version 3.1.4 © 2011 Light-O-Rama, Inc.

version 3.1.4
© 2011 Light-O-Rama, Inc.
2
Light-O-Rama v3.1.4
Table of Contents
Part I Getting Started with Light-O-Rama
8
Part II What's New?
13
Part III Feature Comparison
75
Part IV Light-O-Rama Concepts
83
1 Sequences
................................................................................................................................... 84
Anim ation Sequences
.......................................................................................................................................................... 87
Musical Sequences
.......................................................................................................................................................... 88
Channels
.......................................................................................................................................................... 89
RGB Channels.......................................................................................................................................................... 92
Channel Groups
.......................................................................................................................................................... 95
Tim ings
.......................................................................................................................................................... 102
Effects
.......................................................................................................................................................... 105
Loops
.......................................................................................................................................................... 114
Tracks
.......................................................................................................................................................... 116
Anim ations .......................................................................................................................................................... 119
Subsequences
.......................................................................................................................................................... 120
Window s Shell
..........................................................................................................................................................
Com m ands
121
Com pressed..........................................................................................................................................................
Sequences
124
Protected Sequences
.......................................................................................................................................................... 125
2 Shows
................................................................................................................................... 125
Interactive Groups
.......................................................................................................................................................... 134
3 Schedules
................................................................................................................................... 139
The Weekly Schedule
.......................................................................................................................................................... 140
The Calendar..........................................................................................................................................................
Schedule
141
4 Hardware
................................................................................................................................... 143
Light-O-Ram a
..........................................................................................................................................................
Controllers
144
Native DMX Devices
.......................................................................................................................................................... 148
Dasher Controllers
.......................................................................................................................................................... 148
Digital IO Cards
.......................................................................................................................................................... 151
BSOFT Digital..........................................................................................................................................................
IO Cards
153
X10 Controllers
.......................................................................................................................................................... 154
Part V The Light-O-Rama Software Package
156
1 Registering
...................................................................................................................................
Light-O-Rama
157
Registering Offline
.......................................................................................................................................................... 158
2 Control
...................................................................................................................................
Panel
160
3 Sequence
...................................................................................................................................
Editor
169
Editing Sequences
..........................................................................................................................................................
Using the Keyboard
170
Editing Sequences
..........................................................................................................................................................
Using the Mouse
176
Tim e Form at.......................................................................................................................................................... 178
The Menu Bar
.......................................................................................................................................................... 178
© 2011 Light-O-Rama, Inc.
Contents
3
The File Menu
......................................................................................................................................................... 179
The New and Open
.........................................................................................................................................
Dialog
181
The New Animation
.........................................................................................................................................
Dialog
184
The New Musical
.........................................................................................................................................
Sequence Dialog
187
The Edit Menu
......................................................................................................................................................... 190
The New Track .........................................................................................................................................
Dialog
202
Preference Dialogs
......................................................................................................................................... 204
Clipboard Preferences
................................................................................................................................... 205
Display Preferences
................................................................................................................................... 206
Advanced OpenGL
...................................................................................................................................
Settings
212
DMX Preferences
................................................................................................................................... 213
Holiday Lights Designer
...................................................................................................................................
Preferences
213
Keyboard Preferences
................................................................................................................................... 214
Visualizer Preferences
................................................................................................................................... 221
Netw ork Preferences
................................................................................................................................... 222
New Animation...................................................................................................................................
Preferences
226
New Musical Sequence
...................................................................................................................................
Preferences
226
Play Preferences
................................................................................................................................... 227
Video Preferences
................................................................................................................................... 230
Zoom Preferences
................................................................................................................................... 231
The View.........................................................................................................................................................
Menu
231
The Tools.........................................................................................................................................................
Menu
240
The Play Menu
......................................................................................................................................................... 260
The Window
.........................................................................................................................................................
Menu
265
The Help Menu
......................................................................................................................................................... 267
Toolbars
.......................................................................................................................................................... 268
The Standard
.........................................................................................................................................................
Toolbar
268
The Tools.........................................................................................................................................................
Toolbar
273
The Track.........................................................................................................................................................
and Timings Toolbar
277
The Tools Panel
.......................................................................................................................................................... 279
Saved Tools
......................................................................................................................................................... 282
Recent Tools
......................................................................................................................................................... 282
Clipboards......................................................................................................................................................... 283
The Right-Click
..........................................................................................................................................................
Context Menu
289
Channel and..........................................................................................................................................................
RGB Channel Buttons
295
Channel Settings
......................................................................................................................................................... 297
RGB Channel
.........................................................................................................................................................
Settings
298
Channel and
.........................................................................................................................................................
RGB Channel Buttons' Popup Menus
298
Insert Device ......................................................................................................................................... 303
Convert to RGB.........................................................................................................................................
Channel
310
Convert to Channel
.........................................................................................................................................
Group
311
Track Bars .......................................................................................................................................................... 312
Track Bars'
.........................................................................................................................................................
Popup Menus
313
Loop Menus.......................................................................................................................................................... 315
The Loop.........................................................................................................................................................
Context Menu
316
Loop Level
.........................................................................................................................................................
Buttons
319
The Waveform
.......................................................................................................................................................... 319
The Anim ator
.......................................................................................................................................................... 322
The Beat Wizard
.......................................................................................................................................................... 325
The Channel..........................................................................................................................................................
Configuration Screen
328
The MIDI Wizard
.......................................................................................................................................................... 332
The Effects
.........................................................................................................................................................
Summary Tab
333
The Various
.........................................................................................................................................................
Effects Tab
334
The Individual
.........................................................................................................................................................
Notes Tab
337
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Light-O-Rama v3.1.4
The Tapper Wizard
.......................................................................................................................................................... 339
The VU Wizard
.......................................................................................................................................................... 342
Freeform Play
..........................................................................................................................................................
Mode
345
4 SuperStar
...................................................................................................................................
Sequencer
346
Welcom e
.......................................................................................................................................................... 346
Overview
.......................................................................................................................................................... 347
Instant Sequences
.......................................................................................................................................................... 349
Custom Sequences
.......................................................................................................................................................... 351
Creating a.........................................................................................................................................................
Scene
352
Export ......................................................................................................................................................... 355
Creating a.........................................................................................................................................................
Morph
357
Creating an
.........................................................................................................................................................
Image Action
361
Creating an
.........................................................................................................................................................
Animation
363
Creating Text
......................................................................................................................................................... 367
Transfer Effects
.........................................................................................................................................................
from One Sequence to Another
374
Load/Save
.........................................................................................................................................................
Clipboard
374
Change to.........................................................................................................................................................
10 Pixels per Ribbon
375
"Star Rays",
.........................................................................................................................................................
"Wide Grid", and "Thin Grid"
377
The Layout
.........................................................................................................................................................
Dialog Box
378
Balanced.........................................................................................................................................................
Color Mode / Full Color Mode
379
Smooth Ramps
......................................................................................................................................................... 380
Configure.........................................................................................................................................................
Controller Unit IDs Using the Light-O-Rama Hardw are Utility
382
Configure.........................................................................................................................................................
Controller Unit IDs in the SuperStar Sequencer
382
Channelizer
......................................................................................................................................................... 384
Select All,.........................................................................................................................................................
Select All Left, and Select All Right
387
Importing .........................................................................................................................................................
a Timing Grid and up to 3 Timing Channels
387
Visualization..........................................................................................................................................................
Sequences
387
Sum m ary of ..........................................................................................................................................................
Com m ands and Keyboard Accelerators
391
Toolbar Summary
......................................................................................................................................................... 391
Toolbar Buttons
.........................................................................................................................................................
that have Keyboard Modifiers
391
Timeline and
.........................................................................................................................................................
Effect Object Selection
392
Top Part of
.........................................................................................................................................................
Color Controls
393
Color Picker
.........................................................................................................................................................
Dialog Box
393
Bottom Part
.........................................................................................................................................................
of Color Controls
393
Sequencing
.........................................................................................................................................................
Grid Commands for Scenes
394
Selection .........................................................................................................................................................
Grid Commands for Morphs
395
5 Show
...................................................................................................................................
Editor
395
6 Schedule
...................................................................................................................................
Editor
397
7 Simple
...................................................................................................................................
Show Builder
403
8 Show
...................................................................................................................................
Player
409
9 Comm
...................................................................................................................................
Listener
410
10 Hardware
...................................................................................................................................
Utility
410
Light-O-Ram a
..........................................................................................................................................................
Controllers
411
Selecting .........................................................................................................................................................
a Comm Port
412
Setting Unit
.........................................................................................................................................................
IDs
413
Configuring
.........................................................................................................................................................
Units
415
Testing Units
......................................................................................................................................................... 421
Dow nloading
.........................................................................................................................................................
Sequences
425
Firmw are.........................................................................................................................................................
Updates
429
Light-O-Ram a
..........................................................................................................................................................
MP3 Directors
431
Light-O-Ram a
..........................................................................................................................................................
Wireless Devices
435
Digital IO Boards
.......................................................................................................................................................... 437
© 2011 Light-O-Rama, Inc.
Contents
5
X10 Controllers
.......................................................................................................................................................... 438
Test Console.......................................................................................................................................................... 439
11 ServoDog
...................................................................................................................................
Utility
441
12 Visualizer
................................................................................................................................... 442
System Requirem
..........................................................................................................................................................
ents
443
Lim its
.......................................................................................................................................................... 443
Concepts and
..........................................................................................................................................................
Term inology
444
Tutorial
.......................................................................................................................................................... 446
Advanced Topics
.......................................................................................................................................................... 451
Wizards ......................................................................................................................................................... 452
Tree Wizard ......................................................................................................................................... 452
Arch/Fan Wizard
......................................................................................................................................... 453
CCR Wizard
......................................................................................................................................... 453
CCR Matrix Wizard
......................................................................................................................................... 453
Channel Assignment
.........................................................................................................................................
Wizard
454
Reference
.........................................................................................................................................................
Channels
455
Virtual Channels
......................................................................................................................................................... 456
Importing .........................................................................................................................................................
and Exporting Fixtures and Props
456
Symbols ......................................................................................................................................................... 457
Locks ......................................................................................................................................................... 457
Levels ......................................................................................................................................................... 458
Colors and
.........................................................................................................................................................
Background Intensity
458
Using Cosmic
.........................................................................................................................................................
Color Devices in the Visualizer
458
Multi-Color.........................................................................................................................................................
Channels (Strings)
459
Simulation.........................................................................................................................................................
and Firew alls
460
Dialog Window
..........................................................................................................................................................
s
461
About ......................................................................................................................................................... 462
Arch/Fan.........................................................................................................................................................
Wizard
462
Assign Fixtures
.........................................................................................................................................................
from Wizard
464
Assign to.........................................................................................................................................................
