Sequence Generator Module.
Gridlines: Display gridlines in the sequence list view.
Start Record On Input: After pressing record, the record timer will not start
until the first MIDI event is received on the input port. Without this checked
recording will start straight away.
Record: Record a new MIDI sequence from a connected input device.
Start Current WavPlayer: Start playback of the current selected WavPlayer
as the MIDI sequence editor starts recording. This enables MIDI Commands
such as lighting or MSC events, etc, to be recorded in time with a playing
wave file.
Creating a New Sequence
To insert an event, click the Insert Event button on the toolbar. This will
display the Add/Edit MIDI Sequence Event dialogue.
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Time: Enter a time in h:m:s:ms format at which the event should occur from
the beginning of the sequence playback.
Chan: The channel on which to output the event (1-16).
Event: Choose the standard MIDI message to send with the event.
Val 1: Specify a Value 1 parameter for the event. In the case of Note On this
should be the Note value, in the Program Change this should be the desired
program number.
Val 2: Specify a Value 2 parameter for the event. In the case of Note On this
should be velocity of the note.
Comment: Enter a textual description of the event. This is useful for
overseeing a MIDI sequence and to quickly decipher what all the events are.
Preview: Preview the command to be added.
All Notes Off: Resolve any stuck notes.
Keyzone Lookup: Insert an event already added to the Keyzone module.
Clicking OK will add the new event to the list. Further events can be added in
the same way.
To move an event, edit the event and enter the new required time. The event
will be auto-sorted by time in the sequence list view.
Closing the editor will prompt for the new sequence to be saved, and will then
be automatically loaded into the sequence manager and also to memory.
Recording from an External Source
The Sequence Editor can also record from an external MIDI device through
the assigned MIDI Input device in the settings dialogue.
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This can be used to record a sequence of events such as Note On events
from a keyboard, or to record custom mixing desk fades using Control
Change messages.
Pressing the Record button will begin recording. If the Start Record On
Input checkbox is ticked, the record timer will not start until the first MIDI
event is received at the MIDI Input.
Events are displayed in the sequence list view as they are received.
When recording is finished, press the Stop button. Closing the editor will
prompt for the new sequence to be saved, and will then be automatically
loaded into the sequence manager and also to memory.
Editing a sequence using the Function Editor
The sequence editor includes a powerful function editor to perform global or
targeted edits on the current sequence.
Click on the fx button to display the function editor.
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Time
Move Left Locator to: Specify a new position for the start of the sequence to
create an offset.
Start Sequence at Zero Time: Reset the starting position of the sequence to
00:00:00:000.
Stretch Time to: Stretch or compress the length of the sequence to fit events
to a new time period, or to change tempo of the sequence.
Channel Status
Apply to Channel(s): Select the channels to apply the functions to.
All: Select all channels
None: Remove all channel selections.
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Shift to MIDI Channel: Move all events on the selected MIDI Channel to the
new channel specified.
Remove All Events: Remove all events on the selected channels.
Filter Events of Type: Remove or Keep the selected message type on the
selected channels.
Add/Subtract Velocity: Add or subtract a velocity amount to all Note On
events on the selected channels, up to the bounds 0-127.
Use Fixed Velocity of: Specify a velocity to shift all Note On events on the
selected channels to.
Compress/Expand
by: Specify a multiplication percentage to
compress/expand all Note On events on the selected channels. For example,
for a value of 50%, a velocity of 50 is decreased to 25, whilst for a value of
200%, the velocity is increased to 100.
Transpose Notes: Shift all Note On events on the selected channels up or
down by the number of specified Notes.
Find and Replace Controller: Find a specific controller value and replace it
with a new value. Can be used when recording fades on MIDI compatible
moving-fader mixing desks to move saved fades between desk channels.
Click Process to confirm editing functions, or Cancel to discard all changes.
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Cue Trigger Map
This module displays an overview of all MIDI triggers linked to all cues in
cuelist. The listing is broken down into 3 areas: Note On Triggers; Program
Change Triggers and MTC (MIDI Time Code) Triggers.
The list can be sorted by cue order or by trigger data order by clicking on the
relevant column‘s header.
Note that changes are not automatically updated on the trigger map, instead a
manual refresh is required to see any new or changed information by clicking
on ―Refresh‖.
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MIDI Keyzone Explorer
This module provides a simple database to enter details of events triggered
by Note On messages for each MIDI Channel.
This could represent a Sampler, or video image generator connected on the
MIDI ports of CSC.
The module can also be used live to trigger events ―on the fly‖.
MIDI Channel: Select the MIDI Channel to display key Information for. The
names and devices shown in this list are drawn from the MIDI Channel Setup
window.
Output Port: Select which MIDI Port to view channels for.
Description: Enter a description for the selected note.
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Audition: Click on this speaker symbol to send the MIDI Note to the output
port.
Audition Velocity: Set the velocity with which audition notes are sent.
Last Audition Note: Shows the last note sent by clicking on the speaker
symbol. This note that will be cancelled also clicking on the NOTE OFF
symbol.
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MIDI Input Monitor
The Input monitor provides a data readout of MIDI information appearing at
the selected MIDI input port.
The columns, from left to right:
Timestamp: The time in Hex format, after the MIDI Input was first opened by
the application, at which each packet of data arrived at the port.
Status: The MIDI status byte of the incoming packet. Refer to MIDI
Implementation data for full explanation of these values.
Val 1: The first data byte of the incoming MIDI packet. For example, a Note
On status byte has a Val 1 value referring to a Note Number.
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Val 2: The second data byte of the incoming MIDI packet. For example, a
Note On status byte has a Val 2 value referring to the notes velocity.
Chan: The channel number of the incoming MIDI packet.
Event: A text description of the incoming MIDI packet. Control Change
messages are expanded to show their default MIDI parameter. If the packet
was a System Exclusive (SysEx) message, the message is shown in Hex byte
format.
There are 3 options at the bottom of the window:
Filter Active Sensing: Active sensing is used by some manufacturers to
determine whether a MIDI connection is still active. For example, a keyboard
or sampler module can be set to receive an active sensing signal every
200ms. If a normal MIDI message or active sensing message is not received
within this period, the instrument can assume the MIDI connection is broken
and to resolve any hung notes. Ticking this box prevents these messages
being displayed on the input monitor.
Filter MTC Q-Frame: MIDI Time Code is sent using a special status byte, the
―Quarter Frame‖ message, and is sent, as its name suggests, every quarter of
a frame. This is the reference ―tick‖ for a MIDI Time Code link. Ticking this box
prevents these messages being displayed on the input monitor.
Filter SysEx: Ticking this box prevents System Exclusive messages being
shown on the Input Monitor, leaving only the standard Note On, Note Off etc
messages.
Copy SysEx: Copies the selected string of SysEx to the clipboard for pasting
into a cue or other application.
The Clear button clears all displayed data.
Note this window is automatically cleared after 5000 lines of data are received
to prevent buffer overflows.
Note also that all incoming MIDI data is diverted to this window whilst
monitoring and so MIDI triggers will not be executed.
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Timecode Clock
A display of the incoming MIDI Timecode (MTC) to ensure external devices
are running correctly and observe the current time position.
Time is displayed in the H:M:S:F (Hours:Minutes:Seconds:Frames) format.
CSC automatically detects the incoming frame rate, but ensure that any cue
triggers are set within the bounds of the frame rate.
The timecode clock can also be sourced from an Internal Timer or from the
System Clock. Cue triggers are still entered in the normal manner in the
Add/Edit window, but the event which triggers them will depend on the
settings of the Timecode Source.
So, for example, to set a cue to fire at a particular time of day, ie. 5.15 pm.
ensure the timecode window is set to CLK (System Clock), and in the cue edit
window enter in the timecode trigger:
H: 17
M: 15
S: 0
F: 0
When the timecode window displays 17 15 0 0 the cue will be fired.
If ―Data Only‖ was selected this will not affect the cuelist position.
Internal Timer has a resolution of 0.01 secs, and so the ―Frames‖ window will
show a reading of 0-99, more than the maximum 29 when in 30FPS.
The Source can also be toggled, even mid-show, from the System Command
Module, or by clicking the option box by each source.
Note that cue triggers are still executed even if this window is hidden from
view.
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MIDI Timecode Capture
Sometimes plotting a list of timecode points into a cuelist can be hard work,
especially if many of these points are in the middle of musical sections
generated from external hard disk players or sequencers. By enabling
timecode input in the Settings window, or by using the internal timer, and then
opening this window it is possible for CSC to remember the timecode
positions at which each GO command was sent.
Capture Timecode Events: Enable this to begin recording the timecode
position at which each GO command was sent. Without this enabled the
module will not remember any timecode positions.
Copy to Cuelist: Clicking this will copy all selected recorded events to the
cuelist and apply the timecode trigger to each fired cue. Only events with a
tick next to the will be copied so if only a few timecode points were required
these can be filtered down using the checkboxes. Note the each cue in CSC
requires a unique timecode, so any cue which already has a timecode
matching the one recorded in this module will be queried.
New: Begin recording a fresh list of timecode points.
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Machine Control
This universal transport control gives quick control over multitrack recorders
or sequencers set to respond to MMC commands from CSC.
PLAY, STOP, RWD, FWD and REC commands with a device ID 7F (All
devices) are sent to both MIDI ports.
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MIDI Setup
This window is used to label MIDI devices and set up MIDI output ports for
use in the show.
The window displays all 16 MIDI Output Channels for both Port A and Port B,
and can used to name an individual channel with a custom entry, rather than
using the default ―Channel 1‖, ―Channel 2‖ etc. If, for example, a mixing desk
is on the MIDI chain, set to respond to channel 1, the name for channel 1
could be set to ―PM5D‖. These names are copied to the MIDI control window,
and the Device dropdown box will then have the entry ―PM5D‖.
Events in the event list and expanded cuelist view will then also refer to
―PM5D‖, making a show much easier to read rather than just seeing a list of
channel numbers.
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The MIDI Mapper also has 2 other parameters which can be set for each
channel: PC0 and Notes.
PC0: Program Change value ranges vary between equipment manufacturers.
Some manufacturers refer to program changes as ―memories‖, and start at 1,
whilst others use the standard MIDI data range of 0 -127. Whilst the actual
MIDI data is the same in either case, the displayed value can cause difficulties
when programming shows due to the offset.
Ticking this box sets a channel to list possible program change values from 0127 in the MIDI Control window. An unchecked box sets the channel to list
possible program change values from 1-128.
Notes: When selecting Note On or Note Off in the MIDI Control window, the
Val 1 dropdown box can be set either to show actual Note names or MIDI
Note values.
Ticking this box sets an individual MIDI Channel to display Note data as
actual Note names. An unchecked box sets the channel to display Note data
as numbers.
CSC has a MIDI Note range of C-2 to G8, with C3 referring to Note value 60.
MIDI names and Channel data is stored within a show.
Output Device: Specify a device to use for MIDI Output Ports A+B. The
dropdown combo box will list all currently active devices in the system. If an
expected device is not present in the list, ensure it is correctly installed under
Windows Control panel. USB MIDI devices may need to be connected before
the application is opened.
There are known issues with certain USB MIDI drivers which do not correctly
release when their corresponding device is disconnected. This may result in
the entry <unknown device> being present in the dropdown list.
Note how the presence of USB drivers can also affect the order of listed ports,
and this may be of significance when devices are plugged and unplugged
regularly since a show stores the order of devices in the system, not the
device itself.
Display Mixer Program Changes on Channel: Set the channel and port on
which CSC will communicate with a mixing desk. The cuelist will scan for MIDI
commands stored which match this entry and display them in the ―Mem‖
column of the cuelist.
It also enables program change numbers above 128 to have a control change
value attached to them on this channel. See Setup for more information on
this.
Mixer Snapshot Conversion:
Include Bank Change for PC>128 [Avid]: Can be used to select memories
greater than 128 on equipment responding to bank changes such as Avid
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Venue/D-Show Systems. For example, some mixing desks can hold 128
memories in Bank 0, a further 128 in Bank 1, etc. Normally a control change
can be sent to switch banks, and then a Program Change command to select
the memories in this new bank. CSC can automatically work out which bank a
memory is in and send the Control Change value for the bank followed by the
correct Program Change for the memory. So to select memory 145, this is
greater than 128, so CSC will send a Bank Change 1 message, followed by a
Program Change 17.
By allowing CSC to do this translation, cuelist programming becomes much
simpler as only the ―145‖ needs to be entered into the MIDI control window.
Note this process only happens on the channel designated to be the Mixing
Desk Channel as detailed above.
Send as Control Change (CC16-19) [Digico]: The Digico range of consoles
do not directly respond to Program Change data. Instead, scene selection is
done via Control Change messages 16-19. Use this mode to translate
memory snapshot numbers into the necessary Control Change Data.
Display CC Not PC in Cuelist Mem Column: If the Digico translation is not
used, but snapshots are to be entered manually using Control Change
information, select this mode to display the Control Change values in the
Memory column in the cuelist rather than any Program Change data matching
the selected mixer MIDI channel.
Stop All Sends MMC Stop: Tick this box to also send an MMC Stop
command when issuing a Cuelist Stop All Command.
*PM5D is a trademark of Yamaha Corporation.
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MIDI Control Mapping
CSC has support for an extensive range of MIDI Commands to remote control
cuelist operations, as well as assist in level setting during show design.