Fixture
465
CCR Matrix
.........................................................................................................................................................
Wizard
466
Change Size
......................................................................................................................................................... 467
Channel Assignment
.........................................................................................................................................................
Wizard
468
Channel Assignment
.........................................................................................................................................
Wizard: Non-CCR Fixtures
468
Channel Assignment
.........................................................................................................................................
Wizard: CCR Fixtures
474
Channel Settings
.........................................................................................................................................................
Dialog
476
Draw CCR
.........................................................................................................................................................
Wizard
477
Duplicate .........................................................................................................................................................
Channel Reference
478
Duplicate .........................................................................................................................................................
RGB Channel Reference
479
Fixture Properties
......................................................................................................................................................... 481
Insert Symbol
.........................................................................................................................................................
Fixture
483
Level Visibility
.........................................................................................................................................................
and Properties
485
Load LOR.........................................................................................................................................................
Reference File
487
Main Editing
.........................................................................................................................................................
Window
487
Main Editor
.........................................................................................................................................................
Window
487
Menu Items
......................................................................................................................................................... 488
New Prop......................................................................................................................................................... 488
New Simulation
......................................................................................................................................................... 489
Object Selection
.........................................................................................................................................................
Area
490
Options ......................................................................................................................................................... 490
Options Tab 1: General
......................................................................................................................................... 490
Options Tab 2: Tooltips
......................................................................................................................................... 492
Options Tab 3: Colors
......................................................................................................................................... 494
© 2011 Light-O-Rama, Inc.
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Light-O-Rama v3.1.4
Options Tab 4: Fixtures
......................................................................................................................................... 494
Options Tab 5: Bulbs
......................................................................................................................................... 495
Options Tab 6: Com/Ref
......................................................................................................................................... 496
Prop Properties
......................................................................................................................................................... 497
Prop Properties:.........................................................................................................................................
General Tab
497
Prop Properties:.........................................................................................................................................
Change Fixture Properties Tab
498
Prop Properties:.........................................................................................................................................
Wizards Tab
499
Rename Fixture
......................................................................................................................................................... 500
Rename Prop
......................................................................................................................................................... 500
Reorder Prop
.........................................................................................................................................................
(Change Fixture Order)
501
Select Reference
.........................................................................................................................................................
Channel
501
Simulation.........................................................................................................................................................
(Background) Properties
502
Simulation.........................................................................................................................................................
(Compile) Errors
504
Status Bar
......................................................................................................................................................... 504
Toolbars ......................................................................................................................................................... 504
Edit Toolbar
......................................................................................................................................... 504
Actions Toolbar......................................................................................................................................... 505
Color Toolbar ......................................................................................................................................... 506
Tree Wizard
......................................................................................................................................................... 506
Mouse Wheel
.......................................................................................................................................................... 509
Shortcut Keys
.......................................................................................................................................................... 509
13 Verifier
................................................................................................................................... 509
List of Verifier
..........................................................................................................................................................
Messages
511
Verifier Messages
.........................................................................................................................................................
1-10
512
1: No errors or w
.........................................................................................................................................
arnings found
512
2: Verification cancelled
......................................................................................................................................... 512
3: Light-O-Rama.........................................................................................................................................
is not installed
513
4: No registry entry
.........................................................................................................................................
for application path
513
5: Application directory
.........................................................................................................................................
does not exist
514
6: Verifier not running
.........................................................................................................................................
from LOR application path
514
7: Application file
.........................................................................................................................................
does not exist
514
8: Unlicensed LOR
.........................................................................................................................................
demo version used
515
9: Unsupported .........................................................................................................................................
version of Window s Media Player
515
10: No registry entry
.........................................................................................................................................
for user data path
515
Verifier Messages
.........................................................................................................................................................
11-20
516
11: User data directory
.........................................................................................................................................
does not exist
516
12: No registry entry
.........................................................................................................................................
for non-media data path
517
13: Non-media data
.........................................................................................................................................
directory does not exist
517
14: No registry entry
.........................................................................................................................................
for media data path
518
15: Media data directory
.........................................................................................................................................
does not exist
518
16: Application file
.........................................................................................................................................
has unexpected version number
519
17: Weekly schedule
.........................................................................................................................................
file does not exist
519
18: Yearly schedule
.........................................................................................................................................
file does not exist
520
19: Calendar scheduling
.........................................................................................................................................
not supported
520
20: No show s are
.........................................................................................................................................
scheduled
521
Verifier Messages
.........................................................................................................................................................
21-30
521
21: Show file does
.........................................................................................................................................
not exist
521
22: Error reading
.........................................................................................................................................
show file
522
23: Sequence file
.........................................................................................................................................
does not exist
522
24: Sequence file
.........................................................................................................................................
cannot be loaded
523
25: Show has no
.........................................................................................................................................
sequences
523
26: Media file does
.........................................................................................................................................
not exist
523
27: Conflicting channel
.........................................................................................................................................
settings in sequence
524
28: Channel is completely
.........................................................................................................................................
off
525
© 2011 Light-O-Rama, Inc.
Contents
7
29: Sequence is.........................................................................................................................................
completely off
525
30: Channel is missing
.........................................................................................................................................
settings
525
Verifier Messages
.........................................................................................................................................................
31-40
526
31: Channel uses
.........................................................................................................................................
undefined comm netw ork
526
32: Channel in tracks
.........................................................................................................................................
of conflicting length
526
33: Musical file used
.........................................................................................................................................
in non-audio section of show
527
34: Subsequences
.........................................................................................................................................
not supported
527
35: Background.........................................................................................................................................
sequences unsupported
528
36: Startup sequences
.........................................................................................................................................
unsupported
528
37: Shutdow n sequences
.........................................................................................................................................
unsupported
529
38: Interactive triggers
.........................................................................................................................................
unsupported
529
39: Unsupported.........................................................................................................................................
number of tracks
530
40: Shell commands
.........................................................................................................................................
unsupported
530
Verifier Messages
.........................................................................................................................................................
41-50
531
41: Shell command
.........................................................................................................................................
map file does not exist
531
42: Shell command
.........................................................................................................................................
not set
531
43: Channel conflict
......................................................................................................................................... 532
14 Diagnostic
................................................................................................................................... 532
15 Offline
...................................................................................................................................
Registration Utility
533
16 Add-Ons
................................................................................................................................... 534
Registry Wiper
.......................................................................................................................................................... 535
Holiday Lights
..........................................................................................................................................................
Designer
535
Universal Library
..........................................................................................................................................................
and InstaCal
536
Index
537
© 2011 Light-O-Rama, Inc.
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1
Light-O-Rama v3.1.4
Getting Started with Light-O-Rama
Welcome to Light-O-Rama
Light-O-Rama is a computerized lighting system designed to control elaborate or simple lighting
displays. The Light-O-Rama system can be applied to almost any lighting situation, from stand-alone
controllers to synchronizing hundreds of controllers.
This page gives a high-level overview of how to start controlling your lights using Light-O-Rama:
Getting Help about Light-O-Rama
Important Terms and Information
Connecting the Lights Using Light-O-Rama Controllers
Creating a Show
For more detailed information, please see Light-O-Rama Concepts and the Light-O-Rama Software
Package.
Experienced users may wish to see what's new in the latest version of Light-O-Rama.
Getting Help about Light-O-Rama
Other than this help file, there are several ways to get help about Light-O-Rama:
Frequently Asked Questions, quick start guides, training presentations, tutorials, demos, and user
guides can be found on the Support page of the Light-O-Rama website, along with phone, mail, and
email contact information.
Light-O-Rama users' forums can be found at the LOR Users Support Center.
The LOR Wiki is a user-created and edited repository of Light-O-Rama information. Please note
that the information contained in the LOR Wiki is not published by Light-O-Rama, and cannot
be considered official.
Important Terms and Information
Companion Unit
A companion unit is a Light-O-Rama controller that receives lighting commands from another
source - either a PC running Light-O-Rama software, or from another controller known as a director
unit.
Control Panel
The Light-O-Rama Control Panel is a program that can be used to manage the Light-O-Rama
system on your PC. The Control Panel runs in the system tray (where the PC's clock is displayed).
Light-O-Rama is made up of a number of different programs, and the Control Panel is a convenient
way of accessing them. The Control Panel must be running in order to control shows from your PC.
Daisy Chain
© 2011 Light-O-Rama, Inc.
Getting Started with Light-O-Rama
9
This is the term generally used to describe the manner in which Light-O-Rama light controllers are
connected. A wire goes from the source (a PC running Light-O-Rama software or a director unit) to
a companion unit. Another wire goes from that companion unit to another companion unit, and so
on, until all companion units are "chained" together.
Do not put "Y"s or forks in the data cable. Only connect the units in this daisy chain configuration.
Data Cable
Light-O-Rama controllers can be connected using both data cables and phone cables, but you must
know which type of cable it is (for the purposes of Light-O-Rama, a cable is considered a data
cable if its wires are connected straight through).
How do you know if it is a data cable? Well, most likely the only cable that you will see that is not a
data cable is a wire that is intended specifically for phones. If you go to your local hardware store
and purchase a phone extension cable, then that wire is not a data cable. The distinction between
data cables and phone cables is important, because the wires are swapped around. There are
selectors or jumpers on most Light-O-Rama controllers that allow you to specify which wire type you
are using.
Only the wire coming into a controller (from the previous controller or from a PC running Light-ORama software) should be used to determine which selector setting to use. The wire leaving a
controller (if there is one) can be of any type, and has no bearing on which selector setting should
be used. For example, if a controller has a phone cable coming in from the previous controller, and
a data cable leaving to the next controller, the selector should be set for "phone cable".
Director Unit
A director unit is a Light-O-Rama controller that sends lighting commands to other controllers
(known as companion units). Controllers can run individually in standalone mode, but to
synchronize multiple controllers together, they must be directed either by a PC running Light-ORama software, or by a director unit.
Standalone sequences may contain lighting commands for a number of different units. A director
unit is a unit that is running standalone - i.e. not connected to a PC - that contains lighting
commands for other units cabled to it (the companion units). The director unit can also control its
own lights, simultaneously.
There is no difference in the hardware of a director unit and a companion unit - the only difference is
the mode that they are in.
A PC running Light-O-Rama software can also be thought of as a director unit, in that it can send
lighting commands to Light-O-Rama controllers. There must be one and only one director unit (or
PC running Light-O-Rama software) on a daisy chained group of controllers.
Hardware Utility
The Light-O-Rama Hardware Utility is a program that can be used to set up and test the hardware
used to control lights, as well as download sequences to standalone controllers or director units.
Phone Cable
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Light-O-Rama v3.1.4
Light-O-Rama controllers can be connected using either data cables or phone cables, but you
must know which type of cable you are using. See data cables for details.
Schedule
A schedule is a list of shows and the times at which those shows are to be played.