Cue Control
Input Port: Specify a device to use for MIDI Input to the application. This is
the device used to read MIDI Timecode and Cue Triggers, as well as
recording external MIDI sequences. If multiple MIDI streams are needed to
trigger the application, such as one source for triggers, and another for MTC it
is suggested to use a MIDI Merge Device. Alternatively, if 2 MIDI Input
devices are present in the system, system and cue triggers can be sent
through this port and MTC signals can be sent through the Opt. MTC Port.
Opt. MTC Port: This optional MIDI Timecode port can be assigned to read
timecode streams without having to merge the MIDI signal with other MIDI
trigger data. This can be important in complex MIDI chains as MTC quarter
frame messages can occur up to every 8ms and can easily collide with other
data through a non-intelligent Merge device.
Respond to incoming MIDI Data on channel: Specify a MIDI channel to
listen to for incoming MIDI data. Set to ―omni‖ to listen to all channels.
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Respond to MIDI Show Control On ID: Specifiy a device ID for CSC as part
of a MIDI Show Control network. CSC will also respond to ID 7F (All Devices).
MSC commands must be state ―Sound Category‖ in their message. See
Appendix for supported MSC Commands.
MIDI Thru (Port A): Allow data received at the MIDI Input to pass to the MIDI
output, such as connecting a keyboard to trigger a sampler but passing
through CSC to record the keyboard strokes. Select between Off, Only
during recording, or Echo All.
Show System Trigger PC 0-127: Display Program Change messages for the
global triggers as 0-127 rather than 1-128.
Show Cue Trigger PC 0-127 Display Program Change messages for cue
triggers (displayed in the add/edit window) as 0-127 rather than 1-128.
Debounce Time of MIDI “GO” ms: A debounce time can be assigned to any
MIDI controlled ―GO‖ commands to prevent double hits. Enter time here in ms
for which a second trigger is ignored.
Also Use Debounce for Trigger Lists: Assign a debounce time to each
trigger list as well as the global cue control system.
Cue Control MIDI Assignment: Control operation of the cuelist and the
external trigger lists via incoming MIDI. Each of the actions can be assigned a
Note On or Program Change value, with data between 0 and 127 for Note On,
and 1-128 for Program Change, unless the System Trigger 0-127 is selected,
and will respond upon receipt of a message on the correct ―incoming MIDI
channel‖ which matches the entered value. Double click a box to enter a value
or choose from the drop down list. To clear a value simply delete the text
entry.
MIDI Capture
Double click on any of the Command Entries to enter MIDI capture mode.
Once in this mode, any MIDI Program Change or Note On events received via
the MIDI input port will be mapped to the selected MIDI Controller.
To exit from the mode if no suitable MIDI message is received press the
Cancel button.
The MIDI Input monitor window can be used to analyse incoming MIDI if this
method is failing to accept messages.
The MIDI trigger settings are globally stored for the application, and are not
show file dependent.
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Live Mixer MIDI Control
CSC has support for external MIDI Control surfaces to remote control the Live
Mixer.
The MIDI link is bi-directional, so any changes on the MIDI surface are
reflected on the internal mixer, and any changes on the screen – including
stepping through cues – are reflected on the surface.
Hardware surfaces as well as tablet based software surfaces all work equally
well.
The MIDI mapping for the selected Controller Mode is shown in the grid.
MIDI Input Port: Select a MIDI device to be used for MIDI input to the Live
Mixer. This must be a unique port to any defined on the Cue Control tab. If the
same MIDI input is required, then select the Also respond to Cue Control MIDI
port.
MIDI Output Port: Select a MIDI device to be used to send mixer change
data out to, usually the pair to the Input port.
Controller Mode: Select the MIDI surface emulation mode
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Generic Controller Map: Displays the controller map for the selected
Controller Mode.
Send: Tick to send the MIDI data for each of the mixer components, Fader,
Pan, Mute and Solo status. If not all data is required, uncheck components
not needed to reduce the amount of MIDI data being sent.
Note that these settings are application specific and will persist between
sessions. They are not show file dependent.
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Serial/Telnet Control
This module gives access to 4 serial communications ports for sending ASCII
and hexadecimal control commands to devices having a serial port, and a
further 4 ports for sending Telnet commands. This typically includes
CD/MiniDisc players, DVD players, video switching systems, etc.
The ports must be setup and working in Windows before CSC can access
them.
Data Entry: Enter the command string in the data entry box.
Preview: Click this arrow to preview data in the data entry box. This will be
sent to the port selected in the port dropdown box.
Hex: Check this option if the device is expecting to see a Hexadecimal string
as its control source. The characters will appear to be grouped into hex bytes
and these are the commands CSC will transmit. The only available input
options are the number 0-9 and characters A-F.
ASCII: Check this option if the device is expecting to see an ASCII (normal
text) command. The characters will appear in the window as one long string.
CSC will transmit each character one at a time. All numbers are characters
are valid entries for this mode of operation.
Include CRLF: Check this option if the device is expecting to see a Carriage
Return + Line Feed after every command. CSC will send a Chr(13) and
Chr(10) command after the entered data.
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Port: Choose which of CSC‘s 8 ports to send the data to. These ports must
be set up in the Settings window with the correct computer port number, baud
rate and Flow Control options.
Ports 1-4 refer to installed RS232 ports, Ports 5-8 refer to Telnet connections.
Cue number: Shows the currently selected cue and therefore the cue to
which this serial data is being added.
Apply: Double click on a data entry to edit its contents. Once this is
completed, click the apply button to store the new information back to the
entry.
Add: Click to add the data in the data editor to the current cue
Remove: Click to remove the selected data from the current cue.
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Telnet Port Monitor (Terminal)
A simple terminal client to test and monitor telnet connections between CSC
and external equipment. Data can also be sent from this window by typing
directly into the received data box.
Clear: Clear the data window of any received characters.
Include Comm Name: All 4 telnet ports will write to this window when they
receive data. Selecting this will prefix any data with the name of the port which
received the data.
Echo: Will show any characters typed in the data window as well as
transmitting them to the selected port. Some equipment will automatically
echo characters back to the sending machine and so this option should be left
off.
Transmit: Specify a port to transmit any typed characters to.
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Comms Setup
Serial
CSC can talk to 4 serial RS232 ports installed on the computer. The
commands to send are entered with the serial module. Use this tab to map
CSC comm. Ports 1-4 to actual system communications ports.
Enabled: Tick to use this Comm port in CSC.
Name: Give the Comm port a name which will be used in the Serial Module.
Baud: Set the Baud Rate of the serial port on the computer.
Parity: Set Parity options for the serial port.
Hand: Set the type of handshaking required with the connected serial
equipment.
Port: Set the physical computer serial port to be used by the Comm port.
Data: Set the number of Data bits required by the connected serial
equipment.
Stop: Set the number of Stop Bits required by the connected serial
equipment.
RTSEn: Request to Send Enable
DTREn: Data Terminal Ready Enable (Flow Control)
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Null Discard: Null Discard
A green light by Enabled indicates the serial port has been successfully
opened.
Telnet
Telnet is a simple text transfer protocol which can be used over TCP/IP. The
Serial module can also be used to send commands between telnet ports on
the local or remote computers. The Telnet ports appear to the serial module
as Comm 5,6,7 and 8.
Enabled: Enable the port to be used by CSC.
Status: Shows the current status of the connection, either Closed,
Connecting, or Connected.
IP Address: Enter the IP address of the computer to communicate with. This
entry should take this form of a standard IP address xxx.xxx.xxx.xxx. Ensure
the remote machine is located on the same subnet as the sending machine.
To communicate with the local machine (localhost) enter 127.0.0.1.
Port: Set the port over which communication should occur. Ensure this port is
not blocked by any firewall in use on the machines.
Port Name: Enter the name of the Port to be displayed in the Serial module.
Reconnect: Will detect a connection has been remotely closed and attempt a
reconnect every 10 seconds. Without this ticked, an enabled port will remain
closed until manually reconnected by deselecting Enable and reselecting, the
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show is re-opened, or the settings dialogue is entered and exited. This feature
will only function after the IP has been entered and saved to the system.
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Settings
Use this dialogue to set parameters for the application.
General
Legacy Media Player
These settings apply to the Media Player module.
Audible Search: Audibly search the file during FWD and RWD operations.
Cancel Play on Next Cue: Used in conjunction with the ―autoplay‖ checkbox.
If a cue has a file loaded, but autoplay is not selected, the previously playing
file is stopped if this checkbox is selected, otherwise it will continue playing
until the stop button is clicked.
Force Player to Surface on Cue: Useful for small screens or packed
workspaces, if this checkbox is selected the module is hidden until a cue with
a media file in is fired, and the module is then forced to view on the surface.
Start Up
Load Previous Show at Startup: Load the last saved show back into the
application when starting up.
Load Workspace with Show: Select whether to load all window and module
placements back into the workspace when a show is loaded.
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Allow Multiple Instances: Check to allow multiple copies of CSC to be open
simultaneously.
General options
Manual Go Cancels Link: Used in conjunction with ―Manual Fire Next…‖
(See below), when checked, a timed auto-link is cancelled when the ―Go
Next‖ command is sent.
Manual Fire Next Cue when AutoLink active: Allows intermediate cues to
be fired whilst a timed link is active to selectively fire further cues depending
on the unpredictable nature of live shows. Also allows spot cues to be fired in
the middle of timed sequences. If left unchecked, the ―Go Next‖ command will
cancel the timed link and fire the linked to cue instantly.
Manual Go Cancels Autofollow: Will cancel a WavPlayer autofollow flag
when a manual GO is sent.
AutoLink includes Jump Over Cues: When selected, the cuelist autolink
function will jump over cues marked as ―Jump Over‖ in the same way as a
manually fired cue.
Fade Shows Progress: When checked, the WavPlayer File Overview
window shows fade progress as part of the description column, and continues
to show the time progress of the file in the time column.
When unchecked, the fade progress is shown instead of the time progress.
Highlight Next Cue: Alters the cuelist display mode to highlight the next cue
in the cue stack to be fired as opposed to highlighting the current cue.
Modules also display the data for the next cue to preview events to be fired.
This mode is found to be preferential during show running, whilst deselecting
this mode during editing can make the task of editing easier.
Hold SHIFT to drag in cuelist: When checked, ensures that items cannot be
accidentally dragged up and down the cuelist unless the <SHIFT> key is held
down.
Disable Spacebar GO!: Prevent the keyboard spacebar from firing the
cuelist.
Window Appearance
Cuelist Font: Displays a standard dialogue to select the cuelist font.
Notes Font: Displays a standard dialogue to select the notepad font.
Message Font: Displays a standard dialogue to select the network chat font.
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Cuelist Back Colour: Displays a standard dialogue to select the background
colour of the cuelist.
Notes Back Colour: Displays a standard dialogue to select the background
colour of the notepad window.
Timeline Colour Theme: Select a colour theme to be used in the cue
timeline view.
Dark Theme: Darken many of the CSC module colours to prevent screen spill
in a dark environment.
Alt. Back Colour: Provides a darker alternative background colour to the
default.
Show Grid in Cuelist: Displays a grid in the cuelist window.
Show Bold Cue in Expanded View: Display the Cue Description in Bold and
cue events in normal font to make reading the cuelist easier in Expanded
mode.
Gameport
CSC can be externally triggered by using a joystick/gamepad or specially
designed button box connected to the systems gameport. Laptops or
computers which are not fitted with a gameport connector can use this feature
by purchasing a USB-Joystick adapter.
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Enable Gameport Control: Enable or disable the gameport button scanning
routine.
Important: Note that this should be disabled when there is no Gameport
connected to the system otherwise the constant polling of an empty port
can cause high CPU use and/or glitches in audio on some systems.
Button 1-4: Select an action for buttons 1-4 to on the gameport.
Enable Extended Button Support: Also scan the X and Y joystick axis to
generate a further 4 buttons. Consult documentation on the CTR Electronics
website for suggested circuits.
Buttons 5 and 6 are generated by the X-Axis, and so cannot be used at the
same time, and buttons 7 and 8 are generated by the Y-Axis and also cannot
be used at the same time.
All soundcard and joystick devices report slightly different axis values, and as
such CSC will need to be taught where to centre its threshold between
buttons 5/6 and 7/8. This can be done by pressing and holding button 5 (or 7)
and pressing the calibrate button. If this is not done, spurious random button
presses may be seen.
Debounce Time: Set the time between responding to successive ―GO‖
commands.
Available Actions:
GO NEXT CUE: Send the next cue, or the cue in standby, in the
cuelist
STOP: Stop the current action.
STANDBY-: Set the previous cue before the currently selected one into
standby mode.
STANDBY+: Set the next cue after the currently selected one into
standby mode.
RESTART SHOW: Sends a ―Top of Show‖ command to restart the
show at cue 0.00.
CUE BACK: Restores the cuelist to the previously sent cue.
GO SELECTED CUE: Send the highlighted cue without advancing the
cuelist.
PREVIEW-: Preview the cue before the currently selected cue
PREVIEW+: Preview the cue after the currently selected one.
GO NEXT ACT: Move the cuelist forward to the next act. Requires the
cuelist is divided into acts.
PAUSE ALL AUDIO: Pause all WavPlayers.
RESUME ALL AUDIO: Resume all Paused WavPlayers.