If the Light-O-Rama Control Panel is running on a PC, and its "Enable Schedule" option is turned on,
then the schedule will be monitored, and its shows will be started and stopped at the appropriate
times.
The Schedule Editor program is used to create and modify schedules.
Sequence
A sequence is a file that contains a set of lighting commands to be sent to Light-O-Rama
controllers. There are two types of sequences: musical sequences, which have an associated
music or video file that is to be played at the same time, and animation sequences, which do not.
Sequences can be grouped together into shows.
The Sequence Editor program is used to create and modify sequences.
Show
A show is a file that contains a number of sequences, and the order in which they should be played.
A schedule can be created to specify the times at which various shows should be played.
The Show Editor program is used to create and modify shows.
Standalone
A Light-O-Rama controller can be controlled by another controller (or a PC running Light-O-Rama
software), or it can control itself and/or other controllers, in standalone mode. A sequence,
created using the Sequence Editor, can be downloaded to a standalone controller using the
Hardware Utility. The controller can then be set up to run this sequence whenever it has power, or, if
the unit is a model with an internal clock, it can be instructed to run the sequence during a particular
time.
A standalone controller whose sequence contains lighting commands for other controllers will
transmit those commands to the other controllers. In this case, the controller is known as a director
unit.
Unit
A unit is another term for a Light-O-Rama controller. Each unit has a number of circuits, each of
which can be used to control lights independently of each other. Each unit is identified by a unit ID.
Unit ID
© 2011 Light-O-Rama, Inc.
Getting Started with Light-O-Rama
11
Each unit has an identifier assigned to it, known as a unit ID. When a lighting command is sent to
a unit, all of the units that are daisy chained together can see that command. However, the
command contains a unit ID; only the units having that unit ID will act upon that command.
For Light-O-Rama controllers, the unit ID is a two characters, each of which can have any of the
values 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, A, B, C, D, E, and F. For example, "01", "25", "37", "5C", "BD", or
"E2". However, not all possible combinations are allowed: "00" and "F1" through "FF" are
disallowed.
Controllers other than Light-O-Rama controllers use different formats for their unit IDs.
Connecting the Lights Using Light-O-Rama Controllers
To connect lights using Light-O-Rama controllers, take the following three steps:
1. Determine the serial port and hook up a controller.
2. Select a unit ID.
3. Test the lights.
Step 1. Determine the Serial Port and Hook Up a Controller
Insert an SC485 converter into your PC's DB9 serial connector which you plan on using for the LightO-Rama network. If you are using a USB/RS-232 converter, then make sure that it is properly
installed, and that the SC485 converter is connected. If you're not sure what all this is about, simply
try to find a connector on the back of your PC that has nine pins and which will accept the SC485
adaptor.
Using a cable, connect a Light-O-Rama controller to the SC485 adaptor. Make sure that the LOR
controller is powered on. The LED in the controller should be blinking.
Using the Light-O-Rama Control Panel, start the Hardware Utility program. In the Hardware Utility's
Setup Comm Port section, use the Auto Configure button. This will cause the Hardware Utility to
look for the attached controller and determine which comm port is being used.
Step 2. Select a Unit ID
If your controller has unit ID selection switches, you can select its ID by adjusting the selectors to
the desired ID. If your controller does not have these unit ID selection switches, then you will need
to set its unit ID by using the Hardware Utility:
To set the unit ID using the Hardware Utility, connect one and only one unit to the PC using the
SC485 adaptor and a cable. In the Set Unit IDs section, go to Set New Unit ID, select the ID that
you wish to use for the controller, and click the Set Unit ID button. This button will only work on
new units that have never been assigned a unit ID (to change the unit ID of a unit that already has
one assigned, use the Change Existing ID section instead).
TIP: Assign unit IDs sequentially, starting at 01. This will make maintenance of the units faster.
Step 3. Test the Lights
With the unit connected to the PC, attach lights and power the unit on. In the Hardware Utility, click
the Refresh button in the top center of the screen. After a short time, your unit should appear in the
© 2011 Light-O-Rama, Inc.
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Light-O-Rama v3.1.4
dropdown list to the right of the Refresh button. Select the unit, and you can then test the lights
using the various controls in the Test Unit's Operation section of the Hardware Utility.
TIP: Before clicking Refresh, set the Hardware Utility's Max Unit ID to as low a value as possible.
This is the maximum unit ID of controllers that you plan on using (you can always change it to a
higher value if you add more controllers later). Setting it to a low value makes the Hardware Utility
run faster (though it will not find any connected units with higher unit IDs).
Creating a Scheduled Lights Display
To create a lights display and have it run at certain times, take the following steps:
1.
2.
3.
4.
Make your sequences.
Make a show.
Make a schedule.
Turn on the Control Panel's "Enable Schedule".
Step 1. Make Your Sequences
Using the Sequence Editor, create the sequences that will be used in your show.
You can test how the lights will look for a sequence while in the Sequence Editor: Make sure
Control Lights is turned on in the Play Menu, and that you have assigned the channels in the
sequence to a controller that is hooked up to your PC. Then, click the play button (which is the
green arrow in the toolbar).
Step 2. Make a Show
A show is a collection of sequences. A show can be created using the Show Editor program.
Shows have several sections, each of which can have sequences:
Background: Sequences listed in the "background" section will be played for the entire
duration of the show.
Startup: Sequences listed in the "startup" section will be played when the show first begins.
Animation and Musical: After the "startup" sequences have completed, sequences in both of
these sections will run, until it is time for the show to stop.
Shutdown: When it is time for the show to stop, the "animation" and "musical" sequences
will stop running, and the sequences in the "shutdown" section will start. Only after the
"shutdown" sequences are finished will the show truly end.
In the Show Editor, you can add sequences to any of these sections by selecting the appropriate
section's tab, and hitting the big PLUS button.
After you have created your show, you should save it using the "Save" or "Save As" button. Assign
the show a meaningful name - this is the file name that you will be using in the next step.
Step 3. Make a Schedule
Unlike sequences, you cannot run a show interactively. Instead, to test a show, put that show into
a schedule, using the Schedule Editor program:
© 2011 Light-O-Rama, Inc.
Getting Started with Light-O-Rama
13
In the Schedule Editor, click the Add button, and select the show file with the name that you
created in the previous step. Select a start and end time that will allow the show to start at a
convenient time for you to view it. Then click Save to save your schedule.
Step 4. Turn On the Control Panel's "Enable Schedule"
To view the scheduled show, turn on the "Enable Schedule" option in the Light-O-Rama Control
Panel. Doing this will cause the Control Panel to monitor your schedule, and start and stop your
show at the appropriate times.
2
What's New?
What's New in Light-O-Rama
What's
What's
What's
What's
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What's
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New in Version 3.1.4
New in Version 3.1.2
New in Version 3.1.0
New in Version 3.0.2
New in Version 3.0.0
New in Version 2.9.4
New in Version 2.8.12
New in Version 2.8.10
New in Version 2.8.8
New in Version 2.8.6
New in Version 2.7.6
New in Version 2.7.4
New in Version 2.6.2
New in Version 2.6.0
New in Version 2.5.6
New in Version 2.5.4
New in Version 2.5.2
New in Version 2.4.10
New in Version 2.4.8
New in Version 2.3.8
New in Version 2.3.6
New in Version 2.3.4
New in Version 2.1.6
New in Version 2.1.4
New in Version 2.1.2
New in Version 2.0.16
New in Version 2.0.14
New in Version 2.0.12
New in Version 2.0.8
New in Version 2.0.4
New in Version 2.0.0
New in Version 1.5.0
New in Version 1.4.0
What's New in Version 3.1.4
Bug Fix
© 2011 Light-O-Rama, Inc.
14
Light-O-Rama v3.1.4
Bug Fix
In most cases, the LOR Control Panel would slowly leak memory resources, eventually leading to
strange behavior such as shows stopping or crashing.
What's New in Version 3.1.2
Bug Fix
Bug Fix
SuperStar could crash at startup time. This has been fixed.
What's New in Version 3.1.0
Expand All and Collapse All for channel groups
New DMX adapters supported
Performance of ENTTEC DMX USB Pro adapters improved
Scrunching the SuperStar sequence grid for imported visualizations
Instant Sequencing with imported timings
Increased limit on SuperStar's number of fixtures per prop
SuperStar exports grouped CCR devices
Sample SuperStar clipboard files added
Bug fixes
Expand All and Collapse All for Channel Groups
In the Sequence Editor, clicking on a channel group's expander button expands or collapses the
channel group - that is, it makes the channel group's children visible, or hides them. In addition to
this, now you can expand or collapse the channel group and all of its descendents:
Holding the Shift key while clicking on a collapsed group will expand it and all of its descendants
except for RGB channel descendants; holding both Ctrl and Shift while clicking on a collapsed group
will expand it and all of its descendants including RGB channel descendants.
If the group is expanded, holding Shift (or both Ctrl and Shift) while clicking will collapse it and all of
its descendants.
New DMX Adapters Supported
The LOR USB485B and the Lynx adapters are now officially supported for use as DMX adapters.
The LOR USB485B should use the "Raw DMX" protocol, and the Lynx should use the new "Lynx"
protocol.
Performance of ENTTEC DMX USB Pro Adapters Improved
One of the supported adapters for native DMX devices, the ENTTEC DMX USB Pro, is capable of
offloading some CPU utilization from the computer driving the DMX devices through it. Previous
versions of Light-O-Rama did not take advantage of this capability, but it does as of this version.
© 2011 Light-O-Rama, Inc.
What's New?
15
Scrunching the SuperStar Sequence Grid for Imported Visualizations
A new option has been added to SuperStar's Import Visualization dialog, allowing you to "scrunch"
the sequencing grid for your visualization. This allows you to pack the most light fixtures possible
into each sequencing row. For example, if you have the 2 CCR license level, and you are getting an
error message saying that your visualization can only have 2 green sequencing grid rows or less
during export, then you can try importing your visualization again and selecting the "Scrunch the
Sequence Grid" option, then try exporting again.
Instant Sequencing with Imported Timings
Previous to this release, in SuperStar, you could import timings, but could only use them for visual
reference. They can now be used to create an instant sequence. You can import up to three timing
channels, which will become the top three timings. After importing timings, if you open the Timing
Map dialog box, you will see that the "All Freqs" row of timings has been renamed to "Imported".
Increased Limit on SuperStar's Number of Fixtures per Prop
SuperStar's limit on the number of fixtures allowed in a prop has been increased from 32 to 64. This
brings the limit up to the same limit as in the Visualizer.
SuperStar Exports Grouped CCR Devices
SuperStar now exports CCRs as grouped CCR devices. This makes it much easier to see the entire
sequence in the Sequence Editor.
Sample SuperStar Clipboard Files Added
Twenty new sample system clipboard files have been added to SuperStar. Click on the Edit menu
and select "Load/Save Clipboard", and you will see the new files, such as "Sys BubblesRiseAndPop.scb", "DiamondExpanding.scb", and "Sys - SharkFinForHorizontalRibbons.
scb". To use one, select it from the list, click on "Load Clipboard from File", and then click on
"Paste". The effects will be pasted into your sequence starting at the time you have selected.
Bug Fixes
When using the Visualizer's "Insert Fixture from Symbol" command, the symbol inserted may
have been missing a segment from the last point defined back to the first.
When starting a simulation in the Visualizer with more than 255 virtual channels, a warning is now
shown that only the first 255 will be used.
The Visualizer now prevents errors when loading images that are too large, or starting a new
simulation with a blank background that is too large. The absolute maximum size is now
2500x2500.
If you cancelled the creation of a new visualization in the Visualizer, you would incorrectly be
prompted for a save filename. Since no visualization was created, there was nothing to save.
If you loaded a file with a bad signature into the Visualizer, any new file created in that session
could also be marked as bad.
Depending on the size of fonts in Windows, text in the Visualizer's Options dialog may have been
cut off.
In some situations, using certain keyboard functions (such as Ctrl-Z to undo) in the Sequence
Editor would cause the display to jump to another location (such as to the bottom of the channel
list).
© 2011 Light-O-Rama, Inc.
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Light-O-Rama v3.1.4
The Visualizer's Channel Wizard did not correctly assign channels when using the DMX device
type.
In some cases, if an error occurred while the Visualizer was loading a prop file, existing prop and
fixture data could be corrupted.
Importing a channel configuration file would fail if one of the channels in the channel config file was
a subsequence and that subsequence's sequence file was missing or otherwise unloadable.
In the Tapper Wizard, if "Insert a timing into the timing grid for each tap" were checked, and "
Insert effects into a channel" were unchecked, and taps were collected and then applied to the
sequence, starting over with new taps would not be able to collect more taps than the originally
collected number unless the Tapper Wizard were exited and reopened first.
The Sequence Editor would crash if a port number greater than 32767 were entered into the
Visualizer Preferences dialog.
For large audio files (for example, an audio file that is half an hour long), the Beat Wizard, VU
Wizard, and Waveform Display would sometimes fail with an error saying that memory could not
be allocated.
In the Sequence Editor, when pasting from a saved clipboard which happens to be locked, the
clipboard would automatically unlock.
When exporting a file in SuperStar, if the audio file was an MP3 file, the filename would get
exported as SSEditAudioFile.wav. This has been fixed to use the MP3 audio file name.
SuperStar's effect bars in the time layer were sometimes white when they were supposed to be
colored.
In SuperStar, Light-O-Rama controllers were assumed to never have more than 16 channels.
They can now have up to 512.
Orange, yellow, and purple lights were not being sequenced by SuperStar's Instant Sequence
feature.
SuperStar was not handling duplicate channels in a visualization (i.e. channels that are assigned
to more than one light fixture). Now, they are displayed in dark gray, and cannot be selected or
sequenced.
SuperStar was not properly detecting rows in visualizations with props that do not contain any
lights.
Sometimes, not all channels in a visualization were being read properly by SuperStar.
SuperStar was not exporting macro commands when in visualization mode.
If you load and play an audio file in SuperStar, then open and play a sequence using the same
audio file in the Sequence Editor, you could get an error in SuperStar saying to shut down the
other program. If you then shut down the Sequence Editor, and try to play the audio file again, it
would not play (even if you tried to load the audio file again).
SuperStar's Configuration Dialog box previously listed "Unit Nbr" and "Unit ID". A controller's "Unit
Nbr" was the decimal number that equated to the controller's unit ID (which is a hexidecimal
number). This ended up being confusing, and so now only the unit ID is listed. This is now
consistent with the rest of the Light-O-Rama software suite.
What's New in Version 3.0.2
Bug fix
Bug Fix
When the Hardware Utility scans for connected controllers, it could confuse CTB16PC, CCF, and
CCB100 controllers with each other.
What's New in Version 3.0.0
© 2011 Light-O-Rama, Inc.
What's New?
17
The Light-O-Rama Visualizer
The Light-O-Rama SuperStar Sequencer
Channel Groups
Native DMX Devices
Paint Sequence
Compressed Sequences
Variables in Windows shell commands
New paste modes
Dimming curves
Hide or unhide a track by left-clicking its track bar
Select columns or rows via the right-click context menu
Protected sequences
Custom keyboard maps
Reversing pixel order in CCRs/CCBs
Effect tools' keyboard shortcuts shown in toolbar tooltips
Control over channel button colors while not playing
Several view settings for sequences are now persistent
Tools Panel can be completely hidden
Control over channel names in "Insert Device"
Channel names in "Insert Device" indicate network for auxiliary networks
Subsequences changed on disk automatically reloaded
Additional clipboard management capability
Locking channels in tracks
Additional info in channel button tooltips
Sequence grid tooltips show channel color
Time ranges in Beat Wizard and VU Wizard automatically set to play range
VU Wizard shows percent of time above threshold
New "Change Controller" dialog
Add Controller dialog allows selection of network
Additional Mouse Scroll Wheel Support
Sequence and track names are printed
Control Panel's menu reorganized
Performance of "Repeat" improved
Memory usage of undo recording improved
Verifier speed improved for channel conflict check
"Channel Property Grid" renamed to "Channel Configuration"
Bug Fixes
The Light-O-Rama Visualizer
The Light-O-Rama Visualizer is a new program in the Light-O-Rama software package. It is
intended to give a visual representation on your computer screen of how your lights will look during
a sequence or during your show.
Please note that the Animator, which has a similar purpose, is still supported, so that existing
sequences continue to work with it. However, the Visualizer is more fully featured than the
Animator, so consider using the Visualizer instead of the Animator, especially for new sequences.
The Light-O-Rama SuperStar Sequencer
The Light-O-Rama SuperStar Sequencer is a new program in the Light-O-Rama software package.
It can be used as a sort of front end for the Light-O-Rama Sequence Editor, creating sequences
visually rather than via a channels-versus-time grid.
© 2011 Light-O-Rama, Inc.
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Light-O-Rama v3.1.4
Note that existing Light-O-Rama licenses do not cover SuperStar (except in demo mode). In order
to fully use SuperStar, your license will have to be upgraded to have SuperStar support.
Channel Groups
The Insert Device dialog can now optionally create devices as channel groups, instead of as raw
channels and/or RGB channels. A channel group is a set of channels and/or RGB channels that
can be collapsed down to a single row in the display, or expanded to show rows for all (or some) of
its members.
Native DMX Devices
Light-O-Rama now supports control of native DMX devices.
Note that only the Advanced license level supports this.
Paint Sequence
The new Paint Sequence tool can be used to paint effects from another sequence into the current
sequence. This can be used to accomplish things similar to what can be accomplished with
subsequences, in a potentially clearer and easier way, without the extra complication of
subsequences.
Compressed Sequences
It may take a significant amount of time to load a large Light-O-Rama sequence. When loading one
in the Sequence Editor, in order to view or modify it, this may be an inconvenience, but the real
issue is loading one in the Show Player: When the Show Player has to load a large sequence, it
may cause a noticeable pause in your show as the sequence loads.
To resolve this issue, this release of Light-O-Rama introduces the concept of compressed
sequences. A compressed sequence is a separate save file, associated with a a sequence but
containing only enough information to play the sequence in the Show Player, and optimized for
loading speed. This can speed up loading times dramatically - for example, for a certain large
sequence that takes eight seconds to load on a certain computer, the associated compressed
sequence only takes a small fraction of a second to load on that same computer.
Variables in Windows Shell Commands
In previous versions of Light-O-Rama, the Windows shell command associated with a sequence was
a static thing - it would be executed exactly as you had typed it. Now, they are instead templates;
you can type in pieces that will be executed exactly as you typed them, just as before, but you can
also type in variables, which will be replaced with run-time information, such as the name of the
song that is being played.
New Paste Modes
The Sequence Editor previously offered two different modes for pasting: paste by cell and paste by
time. There are now two additional new modes: stretch to fit and repeat to fit. Stretch to fit
stretches (or compresses) the copied effects so that they fit into the area that you select, while
repeat to fit repeats (or cuts off) the copied effects so that they fit into the area that you select.
© 2011 Light-O-Rama, Inc.
What's New?
19
Dimming Curves
Gen3 Light-O-Rama Controllers, and pre-Gen3 LOR controllers with Gen3 firmware installed, support
customizable dimming curves. A dimming curve determines the output of a circuit from the intensity
setting sent to that circuit; for example, some pieces of hardware (such as strobe lights) should
never be dimmed, and so a dimming curve can be set for such a device that sets the output at 100%
for any intensity of 50% or above, and at 0% for any intensity lower than 50%. Another example is
that different types of bulbs (such as incandescents versus LEDs) may naturally get brighter or
dimmer at different rates when going from one intensity to another, and so different dimming curves
can be used to even them out, making fades on them appear more similar to each other.
You can control what dimming curve is used for what circuit via the Hardware Utility's new Advanced
Configuration screen.
Hide or Unhide a Track by Left-Clicking Its Track Bar
In previous versions of the Sequence Editor, both left-clicking and right-clicking on a track's track bar
would cause that track bar's popup menu to open. Right-clicking still does, but left-clicking now
instead hides or unhides the track.
Select Columns or Rows via the Right-Click Context Menu
In previous versions of the Sequence Editor, you could select an entire row or rows, or an entire
column or columns, via the Edit menu's Select Rows and Select Columns menu items. Now, you
can also do this via the right-click context menu.
Protected Sequences
The Sequence Editor can now be used to create protected sequences, which are sequences whose
sequence grids cannot be viewed or (generally speaking) modified, but which can still be played,
control lights, be scheduled in shows, and so forth.
Control Over Channel Button Colors While Not Playing
In previous versions of the Sequence Editor, while a sequence was not playing, channel buttons
would be displayed as grey (or black for RGB channels). Now, it still operates that way by default,
but the Channel Button Colors submenu on the View menu gives you two other options: to be
displayed using the channel's full color, or to be displayed using the channel's color at the time of
the start of the current selection.
Reversing Pixel Order in CCRs/CCBs
The Hardware Utility's CCR/CCB Configuration screen now supports reversing the pixel order of a
Cosmic Color Device (so that pixel 50 is closest to the controller, rather than pixel 1).
Custom Keyboard Maps
The behavior of keyboard keys in the Sequence Editor can now be configured, via the new Keyboard
Preferences dialog.
Effect Tools' Keyboard Shortcuts Shown in Toolbar Tooltips
© 2011 Light-O-Rama, Inc.