RWD ALL PLAYERS: Hold down the button to Rewind all WavPlayers
simultaneously. (Not supported in v3)
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FWD ALL PLAYERS: Hold down the button to Fast Forward all
WavPlayers simultaneously. (Not support in v3)
FADE ALL AUDIO: Fade out all WavPlayers.
GO TRIGLIST 1: Send a GO command to trigger list 1.
GO TRIGLIST 2: Send a GO command to trigger list 2.
GO TRIGLIST 3: Send a GO command to trigger list 3.
GO TRIGLIST 4: Send a GO command to trigger list 4.
STOP ALL AUDIO: Stop All Playing Audio.
The buttons can be tested by monitoring the ―LEDs‖ next to each button
selection box.
Network
CSC features a flexible level of sophisticated networking options. This tab
allows the application to be configured for this purpose.
See the network appendix for more information about Networking.
No networking: Disable all networking capabilities and turn off all TCP/IP
network socket connectors.
Master: Sets the application as a CSC Master Device. When in this mode, the
application becomes responsible for maintaining the network, and performs 3
major roles.
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1. Becomes a CSC LAN network server, listening for requests from Slave
machines to join the network, and adds them to the list of connected
machines.
2. Becomes a network chat server, and routes all chat messages to all slave
machines or chat clients.
3. Sends cuelist data out to slave machines so they may track this machine
in case a system failure.
When in Master mode, a new networking icon appears on the toolbar, which
is yellow when the master is online, and green when connected to a slave.
Transmit/Receive Data on Port: Allows a custom network port to be
specified for communication. If configuring a firewall, ensure both TCP and
UDP ports are opened.
Slave: Sets the application as a CSC Slave Device. When this mode is
selected, CSC will immediately try scanning the local network for a master
unit, and when found, will connect itself to it.
Filter
Used to determine which packets of network data affect a slave machine.
Cuelist Position: Allow incoming data containing recently fired cue
information.
Messaging Text: Allow incoming network chat messages.
Call Alerts: Allow message window flash commands.
Trigger List Position: Allow position of external trigger lists
Network File Update: Allow network reload commands.
Network Priority
Choose whether to send network tracking messages before dealing with cue
module events (useful for tighter audio sync between machines) or after cue
processing has occurred.
Current Local IP: When master is selected, this displays the machines
current local IP.
Connected Machines: When master is selected, displays a list of machines
currently connected to the CSC LAN.
Current Status: When Slave is selected, displays the status of the network
link and the IP address of the master unit the system is connected to.
iDevice
When combined with the iOS application ‗tRemote‘ (available for iPhone, iPod
and iPad from the Apple App Store), CSC is able to remotely sync a
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nominated trigger list to allow visual inspection of trigger list standby position
and (if enabled), interaction with the list.
Enable iDevice Remote Connection: Enable CSC to listen for incoming
connections from tRemote applications. Note that only 1 connection is
possible between the CSC host and a tRemote application. Further
connections will not be possible until the first connection has been released.
Port: Specify the TCP port number to be used for network connection. By
default this is 690.
Password: Specify a connection password (if required) to secure the remote
link. tRemote connections with an invalid password will be disconnected
immediately.
Ping remote to verify connection: As the connection to tRemote is wireless,
there are many parts of the network link which are vulnerable. CSC will not be
aware that tRemote is no longer present unless a socket error occurs. With a
TCP/IP connection this may not always occur, and long protocol release times
may indicate the application is still responsive when in fact there is a network
break somewhere.
Pinging the device regularly ensures the application is still present and the
data is valid at the remote end.
Interval: Set this low enough to ensure an accurate indication of the remote
status, but high enough not to consume too much system resources. Default
setting is 10s.
Timeout: Set the timeout period on receiving a response to a ping request. If
no response is received within this timeout period, the remote is automatically
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disconnected, assuming the network path is broken, resetting the network link
ready for a new connection.
Be aware as the tRemote connection is a wireless one, care must be taken
over the placement of routers and frequency allocation. For any ‗Mission
Critical‘ Remote applications we recommend the use of a physical wired GO
button in addition to the additional benefits of tRemote.
For more information see the online guide at:
http://www.ctrelectronics.co.uk/ios-support.php/
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Section 3
Appendix
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Appendix A: Networking
CSC has built in networking functions to enable multiple computers to form a
CSC Local Area Network (LAN).
The computers can communicate through standard Ethernet connections
using the TCP/IP protocol. This means machines can be connected using
crossover cabling or through network Hubs or switches.
CSC LAN devices must all have static or dynamically assigned IP addresses
within the same subnet, usually part of one of the 3 private IP address ranges
such as 192.168.0.1 – 192.168.0.255.
For example, a Master machine can set to the IP address of 192.168.0.1 and
the slave set to have an IP address of 192.168.0.2.
IP address can be set on a Network Adapter in Windows XP by navigating to
Control Panel -> Network Connections, and right clicking to select ―Properties‖
on the Network connection to be used, in most cases, ―Local Area
Connection‖.
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Scroll through the Connection Items and look for ―Internet Protocol‖. Highlight
and select Properties.
Select ―Use the following IP address‖ and enter the desired IP for each
machine.
A CSC LAN can consist of one Master and multiple Slave Machines.
A Master device performs 3 major functions:
1. Becomes a network server for the LAN
2. Distributes Network chat information across the LAN
3. Sends cue information for slave machines to track the master.
Once a Master machine is set (see Settings for exact information on how to
do this), it will open a listening socket on the port specified in the Settings
Window. Any firewall in use on the network or the computer must have this
port opened to enable network operation.
It will listen for Slave machine requests to connect to it, and when they arrive,
will attach them to the network and form a TCP connection between the
machines.
A Slave machine connects to the network by first scanning the local subnet for
a master device. Once a master device is located, it sends a connection
request to the machine.
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When a slave machine is connected to the network, it can send network chat
messages to the master, which then distributes to each machines on the
network.
The slave can also receive cue information from the machine about the
position of the cuelist to enable it to track the master.
If a network connection fails, the device will continue to attempt connection
until the link is restored, and under normal circumstances should resume
operation.
Since the network is self-restoring, it should not matter which order the
computers are switched on to recreate the network.
When in master mode the computer will show a new toolbar icon indicating
the status of the network. A yellow box indicates the master is online, waiting
for Slave connections. When a slave is connected, this box will turn green,
and remain green until the last slave is disconnected.
In Slave mode, the box will stay red until a successful connection to a master
machine is made.
Typical Network Setup
In a typical scenario, 2 computers will both be loaded with the same show file,
one will be set to be a Master and the second a Slave.
The 2 computers will be connected to a suitable switching system, capable of
switching Keyboard, Video, Mouse, Gameport and MIDI signals and an audio
switcher to switch between 2 soundcards. Bear in mind where digital audio
systems are used, such as ADAT links, clock synchronization between the
machines will also be necessary.
The show is run on the Master machine, but if the machine fails, the
switchover system can be toggled to resume operation as soon as possible,
This method does require both computers to be running the same show.
If tighter audio playback synchronization is required, switching Network to
―High Priority‖ may help to improve performance.
Sometimes, edits may need to be performed during show time, such as
altering the playback level of cues, or altering MIDI commands.
CSC has an extra feature in the network protocol called Force Network File
Update which tells a slave machine to reload its show file, without the need to
actually touch the machine.
If the networking is set up in such a way that the master machine holds the
show file, and the slave machine loads the file from the master via a Shared
Network folder (i.e. \\master\showfiles\myshow.csc), only one copy of the
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show file needs to be updated to keep both machines updated. When a
change is made to the file on the master, clicking Save will send a message to
the slave machine to reload the new file. This process can also happen
manually by selecting Tools -> Force Network File Update.
This does, of course, assume that all wave files are present on both machines
since although it is perfectly possible to stream the wave files across the
network connection, if the master machine dies, so does the wave file storage
area.
It is not important that access to the show file is no longer possible since the
show has already been loaded into memory and can continue running until
the master machine has been rebooted.
Network File Updates can be filtered out on the slave machine by selecting
the filter options in the Settings dialogue.
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Appendix B: Importing/Exporting a Show
It is not always possible to build the show on the computer which will be
running the show. Sometimes, for example, a show may have to be built on a
laptop and transferred to a main machine when it becomes available. Or
maybe a show needs to be archived for a period of time before moving to a
new venue on a new machine.
To do this efficiently, it is important to understand how CSC deals with
Importing and Exporting Shows. It is also suggested to try this before relying
on it to backup shows to ensure familiarity with the routine.
A CSC Show file contains all the information required to recreate the cuelist,
workspace layout, MIDI commands, Notes, MIDI Sequences etc.
MIDI Port mappings and Soundcard allocations are also saved within this file.
The only external dependency CSC relies are audio wave files, the show file
stores pointers to their locations only.
Exporting a Show
In order to successfully backup or export a show, 2 things are required:
1. The .csc3 show file
2. Every wave file used in the show
It is safer to include a copy of all .cms files also, but this is not essential.
Exporting the .csc3 show file is easy, just copy it to the new location.
Exporting the .wav files should also be easy, just make a copy of the Audio
Files folder and stores it in the new location.
Although the ideal file management of wave files would see every file used in
the show in the same folder, so that one main folder could be copied, in
pressured technical rehearsals and rushed edits files tend to be loaded from
wherever they can be found, and so copying just the ―assumed‖ wave file may
miss a few files.
CSC helps this in 2 ways:
1. The Show Media Files window will show the location of all files loaded to
the show.
2. The Export Show To New Folder routine can be used.
Copy Audio To New Folder
As the name suggest, CSC will scan the cuelist for every attached wave file,
find it on the system and copy it to a new location as specified. This ensures
no files are missed, and is the suggested method of backing up a show.
Either select Export Show To New Folder from the File menu, or Copy
Audio to New Folder from within the Show Media Files window.
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A Choose Folder dialogue is shown, and an existing directory can be
selected, or a new Folder created on the computer. It is suggested to first
create the export folder on the same computer, and then later copy that entire
folder to the backup media or new computer; otherwise the process of writing
to external target may slow the process down somewhat, or even cause it to
fail.
Once the required folder is highlighted, select OK and CSC will begin copying
all Wave Files used in the show to this new location. It will alter or remove the
original files, so ensure your target disk can enough free space to deal with
the files.
Once the process is completed, the .csc3 can be included in the newly
created folder, and all the files archived, burnt to CD or DVD, or copied to the
new machine. If you selected File -> Export Show to New Folder a copy of
the show file is automatically saved in your selected folder.
Note that it is recommended to run this command from a fresh restart of CSC,
since media files can sometimes remain open and locked in the OS,
preventing successful copy to a new folder. Fully closing and reopening CSC
before exporting should prevent this from happening.
Importing a Show
Importing a show to a new machine is a slightly more involved process than
exporting.
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It can broken down into stages as follows:
1. Copy all audio files, Sequence files (If any) and the show file to the new
machine in the desired locations. Open CSC and point it to the .csc show
file.
2. Locate all missing audio files and update the cuelist as necessary
3. Remap the soundcard devices
4. Remap the MIDI ports
5. Check the show runs correctly
Create a new directory on the hard disk of the new computer. It is suggested
to create a root directory named after the show, and 2 subfolders, 1 for audio
files and 1 for show files. Place the .csc show file in the show files
subdirectory, and copy all the audio files to the audio files sub directory. Run
CSC and open the .csc show file. The integrity check dialogue will
immediately inform there are missing or corrupt audio files.
Cancel Integrity Check: Stop Searching for missing audio files. Only select
this if no audio playback is required from the current session, such as
checking cue placement.
Remove From Show: Remove the missing audio file from the cuelist and
continue checking the rest of the show.
Ignore This File: Ignore this missing file, but leave in the cuelist and continue
checking the rest of the show.
Auto Search Folder: Specify a top level Folder or drive to search for the
missing file. Select this option to automatically search the computer for the
missing file, starting with the specified folder and checking all subfolders
beneath it.
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Once a filename matching the missing file is found, the cuelist is automatically
overwritten with the location of this new file.
If multiple files are missing, the integrity check will continue to look in this new
location to find any other missing files and load the new location
automatically.
Note that this process can take a while to search depending on the starting
location entered.
If the actual location of the missing files is known, as in the case of importing
a newly moved folder, specifying this folder in the initial Folder chooser will
result in the fastest search. It is also the fastest way to import a new wave file
location to a cuelist since the only user input required is a location to start
searching.
Care must be taken specifying the initial directory, since if there are 2
wave files with the same name on the computer, CSC will automatically
use the first file it locates and use the same location for all other files.
This may not always be the correct file.
Manually Search: Displays a standard File dialogue allowing the user to
manually locate the missing file.
The new location for the file must be known and this should be selected in this
dialogue, and the missing wave file highlighted and Open clicked.
CSC will then perform a check on the wave file to verify its integrity to ensure
it is a valid, readable and non corrupt wave file.
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If a wave file with a name other than the missing file is selected, it will be
rejected and a second match will be required.
If the actual file cannot be found, click Cancel to remove the file from the
show and continue checking the cuelist.
Once the correct file is successfully located CSC will ask whether to use this
new location for following missing wave files.
Clicking Yes to this dialogue forces CSC to check this location for further
missing wave files, and if it finds them there will use them automatically in the
show.
Once all wave files have been found and their locations updated in the cuelist,
CSC will check the audio port mappings.