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Light-O-Rama v3.1.4
If one of the effect tools on the Tools toolbar has a keyboard shortcut that applies that tool, and only
applies that tool, it is displayed in the tooltip for that effect tool's button on the toolbar.
Several View Settings for Sequences Are Now Persistent
In the Sequence Editor, several view settings for sequences are now persistent. That is, for
example, if you change the width of the channel buttons for a sequence, they will automatically be
that size whenever you open that sequence in the future (unless you explicitly change their size
again).
This information is automatically remembered outside of the sequence file itself (but associated with
it), so you do not have to save the sequence file when you make a cange to such a setting. Also,
there had been some such settings which already were persistent, but used the sequence file, so
that you would have to save the sequence whenever you altered them; these now are instead
automatically persisted outside of the sequence file.
The following view settings are now persisted in this manner:
The width of the channel buttons
Whether the channel buttons are displayed or not
The height of a row of the grid (and of the channel buttons)
The width of the grid per unit of time
The zoom setting of the Animator
Whether the Animator's controls are shown or hidden
The zoom level of the waveform display
Tools Panel Can Be Completely Hidden
The Sequence Editor's Tools Panel can now be completely hidden, so that not even the narrow bar
with its wrench icon is displayed, via "Tools Panel" on the View menu.
Control Over Channel Names in "Insert Device"
The Sequence Editor's Insert Device dialog used to give no control over the names of the channels
that it would create. You can now specify the base name (such as changing the default "SD" for a
Servo Dog device to "Animatronic Rudolph", resulting in channel names like "Animatronic Rudolph
03.7" for unit 03 circuit 7 instead of "SD 03.7"). You can also specify that the unit ID should not be
included at all (resulting, for example, in "Animatronic Rudolph 7" for circuit 7).
Channel Names in "Insert Device" Indicate Network for Auxiliary Networks
When creating channels, the Sequence Editor's Insert Device dialog would not include any indication
of the channel's network in the channel's name. For example, a channel for unit 03 circuit 7 of a
Servo Dog device would be called "SD 03.7" no matter what network it was on. Now, if the channel
is on an auxiliary network, it will additionally include that network's identifier. For example, "SD
C03.7" would indicate that the channel is on the Aux C network, while a plain "SD 03.7" would
indicate that the channel is on the regular network.
Subsequences Changed on Disk Automatically Reloaded
If a sequence containing a subsequence was loaded, and then the subsequence was changed and
© 2011 Light-O-Rama, Inc.
What's New?
21
saved, and the parent sequence then played, it would play as if the subsequence had not been
changed. It will now instead play using the newly saved contents of the subsequence.
Additional Clipboard Management Capability
In previous versions of the Sequence Editor, if a saved clipboard were changed, the changes would
automatically be resaved when the Sequence Editor was closed. This is still done, but there is now
a new menu item on a clipboard's popup menu to manually resave it, and an option on the Clipboard
Preferences menu to automatically resave. Similarly, there is now a new menu item to reload a
saved sequence (in case the contents of its save file were changed outside of the Sequence Editor),
and an option on the Clipboard Preferences menu to do so automatically. These changes are
intended to ease the use of clipboards by third party tools.
Additionally, a new menu item to remove a clipboard from the list of clipboards has been added.
Locking Channels in Tracks
The channels of a track can now be locked, meaning that you will be unable to add channels to the
track, remove channels from it, move channels within it, or modify settings (such as device type and
unit) within it, unless you unlock the track first. To lock or unlock a track, use "Lock Track" (or
"Unlock Track") from the track bar's popup menu.
Additional Info in Channel Button Tooltips
In previous versions of the Sequence Editor, the tooltip that would open when the mouse hovered
over a channel button would show the name of the channel. It now shows additional information,
such as the unit and circuit.
Sequence Grid Tooltips Show Channel Button Color
In the Sequence Editor, the tooltip that opens when the mouse is hovered over the sequence grid
now displays the color of the channel of the row that the mouse is hovering over.
This new behavior can be turned off via "Use Channel Colors" in the Display Preferences dialog.
Time Ranges in Beat Wizard and VU Wizard Automatically Set to Play Range
In previous versions of the Sequence Editor, when the Beat Wizard or VU Wizard was opened, it
would automatically be set to operate on "the entire song". It will now instead be automatically set
to operate on the play range (the freeform play range if one exists, or the play range as set on the
Play menu if not).
Note: This behavior can be overridden, for these wizards and also the Tapper Wizard, via the "Use
Play Range for Wizards" option on the Play Preferences dialog. If this option is not enabled, then
the wizards will default to using the time range of the entire song.
VU Wizard Shows Percent of Time above Threshold
The VU Wizard now displays the percent of time that is above the specified threshold, with the
specified settings.
New "Change Controller" dialog
© 2011 Light-O-Rama, Inc.
22
Light-O-Rama v3.1.4
The new Change Controller dialog (which can be accessed from the Channel Configuration screen)
presents a list of the controllers in a track, and allows you to select one and change its physical
settings. For example, you could use this dialog to quickly change all channels for the Light-ORama controller 03 on the Regular network to instead be controller 07 on the Aux C network. Note:
The "Channel Configuration" screen used to be k nown as the Channel Property Grid.
Add Controller Dialog Allows Selection of Network
The Channel Configuration screen's Add Controller dialog now allows the network of the controller to
be selected (for those device types that have networks). Note: The "Channel Configuration" screen
used to be k nown as the Channel Property Grid.
Additional Mouse Scroll Wheel Support
The mouse scroll wheel is now supported in the Schedule Editor and in the Sequence Editor's
Channel Configuration screen. Note: The "Channel Configuration" screen used to be k nown as the
Channel Property Grid.
Sequence and Track Names are Printed
When the "Print" function is used in the Sequence Editor's Channel Configuration screen, the
printout now includes the name of the sequence and of the track. Note: The "Channel
Configuration" screen used to be k nown as the Channel Property Grid.
Control Panel's Menu Reorganized
In previous versions of the Light-O-Rama Control Panel, some of the menu items on its popup menu
were paired with each other. For example, to control whether or not the Control Panel should be
automatically launched whenever the computer starts up, there was a "Launch at startup" menu
item and also a "Do not launch at startup" menu item. This could be a bit confusing, as the way
that you could tell (for example) that the Control Panel would be launched at startup was that the
"Launch at startup" menu item was greyed out, so that you couldn't select it.
Now, instead, such pairs have been replaced by single menu items, which can be checked or
unchecked. For example, if "Launch at startup" is checked, the Control Panel will launch at startup,
and if it is not, it will not; there is no longer any "Do not launch at startup" menu item.
Performance of "Repeat" Improved
The Sequence Editor's "Repeat" function is now quicker than it used to be, and also uses less
memory than it did.
Memory Usage of Undo Recording Improved
The Sequence Editor now uses significantly less memory than it used to in order to record events for
later undoing/redoing.
Verifier Speed Improved for Channel Conflict Check
One of the possible issues that the Light-O-Rama Verifier can check for is whether a sequence has
two different channels with the same physical settings (such as unit and circuit). In the past, this
© 2011 Light-O-Rama, Inc.
What's New?
23
check could take quite a while to perform on large sequences; it has now been speeded up
considerably. For example, for a certain sequence, the Verifier running on a certain computer would
need ten minutes to perform this check. It now needs only about a second, for the same sequence
on the same computer.
"Channel Property Grid" Renamed to "Channel Configuration"
The Channel Property Grid has been renamed to "Channel Configuration".
Bug Fixes
The tooltip for the Sequence Editor's "Custom Shimmer" button was inappropriately labeled.
If multiple sequences were open in the Sequence Editor, and they were not maximized, switching
from one sequence to another by directly clicking on a sequence would correctly activate that
sequence, but would not update the row of sequence tabs to show that that sequence is now
active.
A bug in an earlier Beta release of the software, which was not released to the general public,
would sometimes cause a sequence to accumulate "extra" RGB channels, which were not
present in any of the sequence's tracks. These RGB channels weren't noticeable to a user, and
they would not affect the behavior of the lights, but their presence in a sequence could cause
certain operations, such as deleting channels, to be much slower than normal, for that particular
sequence. Such operations have now been sped up.
Clipboards that were loaded from saved clipboard files would always paste as if "Paste from
foreground" was enabled.
If both the Sequence Editor and the active sequence were maximized, and neither vertical scroll
bar (the one to scroll between tracks and the one to scroll within a track) were present, and the
program was running on the rightmost monitor, then when selecting an area by clicking and
dragging, you would be unable to scroll to the right while selecting.
When loading a clipboard, if you selected the clipboard file's name by double clicking it in the file
browsing dialog, and the mouse happened to be over a sequence, then after the clipboard loaded,
a phantom mouse click would be applied to the sequence. So, for example, if the Fade Up tool
was selected, a fade up would be applied to the spot on the sequence where your mouse
happened to be.
The Delete Controller dialog used to be unable to distinguish between different LOR controllers
that happen to have the same unit ID on different networks.
If a show has a jukebox interactive group, and the trigger associated with that group is pushed
while a sequence from that group is playing, the trigger should not cause the sequence to be
interrupted and the next sequence in the group to be played. This worked fine. However, it would
cause the sequence that is considered to be "next" to be changed. For example, if the group
contains three sequences, A, B, and C, and A is playing when the trigger is pushed, A would
continue playing (as it should), but after A ended, if the trigger were pushed again, C, not B, would
play.
When creating a new musical sequence, if you set the number of channels to zero, and then
specify that the channels should be created via a channel configuration file instead of via the
specified number of channels, the Sequence Editor would tell you that you need to specify more
than zero channels, and then crash.
In the Sequence Editor, when the time range of a track is scrolled, the time ranges of any other
tracks in the sequence should scroll with it. However, this did not occur unless those other tracks
had already been displayed at least once since the sequence was loaded or created. It also
would not occur during play except when those other tracks were displayed.
On the Hardware Utility's LOR MP3 tab, if no MP3 controller were connected, the "Set" button (to
set the unit's time) should be greyed out. In most cases, it was, but if no comm port existed (as
opposed to merely no comm port being selected) it was not greyed out, and so could be pushed.
© 2011 Light-O-Rama, Inc.
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Light-O-Rama v3.1.4
Pushing it in such a situation would result in a crash of the Hardware Utility.
When the track list of a sequence is changed in the Sequence Editor - for example, if a track is
moved to another position - any tracks that had been hidden would automatically unhide.
In the Sequence Editor, when a file was chosen from a file browsing dialog by double clicking on
the file, sometimes the sequence grid that was "beneath" the dialog would act as if it had been
clicked. For example, an effect tool might be applied to the grid, or a Channel Settings dialog
would open.
If a track was hidden, moving it up in the list of tracks would cause it to become the first displayed
track.
If a clipboard was saved in the Sequence Editor, and the clipboard's name was invalid in certain
ways, the Sequence Editor would crash.
If an iDMX1000 controller was selected in the Hardware Utility's Test Console, the "Current
Channel Range" display would be incorrect.
The "Move to Track Number..." menu item on a channel button's popup menu was enabled even if
there was only one track.
What's New in Version 2.9.4
Up to sixteen Light-O-Rama networks supported
Old MC-P only affects the Regular Light-O-Rama network
Feedback for attempting to copy or cut to a locked clipboard
Vary color of channel button fonts
Unqualified file name used on Sequence Editor tabs
Standalone sequences no longer download commands for auxiliary networks
Bug Fixes
Up to Sixteen Light-O-Rama Networks Supported
Previous versions of Light-O-Rama could support Light-O-Rama controllers on up to four different
networks ("Regular", "Aux A", "Aux B", and "Aux C"). This has been increased to sixteen (in
addition to the original four, "Aux D" through "Aux O").
Old MC-P Only Affects the Regular Light-O-Rama Network
Old MC-P compatibility mode is required if you have certain old Light-O-Rama controllers (MC-P
controllers purchased prior to November 15, 2003). This compatibility mode causes significant
overhead on the communications protocol. In previous versions of Light-O-Rama, if you turned on
Old MC-P compatibility mode, it would affect all of your Light-O-Rama networks. Now, instead, it
only affects the Regular Light-O-Rama network; it does not affect any auxiliary Light-O-Rama
networks. So, you can now put all of your old MC-P controllers on the Regular network, and your
other controllers on other networks, so that they are not affected by the communications protocol
overhead.
Feedback for Attempting to Copy or Cut to a Locked Clipboard
In the Sequence Editor, if the currently selected clipboard is locked, copying or cutting does
nothing. This is so as to avoid accidentally overwriting the data on a clipboard that you want to
keep. However, there is nothing stopping you from hitting "Ctrl-C" or "Ctrl-X", attempting to copy or
cut, and in previous versions of Light-O-Rama, doing so would give you no indication that something
was amiss until you later attempted to paste, and wound up pasting whatever had previously been
on the clipboard, instead of what you thought you had just copied or cut. Now, the Sequence Editor
will beep, to indicate that the attempted copy or cut did not take effect.
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Vary Color of Channel Button Fonts
In the Sequence Editor, you can control whether or not the color of channel buttons changes during
play (based upon the lighting effects happening on those channels). In early versions of Light-ORama, the text on the buttons was always black, and stayed black no matter what, which meant
that sometimes the text was not readable.
In a relatively recent release, this was changed so that the color could be either black or white,
depending upon which gives a more readable contrast with the background color of the button itself.
However, some users found it to be distracting when a channel button's font would switch between
black and white during play, and so you can now control whether or not this happens.
You can control it temporarily (until the next time the Sequence Editor is started) via the Vary Color
of Channel Button Fonts item on the Play menu, or set your default preference (which will take effect
every time the Sequence Editor is started) via Also vary their font colors on the Play Preferences
dialog.
Unqualified File Name Used on Sequence Editor Tabs
When the Sequence Editor has multiple sequences open, it displays a tab strip across the top, with
one tab per sequence. Each tab has the name of an open sequence; clicking on a tab causes that
sequence to be displayed. In previous versions, the name of the sequence would include its
directory name, if the sequence was not stored in the default directory for sequences. This could
lead to some very wide tabs. Now, only the unqualified filename, without any directory information,
is displayed.
The fully qualified filename can still be found via "Sequence Info", on the View menu.
Standalone Sequences No Longer Download Commands for Auxiliary Networks
If a sequence that used multiple Light-O-Rama networks was downloaded to a standalone controller
(via the Hardware Utility's MP3 tab or via the Simple Show Builder), previous versions of Light-ORama would warn you of that fact, because standalone controllers only send commands out over a
single comm line, and therefore the multiple networks would all get amalgamated into a single one
when downloaded. Now, instead, only commands for controllers on the Regular Light-O-Rama
network are downloaded.
Bug Fixes
The Hardware Utility previously used Old MC-P compatibility mode when it should have not done
so, and did not use it when it should have.
On some computers, the Clipboards panel would not show its full height, leading to most of its
functionality being unavailable due to being offscreen.
Downloading large sequences for standalone controllers, such as via the Hardware Utility's MP3
tab, was much slower than it had been; its speed has now been increased.
Depending upon how Windows is set up, the LOR Control Panel would sometimes be unable to
launch the various other LOR applications (such as the Show Player).
The Hardware Utility and Simple Show Builder would previously allow you to download any type of
media file for a standalone sequence, such as WAV files or WMA files, despite the fact that only
MP3 files are supported by the controllers. They will now give an error message if you attempt to
download a media file other than an MP3 file.
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Light-O-Rama v3.1.4
What's New in Version 2.8.12
Sequence Editor Can Keep Lights On at End of Play, and Turn Them Off Manually
Bug Fixes
Sequence Editor Can Keep Lights On at End Of Play, and Turn Them Off
Manually
In previous versions of Light-O-Rama, the Sequence Editor would automatically turn off all lights in a
sequence when that sequence finished playing. It can now optionally keep them turned on, via the
new "Lights Off at End" menu item in the Play menu. The lights can subsequently be turned off
manually via "Lights Off Now".
Bug Fixes
If, while importing a channel configuration file, you double-clicked the channel configuration's
filename in the file browsing dialog, and if your mouse was over a sequence grid at the time, then
after the file was imported, depending upon where your mouse was, this could have caused the
grid to behave as if you clicked your mouse on it. For example, if you were over a channel button,
the Channel Settings dialog for that channel could have opened.
If DMX effects were used in a sequence, and the Sequence Editor's Vary Color of Channel Buttons
setting was turned on, then during play, for certain DMX effects, the sequence grid could
temporarily go blank as displayed in the Sequence Editor (though the behaviour of your actual
lights would not be adversely affected).
In certain situations, such as after an undo, the selected channel from the channel dropdown list
in the Animator would spontaneously change to being the first channel in the list.
If you manually edited certain registry settings related to disk file paths (note: doing this is not
recommended) which Light-O-Rama normally sets itself, leaving off a backslash at their ends
would lead to unexpected results.
If an RGB channel (as opposed to one of its constituent channels) was used to draw in the
Animator, and that RGB channel was deleted from the sequence, the cells of the Animator using
that RGB channel would not be blanked out.
If a constituent channel of an RGB channel (as opposed to the RGB channel itself) was used to
draw in the Animator, then in certain situations, the cells of the Animator using that constituent
channel could have been blanked out inadvertently.
In certain situations, very small fades (for example 0% to 1%) over relatively long spans of time
would cause other effects to spontaneously appear on the channel.
The Color Fade tool would give an option to insert DMX effects even if DMX editing was disabled.
If the Color Fade tool was used to make DMX effects, and those DMX effects were themselves
fades, they would not be sent to the controllers. They now are sent, but (as of the time of this
writing) LOR hardware does not support fading DMX effects, and so they are converted to regular
fades.
What's New in Version 2.8.10
The Advanced OpenGL Settings Dialog
Bug Fixes
The Advanced OpenGL Settings Dialog
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The new Advanced OpenGL Settings dialog can be used, experimentally, to try to investigate or
work around strange graphics issues. However, this is not recommended; such problems can
typically be better resolved in other ways, such as updating your computer's graphics card's drivers.
Bug Fixes
The Set Paste Mode submenu in the Sequence Editor's Edit menu did not have a shortcut key
associated with its Paste from Foreground option.
On some computers, selecting a sequence from the Sequence Editor's Windows menu would
cause a portion of the display to remain showing the previous sequence, until something like a
refresh was done.
When the Chase tool was used with Paste from Foreground turned off, and the chase was done
either from the bottom left to the top right or vice versa, in some cases it would not properly
overwrite existing effects outside of the actual things being chased with off effects.
The "+" key is supposed to invoke the Repeat tool, but only the "+" key on the standard part of
the keyboard was doing so, while the "+" key on the numeric keypad did nothing.
When more than one sequence was open in the Sequence Editor, and they were maximized,
clicking on the "X" to the right of the menu bar would close the active sequence (as it should), but
that sequence's tab would remain open in the row of sequence tabs. Subsequently clicking on
that tab, for the closed sequence, would cause the Sequence Editor to crash.
Stopping play of a sequence in the Sequence Editor would sometimes cause the column of cells
that happened to be at the time of the start of play to become selected.
What's New in Version 2.8.8
Bug Fixes
Bug Fixes
Various things in the Animator, such as drawing and erasing, were much slower than normal.
When a sequence was loaded, the Animator would not remember whether its controls were
hidden for that sequence or not.
Attempting to write a musical sequence to an SD card (for a standalone controller) would result in
a "subscript out of range" error message.
What's New in Version 2.8.6
RGB Channels
Color Fade Tool
Repeat Tool
Intelligent Fade Tool
Fill Tool
Chase Tool
Paste from Foreground
Insert Device
Tools Panel
Recent Tools
Saved Tools
Clipboards
Sequences Created with Equally Spaced Timings in Freeform Grids
Select Multiple Files in the Hardware Utility's MP3 Tab
Tabbed Sequences Display
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Light-O-Rama v3.1.4
Tools Menu Hotkeys Changed
Keyboard Editing Keys Changed
Off Effect via Delete Key
Keyboard's Background/Foreground Selectors' Behavior Changed
Shimmer and Twinkle Display Update
Text of Channel Buttons Changes Color During Play
Offline Registration Utility
Bug Fixes
RGB Channels
An RGB channel represents a light or string of lights that can change colors - for example, a pixel
on a Cosmic Color Ribbon. It consists of three "normal" channels, representing the three
component colors - red, green and blue. Previously, to sequence such a device, you would have to
sequence those three channels for the three component colors individually - that is, you would set
up the sequence to have those three channels, and you would (for example) set the red channel to
fade up, the green channel to hold steady, and the blue channel to fade down.
Now, you still can sequence the three component channels individually, but instead you could
simply add an "RGB channel" to the sequence, and use it to deal more directly with the resulting
colors. For example, instead of telling the red channel to fade up, the green channel to hold steady,
and the blue channel to fade down, you would simply tell the RGB channel to fade from cyan to
yellow.
Color Fade Tool
The Color Fade tool is a new tool that can be used to tell RGB channels how to behave. For
example, to specify that the RGB channel should fade from cyan to yellow over a certain time range
in a sequence, you would select the Color Fade tool, with its colors set to cyan and yellow, and
apply the tool to that time range of the sequence.
The Color Fade tool can also be used to do fills, by clicking the selected area instead of clicking and
dragging.