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When a show is saved, CSC saves both the name of the soundcard outputs,
and also their unique ID in the system (GUID). If there is no matching device
in the new system CSC will show an error and the correct mapping can be
chosen in the Audio Setup dialogue.
The final step to importing a show is to ensure the MIDI mapping is correct.
CSC identifies MIDI devices by their enumeration position, and on a new
system this position may be out of range, or point to an invalid.
To check this new mapping and correct it, enter the Settings dialogue and
confirm the MIDI ports are correct.
The show should now be successfully imported.
Remember to configure items such as Gameport remote control and cuelist
font in the application, since these items are not stored in the show file.
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Appendix C: MIDI Command Control
Standard MIDI Commands
Cue:
MIDI Note ON: 0x90h, <note>, <vel>
Channel 1-16, Omni (Set by Global MIDI In Settings)
Note: Assigned by cue edit window
Velocity <1 Ignored
MIDI Program Change: 0xC0h
0-127
Can be internally shown as 1-128
Global:
MIDI Note ON: 0x90h, <note>, <vel>
Channel 1-16, Omni (Set by Global MIDI In Settings)
Velocity <1 Ignored
MIDI Program Change
0-127
Can be internally Shown as 1-128
Live Mixer:
MIDI Control Change: 0xB0h, <cc1>, <cc2>
Generic Controller Map:
MIDI Channel 1:
cc1 values 1-32 map to channels 1-32
cc2 values 0-127 map to fader levels -100dB to 0dB
cc1 values 33-63 map to channels 1-32 PAN positions
cc2 values 0-127 map to Pan positions L-R
cc1 values 64-95 map to channels 1-32 MUTE
cc2 values 0 – 63 map to MUTE off, 64-127 map to MUTE on
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cc1 values 96-127 map to channels 1-32 SOLO
cc2 values 0 – 63 map to SOLO OFF, 64 – 127 map to SOLO on
MIDI Channel 2:
cc1 value 1 maps to Master Level
cc2 values 0-127 map to Level fader
cc1 value 2 maps to Master Mute
cc2 values 0-63 map to MUTE off, 64-127 map to MUTE on
cc1 value 3 maps to Reset Mute
cc2 value ignored
cc1 value 4 maps to Reset Solo
cc2 value ignored
cc1 value 5 maps to Link Mixer to Cuelist
cc2 values 0-63 map to LINK off, 64-127 map to LINK on
cc1 value 6 maps to Restore Mixer from Cuelist
cc2 value ignored
cc1 value 7 maps to Save Mixer Settings
cc2 value ignored
cc1 value 8 maps to Create Live Mixer Cue
cc2 value ignored
cc1 value 9 maps to Go Next Cue
cc2 value ignored
cc1 value 10 maps to Stop Current Action
cc2 value ignored
cc1 value 11 maps to Standby Previous
cc2 value ignored
cc1 value 12 maps to Standby Next
cc2 value ignored
cc1 value 13 maps to Send Current
cc2 value ignored
MIDI Show Control
Format: F0 7F <deviceID> 02 10 <command> F7
Category: CSC Only responds to Sound Category
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Recognised Commands:
All Examples below show a Device ID of 7F (All Devices).
01 GO: Advances Cuelist
e.g. F0 7F 7F 02 10 01 F7 (Q Num, Q List, Q Path ignored)
02 STOP: Performs a Stop Current Action Command
e.g. F0 7F 7F 02 10 02 F7 (Q Num, Q List, Q Path ignored)
07 FIRE: Fire a specified trigger list
e.g. Fire Trigger List 3: F0 7F 7F 02 10 07 03 F7
08 ALL OFF: Stop all WavPlayers, Stop Current Action
e.g. F0 7F 7F 02 10 08 F7
0A RESET: Restart Show
e.g. F0 7F 7F 02 10 0A F7
MIDI Machine Control
Format: F0 7F <deviceID> 06 <command> F7
Recognised Commands:
01 STOP: Performs a Stop Current Action Command
e.g F0 7F 7F 06 01 F7
02 PLAY: Advances Cuelist (GO!)
e.g F0 7F 7F 06 02 F7
03 DEFFERED PLAY: Send Current Cue
e.g. F0 7F 7F 06 03 F7
04 Fast Forward: Highlight Next Cue
e.g. F0 7F 7F 06 04 F7
05 REWIND: Highlight Previous Cue
e.g. F0 7F 7F 06 05 F7
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MIDI Timecode
Recognised Data:
Full Frame Timecode Message
e.g. F0 7F 7F 01 01 hr mn sc fr F7
Quarter Frame Message 0xF1h
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Appendix D: Gameport Remote
This article is taken from the CTR Electronics Website and there may be a
newer version online.
CSC can be triggered using button boxes or switches connected to the
computers gameport connector. This is the 15-pin D-Sub connector located
on a standard soundcard. If one of these is not available, a USB-Joystick
adaptor will also work.
The circuitry is inexpensive and simple to build, and button boxes consisting
of 4 or 8 buttons to remotely control CSC can be created. This makes the
process of controlling the show much easier since the operator doesn't have
to worry about knocking other keyboard or mouse buttons, and much space
can be saved on cramped DSM or sound operators work desks by physically
locating the mouse and keyboard away from the main work area.
Once correctly configured, a typical setup might give the operator the controls
GO, STOP, PREV, NEXT.
There are 2 versions of the circuit available. A simple 4-button remote,
whereby the buttons are assignable in CSC, or, from version 2.4 onwards, an
8-button remote. The 8-button remote could be split and used in 2 different
manners, and when combined with the external trigger lists (2.4 onwards),
yields a simple but powerful stage control system. This is discussed later in
this document.
The Hardware
A typical 4-button remote control (Photo courtesy of Orbital Sound).
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4-Button Remote Control
This circuit requires very few components: 1x Male 15-pin D-SUB connector,
3m 5-core data cable, 2x 100k resistors, 4x Momentary Switches, 4x 10nF
capacitors and suitable box to mount the switches in.
The circuit layout is as follows:
Note: The joystick connector is able to supply a high current on the +5V
rail so be careful not to short any pins when wiring the D-SUB or testing
this box.
This circuit arrangement has been successfully used down long lengths of
cable (>80m), so there should be no problem in using some of the buttons as
MD start/stop buttons for example.
8-Button Remote Control
This circuit is an extension to the 4-button remote, and requires 4 extra
momentary switches, 4 extra 10nF capacitors and 2x 75k resistors.
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Variations
It should be noted that not all 8 switches in this circuit need be mounted in the
same box. The circuit could be split such that 4 of the buttons drive the
cuelist, and the other 4 could be microswitches placed in props or parts of
staging to be used as trigger sources. For example, a microswitch could be
placed in a mock telephone and CSC's trigger list could be set to stop the
"phone ringing" sound effect and play a further "decay" sound the moment the
phone is picked up, to achieve a perfectly natural sounding effect. The trigger
list could also be locked to prevent accidental triggering whilst moving a prop
for example. See External Trigger Lists for more information.
Windows Configuration
In order to use the new hardware, Windows must know what it is, and where it
is. To do this, go to Control Panel -> Game Controllers, then Click "Add"
Select "4-button Gamepad"
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Then click OK.
If the operation has been successful, you will see "Status OK".
Clicking on Properties will show the state of the 4 buttons, and pressing each
should show the corresponding indicator illuminate.
CSC Configuration
In order to use the button controller in CSC, it will need to be enabled in the
Settings Window:
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Next to each button is a drop down list selecting the desired action for that
button. Experiment with the combination of buttons to find an arrangement
suitable for the show, but a typical layout is shown above. If CSC is correctly
linking to the joystick sub-system, pressing each of the buttons will illuminate
the corresponding "LED".
The debounce time sets the minimum time allowed between successive "GO"
commands. This can be a value between 1 and 999ms.
If using the Extended buttons, chances are everything will be fine first time.
However, if when enabling the extended buttons one button appears to be on
continuously, hold down button 5 and press calibrate. This will set CSCs axis
threshold to match your gamecontroller. This should only be done when a
gamecontroller is connected.
Exclusivity: Note from CSC 2.4.1 onwards that buttons 1-4 are independent.
This is to say button 1 will still function even if button 2 is held down. Buttons
5 and 6, however, are paired, as are buttons 7 and 8 because they are based
on the gameport axis. This should be remembered when designing any trigger
controllers.
Note: When no joystick is connected it is advisable to uncheck the
Gameport Controller because on some systems this can cause jitter on
the mouse, and in some extreme cases stuttered audio. This is due to
the consistent polling of the port which in turn is unable to resolve a
suitable data value. The actual extent of the problem depends on the
soundcard and its driver, but if in doubt it is advised to leave this option
unchecked when no button box is connected.
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Windows Vista/7/8 and laptop Computers
At time of writing, Windows Vista/7 has no support for the standard 15 pin
Gameport controller. There are some ways around this and information can
be found on the internet about installing a gameport using a Creative
compatible interface although CTR Electronics does not support this method.
However, USB joysticks are fully supported and CSC has been tested with a
USB gameport converter and with specialist USB button boxes.
The solution for both laptop computers not having an onboard gameport and
Vista is to invest in a low cost USB Nest Converter, such as the ones made by
Rockfire (RM203). In the UK these can be purchased from retail outlets such
as Maplin or online from suppliers such as CPC.
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Appendix E: Supported Audio Formats
CSC‘s audio engine has been designed to play standard PCM Wave Files,
namely 44.1kHz, 16 bit, PCM WAVE file (CD Quality) and 48kHz, 16 bit, PCM
WAVE file.
44.1kHz is the sample rate of a standard Compact Disc, and as such, any
CDs ‗ripped‘ to the WAVE file format will be 44.1, 16 bit by default.
Some professional setups will require a digitally connected system, which
much of the time will run at the higher sample rate of 48kHz.
Whilst this may seem limiting in the current world of numerous file formats
including MP3, MP4, WMA, etc, it should be noted that most of these formats
are compressed. This means the files will need to be decoded in order to play
them back, resulting in a much higher demand on the computers CPU power.
A computer attempting to play 32 MP3 files in a multitrack sequence will
undoubtedly be doing much more work than one playing back 32 WAV files,
which are uncompressed.
Add to the equation that different files may not only be in different formats
requiring decoding, but they may also be at different bit depths and sample
rates, also requiring sample rate conversion.
All in all, these activities not only put much more pressure on the playback
machine‘s CPU, risking the possibility of audio dropout if one of these files is
not decoded in time, but also put the whole playback computer in a much less
stable state. We feel this conversion shouldn‘t be happening at show time.
By ensuring the engine is only dealing with uncompressed and identically
sampled source files, CSC is able to put much less demand on the CPU and
remain a lot more stable than if trying to deal with all the additional file
conversion.
You can still use alternate files in CSC 3.2 and upwards, by importing the files
through CSCs audio converter and placing them in a show files folder. This
process happens automatically when you select a non WAV file either by
opening in the WavPlayer, dragging from Windows Explorer, or dragging in
the timeline (An orange icon in the timeline explorer indicates the file will
converted). Note this includes discs in the Audio CD format, which can be
imported in the same way, by selecting the *.cda file for the corresponding
audio track. The audio converter will then give you then option to rename the
audio file rather than just calling it ―Track 1.wav‖, ―Track 2.wav‖ etc.
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Supported Files:
Directly: 44.1kHz, 48kHz, 1 or 2 channel, 16 bit, PCM WAV file format.
(*.wav)
Indirectly (Imported through converter), Mono or Stereo files of the
following types:
Audio Interchange File Format: (*.aiff, *.aif, *.aifc)
Au/SND File Format: (*.au, *.snd)
Compact Disc Audio Track: (*.cda)
Dialogic ADPCM: (*.vox, *.voc)
Monkey‘s Audio Files: (*.ape)
MPEG-1 Audio Layer 3: (*.mp3)
MPEG-4/AAC Format: (*.m4a, *.aac)
Ogg Media Format: (*.ogg)
Waveform Audio Format: (*.wav)
Windows Legacy Audio Components: (*.acm)
Windows Media Audio Files: (*.wma)
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Credits
© CTR Electronics 2002 – 2014
DirectSound, Windows Media Player, and various other dll's and controls
used in this product were developed by Microsoft (www.microsoft.com).
ASIO is a trademark of Steinberg Media Technologies GmbH.
This product includes software developed by vbAccelerator
(http://vbaccelerator.com/).
This product uses the BASS Audio Library, copyright © un4seen
developments (www.un4seen.com).
This product may use some external libraries:
OGG.DLL, VORBIS.DLL - http://www.vorbis.com (LGPL)
LAME_ENC.DLL – http://www.mp3dev.org (LGPL)
MACDll.DLL - http://www.monkeysaudio.com (LGPL)
LIBSNDFILE.DLL - http://www.mega-nerd.com/libsndfile/ (LGPL)
FAAD2 AAC/HE-AAC/HE-AACv2/DRM decoder (c) Nero AG, www.nero.com
(GPL)
a.
Those files/external libraries were not made or compiled by us.
b.
We do not (and not claim to) have any proprietary for those external
libraries.
d.
You have the right to use and to distribute those files/external libraries
under the license agreement they were released under.
e.
All the credits for those files/external libraries go to them.
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NOTES
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-END OF DOCUMENT-
CSC Show Control
© CTR Electronics 2002-2014
All rights CTR Electronics / Richard Carter
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