Repeat Tool
The Repeat tool takes whatever is contained in the selected area of the sequence and makes a new
copy of it immediately following the selected area. Using the tool again (without changing what area
of the sequence has been selected) will make another new copy immediately following the first, and
using it again will make a third new copy immediately following the second. This can be repeated
as many times as you like, making as many back-to-back copies of the selected area as you want.
Intelligent Fade Tool
The Intelligent Fade tool is similar to the Fade Up and Fade Down tools. However, using it makes
either a fade up or a fade down, depending upon whether you click and drag left to right or right to
left.
It can also be used to do fills, by clicking the selected area instead of clicking and dragging.
Fill Tool
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If you apply the Fill tool to an area that has no effects (i.e. the lights are off in that channel at that
time), it will automatically make a fade from the intensity that precedes the empty area to the
intensity that follows the empty area. For example, if there is a fade up from 0 to 75, followed by the
lights being off, followed by a fade down from 50 to 25, and you apply the Fill tool to the area where
the lights are off, it will change that area so that it becomes a fade down from 75 to 50.
The Fill tool can also be used in a similar way on RGB channels, where it will change an empty area
so that it fades from the color preceding the empty area to the color following the empty area.
The Fill tool behaves a little differently than most other tools. With most tools, if you click and drag
an area, that area will be selected, and when you let up on the mouse button, that tool will be
applied to the selected area. The Fill tool, however, does not select an area, and it is applied as
soon as you click, and as soon as you drag to a new area, too. This, combined with the fact that
the Fill tool does nothing if it's used on an area that already has an effect, hopefully makes it quick
and easy to fill a large and complicated area of the sequence just by clicking once and dragging
around to the appropriate spots without letting go of the mouse button.
Chase Tool
The Chase tool takes a pattern and "chases" it through the selected area. That is, when you click
on a spot in the sequence, and then drag through other channels and through time, then when you
let go of the mouse button, it will take the pattern in the selected area's corner where you initially
clicked and copy it through the remaining channels in the selection, offsetting it a little bit in time
with each subsequent channel.
Paste from Foreground
"Paste from Foreground" is a new pasting option. When it is turned on, any portions of the
clipboard's copy buffer that have "off" effects won't actually be pasted when you select "Paste". That
is, copied "off" effects won't overwrite what you already have in your sequence.
Insert Device
The channel button popup menu now gives a new way to add channels to a sequence: "Add Device".
When this is selected, a dialog will open asking the type of device to add (such as an LOR/CTB 16
or a Cosmic Color Ribbon) and some settings for that device (such as its unit ID). The appropriate
number of channels will then be added to the sequence, and they will automatically be populated
with the appropriate unit IDs, circuit IDs, and so forth.
Tools Panel
The left-hand side of the Sequence Editor now has a new Tools Panel, with a few subpanels ("Saved
Tools", "Recent Tools" and "Clipboards"). The panel can be pinned to the display so that it is
always open, or it can be hidden so that it appears only as a small tab on the left of the Sequence
Editor, with the full panel sliding out when the mouse goes over that tab. The individual subpanels
can also be collapsed or expanded.
Recent Tools
The Recent Tools subpanel of the Tools Panel on the left-hand side of the Sequence Editor shows
buttons representing the tools that were used recently (such as "Fade Up 25-75", "Shimmer Down
100-0", or a color fade). Clicking on one of the buttons will make that tool the currently active tool.
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Light-O-Rama v3.1.4
Not all tools are put on the Recent Tools subpanel's list; only those that would take more than one
mouse click to activate are put there. For example, "Toggle" and "Shimmer" do not get put on the
list, since you could activate those in a single mouseclick (from the Tools toolbar).
Right-clicking on a tool's button enables you to put the tool on the Saved Tools list.
Saved Tools
The Saved Tools subpanel of the Tools Panel on the left-hand side of the Sequence Editor is similar
to the Recent Toolssubpanel, except that it shows only those tools that you have decided to save.
Once you put a tool on the Saved Tools list, it will remain there (until you explicitly remove it), even
after the Sequence Editor has been stopped and restarted.
Clipboards
In previous versions of the Sequence Editor, there was only a single clipboard for copying and
pasting. Now, the Sequence Editor starts with a single clipboard, but you can easily add more of
them, and quickly switch between which one is in use at the moment, using the new Clipboards
subpanel of the Tools Panel on the left-hand side of the Sequence Editor. That is, you now can have
several different things copied at the same time, all of which can be pasted into your sequence.
The Clipboards subpanel also allows you to save a clipboard, so that its contents will be available to
be pasted even after you stop and restart the Sequence Editor, and to lock a clipboard, so that it
cannot be copied to (but still can be pasted from), to prevent accidental overwriting of a clipboard
that you want to keep.
It also allows quick access to pasting options such as Paste by Cell, Paste by Time, and Paste
from Foreground.
Sequences Created with Equally Spaced Timings in Freeform Grids
Previously, if you chose to create a sequence with equally spaced timings (such as "a timing every
tenth of a second"), the sequence's first timing grid would be a fixed timing grid. You can now
optionally make it either a fixed timing grid or a freeform timing grid.
Select Multiple Files in the Hardware Utility's MP3 Tab
You can now select multiple files simultaneously in the Hardware Utility's MP3 tab (by using
standard Windows methods, such as Shift-click).
Tabbed Sequences Display
When more than one sequence is open, the Sequence Editor now shows a single one of them,
maximized, with tabs across the top having the names of the open sequences. Selecting any
particular tab will cause the Sequence Editor to switch to display that sequence.
If you want to see multiple sequences at once, you can unmaximize the currently displayed
sequence.
Tools Menu Hotkeys Changed
© 2011 Light-O-Rama, Inc.
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Several hotkeys for various menu items on the Tools menu have been changed, to try to minimize
overlap and to give unique hotkeys to as many "high profile" tools as possible.
Keyboard Editing Keys Changed
The keys assigned to several keyboard editing shortcuts have been changed, to make room for new
functions (such as the Chase tool and Fill tool).
Off Effect via Delete Key
One changed keyboard editing shortcut which it is worth explicitly pointing out (because it has been
requested by several people) is that the Delete key will now apply the "Off" tool to the selected area.
Keyboard's Background/Foreground Selectors' Behavior Changed
Previously, background and foreground effects mode could be enabled by certain keystrokes. To
turn them off, there was a different keystroke for enabling "regular" effects. Now, instead of
keystrokes to enable those modes, there are keystrokes to toggle them between being enabled and
disabled.
Shimmer and Twinkle Display Update
In the sequence grid, shimmer and twinkle effects are now displayed as a little heavier than they
used to be, to hopefully make them more easily recognized.
Note that this change is only from the point of view of how they look displayed on your screen in the
Sequence Editor; their behavior on your actual lights is unchanged from what it was before.
Text of Channel Buttons Changes Color During Play
During play, the Sequence Editor can be set up to change the colors of channel buttons to represent
the current intensity of the associated channel. The text of the channel name on that channel
button, however, was always black. Depending upon the color of the channel and its current
intensity, this could sometimes make the button difficult or even impossible to read. Now, the color
of the text of a button will be either black or white, depending upon which would be easier to read at
that moment for that channel.
Offline Registration Utility
Previously, if a user had a computer that was not connected to the internet, they could only register
that computer by calling in to Light-O-Rama Customer Support. LOR Customer Support had a
program called the "Offline Registration Utility" which they then used to get the user's computer
activated.
This program is now distributed by the LOR installer, along with all the other programs (such as the
Sequence Editor). So, if a customer has two machines, one of which is connected to the internet
but the other of which is not, they can register their offline computer by using the Offline Registration
Utility on the online computer, without calling in to LOR Customer Support.
Offline registration via LOR Customer Support is still available, in case (for example) the customer
has only one computer, and it is not connected to the internet.
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Light-O-Rama v3.1.4
Bug Fixes
In the Sequence Editor, when "Paste by Cell" was set, and a copy and paste was done including
an event that was not completely coincident with a cell, in some situations the events pasted
wouldn't appropriately match the events copied completely.
In the Sequence Editor, dragging a channel button in order to move that channel would not work
properly if the visible channel range was scrolled up or down while dragging.
Various issues were fixed when converting a sequence from being a musical sequence to an
animation sequence, and vice versa.
When the DMX Tool, Fade Tool or Intensity Tool windows were closed by clicking on their "X"
buttons, the next time that they were displayed, they would be displayed in an entirely new
location instead of in the spot where they had been when they were closed.
The "Paste" button on the Sequence Editor's toolbar would not be enabled until after a copy (as
opposed to a cut) had been done. That is, if you started up the Sequence Editor and immediately
did a cut, the Paste button would still be greyed out even though you had cut something.
If you double-clicked somewhere on the New and Open dialog, for example to open a sequence by
double-clicking its filename, then depending upon where your mouse was, when the dialog closed
and the sequence opened, it could have caused something to happen such as a channel's
settings dialog being opened, or the current tool being applied to a cell in the sequence.
What's New in Version 2.7.6
This version fixes the following bugs:
The Schedule Editor only displayed a thin portion of its vertical scroll bar.
In certain situations, the Sequence Editor could possibly crash after having undone the adding of
timings.
What's New in Version 2.7.4
Show on demand
Show Player can preload sequences
Shows can be shut down gracefully
LOR Control Panel improvements
Shuffle mode options
Maximum Light-O-Rama circuit number is now 512
New iDMX1000 firmware: version 1.41
New DIO32 firmware:version 1.30
New DC-MP3 firmware: version 4.10
Bug fixes
Show On Demand
You can now cause a show to be played without having scheduled it. This is done via the "Show On
Demand" menu item of the Light-O-Rama Control Panel's popup menu.
Please note that this feature is available only for license levels Basic Plus and higher.
Show Player Can Preload Sequences
In previous versions of Light-O-Rama, when the Show Player played a show, a sequence in that
show would not be loaded until the first time it was used in the show. Depending upon the size of
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the sequence and the power of the computer, it could take a human-noticeable amount of time to
load a sequence, so this could lead to undesired delays between sequences (the first time they are
played during a given run of a show).
This is still the default behavior, but you can now optionally set the show to preload sequences, so
that they will all be loaded as the first step in the show, before any of them are played.
Shows Can Be Shut Down Gracefully
In previous versions of Light-O-Rama, selecting "Disable Shows" from the Light-O-Rama Control
Panel's menu would cause the currently running show to stop immediately, abruptly stopping any
sequences that happened to be playing. This can still be done (by selecting "Disable Shows
Immediately"), but you can now shut down a show gracefully instead (by selecting "Disable Shows
Gracefully").
This will cause the show that happens to be playing (if any) to be put into shutdown mode; any song
that happens to be playing will be allowed to finish, after which the show's Shutdown section will run.
When the Shutdown section finishes, the show will stop, and shows will be disabled.
LOR Control Panel Improvements
Several improvements were made to the Light-O-Rama Control Panel:
The "Current" and "Scheduled" sections of its status window were often mostly redundant (if the
currently playing show was the show that was scheduled to be playing at the current time). The
"Scheduled" section has now been replaced by a "Next" section, which shows what will happen
after the current show.
Those sections would update only after a noticeable delay of several seconds. They now update
in a much more real-time fashion.
Similarly, the first log messages that were displayed would be delayed; they are now real-time.
The Control Panel's light bulb icon in the system tray now is different colors depending upon the
state of the system: If scheduled shows are enabled, it is blue; if they are disabled, but shows on
demand are enabled, it is orange; if shows are disabled entirely, it is red.
Several new log messages were added, hopefully giving a more informative view into what the
Show Player is doing.
Shuffle Mode Options
In previous versions of Light-O-Rama, when the Musical Section of a show was set to shuffle the
sequences instead of playing them in order, any sequence could be randomly chosen to play at any
time. This meant that, for example, the same sequence could play twice (or more) in a row, or
some particular sequence could be played a second time before some other particular sequence
was played even once.
The Show Editor now allows you to control the way that sequences are shuffled: You can choose
whether or not a single sequence is allowed to be played twice in a row, and you can choose
whether or not all sequences must be played once before some sequence is played a second time.
Existing show files will continue to behave in the same manner as they did before (unless and until
you change their settings): a sequence can be repeated back-to-back, and can be played a second
time before all other sequences have been played once.
The default for new shows is exactly the opposite: no sequence will be played twice in a row, and no
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Light-O-Rama v3.1.4
sequence will be played a second time before all sequences have been played once.
Maximum Light-O-Rama Circuit Number Is Now 512
In previous versions of Light-O-Rama, the maximum allowable circuit number for a Light-O-Rama
controller was 256. It is now 512. At the present time, this is primarily useful for controlling DMX
devices.
New iDMX1000 Firmware: Version 1.41
A new version of the firmware for the iDMX1000 has been released (version 1.41). It contains the
following enhancements:
It now has native address support (i.e. there is no longer a need for multiple unit IDs for a
single iDMX1000). The old method of having a single iDMX1000 use multiple unit IDs is still
supported, as "legacy mode". An iDMX1000 will be in native mode or legacy mode depending
upon the unit ID it is set to: If its unit ID ends in a "0" (such as "10", "20", or "30"), it will be in
legacy mode, where it actually uses sixteen unit IDs of sixteen channels each (e.g. setting
the unit ID to 10 will cause it to use unit IDs 10 through 19 and 1A through 1F). If its unit ID
ends in anything other than a zero, it will use only that single unit ID, but it will support all its
channels on that single unit ID.
Previously, only DMX addresses up to 256 were supported. Now, addresses up to 512 are
supported (but only in native mode).
Previously, only 64 "intelligent channels" were supported at a time - i.e. only 64 channels
could simultaneously be doing shimmers, twinkles, and/or fades. Now, 128 intelligent
channels are supported at a time.
New DIO32 Firmware: Version 1.30
A new version of the firmware for the DIO32 motherboard has been released (version 1.30). This
version adds native address support - that is, there is no longer a need to use multiple unit IDs for a
single DIO32; it can now support all channels on a single unit ID.
Please note that in order to take advantage of this new functionality, you will not only have to use
the new firmware, but you will also have to change a jumper on the board which tells it whether to
operate in native mode or legacy mode. Please refer to your DIO32 documentation for details.
New DC-MP3 Firmware: Version 4.10
A new version of the firmware for the DC-MP3 has been released (version 4.10). It contains the
following enhancements and fixes:
Previously, an individual sequence could only last for up to ten minutes. It can now last up to
44 hours.
Previously, only certain manufacturer's SD cards were supported. A much larger variety is
now supported (list to be compiled - although it will more likely be a list of unsupported cards
rather than a list of supported cards).
Support for SD cards with the FAT32 file system was added.
Support for SDHC (high capacity) SD cards was added.
Previously, shows could be set to play every hour or every half hour; they now can also be set
to play every 15 minutes or every 10 minutes.
Digital output (DO) pins 1 through 6 now operate. They react to commands for unit ID F0,
© 2011 Light-O-Rama, Inc.
What's New?
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channels 1 through 6. They only react on the DC-MP3 that is controlling the show; for
example, they will not react on a DC-MP3 controlled via the PC network.
Under some circumstances, shows would start at midnight, without having been scheduled to
do so. This has been fixed.
Bug Fixes
Protection against several possible crashes was added to the Light-O-Rama Control Panel.
Although it is not known if any of these actually caused any crashes, it is known that some
customers have had the Light-O-Rama Control Panel crash.
When disabling shows, or when unloading Light-O-Rama, the LOR Control Panel would hang
frozen for a noticeable amount of time before becoming responsive again (in the case of disabling
shows) or closing (in the case of unloading).
The Light-O-Rama Control Panel's status window would sometimes incorrectly state that the next
show would start at 12:00 AM on Sunday.
Sometimes, lighting commands were quickly repeated back-to-back. This would not cause any
noticeable problems with how the sequence looked, but it did cause a minor increase in network
traffic, or standalone/SD sequence file size.
What's New in Version 2.6.2
Light-O-Rama Diagnostic distributed by installer
Bug fixes
Light-O-Rama Diagnostic Distributed by Installer
The Light-O-Rama Diagnostic is a troubleshooting tool that displays various information about your
Light-O-Rama configuration. It used to be available only as a separate download from lightorama.
com, but now is installed as a standard part of the Light-O-Rama Software Package.
Bug Fixes
On Windows 98 SE machines, running a show of sufficient length would eventually cause an error
message to pop up, saying that an error occurred in "Formhook_aftermessage". Clicking "OK"
would close the error message, but it would soon pop up again, and again and again. If it was left
without clicking "OK" to close it, eventually the show would stop abnormally.
In the Sequence Editor, "Sequence Info", from the "View" menu, would sometimes display the
incorrect directory of the media file associated with a musical sequence.
If a channel was set up to be a subsequence, and the sequence file assigned to it did not exist or
otherwise could not be loaded, then loading of the main sequence would fail when the loading of
the subsequence failed. The result of this was that the main sequence could not be opened, and
so the problem could not be fixed by modifying the subsequence filename associated with the
channel. Now, the main sequence will successfully load, and the missing subsequence will
simply not do anything during play. Note that the Light-O-Rama Verifier will still show this error.
If you set the name of a channel to include an ampersand, then in the Sequence Editor, the name
would be displayed on the channel's button improperly. The ampersand would be missing, and
the character after it would be underlined (indicating that it could be used as a hotkey for that
button).
If the Sequence Editor was used on a computer with multiple monitors, and the cursor was
hovered over a spot on a sequence grid that was on a monitor to the right of the primary monitor,
the tool tip would pop up in the wrong place (on the far right side of the primary monitor).
Hitting the escape key closes most dialogs, but it did not close the Beat Wizard, VU Wizard, or
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Light-O-Rama v3.1.4
Tapper Wizard.
What's New in Version 2.6.0
Undo/redo recording can be disabled
All license levels now use unencrypted save files
Hardware Utility shows version of connected MP3 Director's firmware
New DC-MP3 firmware: Version 3.3
New Servo Dog firmware: Version 1.02
Bug fixes
Undo/Redo Recording Can Be Disabled
Certain very large operations in the Sequence Editor could take a very long time to do. For
example, skewing a track involves changing all of the timings, effects, and loops in the track; in a
large sequence with many channels, this could take a prohibitively long time. Much of the time
spent is actually due to recording the changes so as to later be able to undo and redo them.
For situations like this, undo and redo recording can now be disabled, via the Edit menu. You will
not be able to undo any changes that were made while undo recording was disabled, but the
changes that you make will be made more quickly.
All License Levels Now Use Unencrypted Save Files
In previous versions of Light-O-Rama, when a sequence was saved using either a Basic license or
else the unlicensed Demo version of the software, the sequence file would be encrypted instead of
being saved in plain XML. Now, this encryption is done only for the unlicensed Demo version; a
Basic level license (or any other level license) will cause files to be saved unencrypted.
Hardware Utility Shows Version of Connected MP3 Director's Firmware
Previously, the Hardware Utility's LOR MP3 tab would show whether an MP3 Director was
connected or not. Now, if one is, it additionally shows the MP3 Director's firmware version.
New DC-MP3 Firmware: Version 3.3
Version 3.2 of the DC-MP3 firmware (DC_MP3_V3-3.lhx) adds one new feature and fixes two bugs:
Output number 8, which was previously unused, will now be high (+5 volts) when a show is active,
and zero when no show is active.
When a sequence started playing, in some rare cases the music and the lights would start off
significantly out of sync with each other.
A bug was causing trigger number 6 to interact with trigger number 3 in some cases.
New Servo Dog Firmware: Version 1.02
Version 1.02 of the Servo Dog firmware (ServoDog_V1-02.lhx) fixes a bug where if channels 1 and 8
were in digital output mode, there would be crosstalk causing random results.
Bug Fixes
Certain ways of scrolling through the channel list in the Animator window were not working.
© 2011 Light-O-Rama, Inc.
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Skewing a track would not work if the timing grid currently in use by the track was a fixed timing
grid.
In the Servo Dog Utility, when a channel button was clicked, if another channel button had
previously been selected, there was a chance that the configuration of the channel that was
clicked would be set to the same values as the configuration of the channel that had previously
been selected.
In the Hardware Utility, controllers that were connected via Easy Light Linkers were not showing
up in all cases.
What's New in Version 2.5.6
Bug fixes
Bug Fixes
If a show was scheduled starting on Saturday and ending on Sunday, instead of playing through, it
would continuously shut down and restart. A common symptom of this is that the first sequence
in the show's musical section would play over and over.
What's New in Version 2.5.4
Bug fixes
Bug Fixes
X10 controllers were not successfully being controlled in some situations.
When a sequence was loaded, the zoom level of its waveform display was being set to a default
value, rather than to the zoom level the sequence had been saved with.
What's New in Version 2.5.2
The following changes were made in this version:
LOR Control Panel's status window now displays a log
Support for configuring Cosmic Color Ribbons
Circuit IDs greater than 16 supported
The Light-O-Rama ServoDog Utility
Bug fixes
LOR Control Panel's Status Window Now Displays a Log
The Light-O-Rama Control Panel's status window now displays a log of what is occurring with shows
. For example, it displays messages indicating that a show or a sequence is stopping or starting,
that an error occurred playing a sequence, and that an interactive trigger was detected.
Support for Configuring Cosmic Color Ribbons
The Hardware Utility's Configuration screen now supports configuring Cosmic Color Ribbons.
Circuit IDs Greater than 16 Supported
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Light-O-Rama v3.1.4
In previous versions, the circuit IDs of Light-O-Rama controllers could range from 1 to 16. They now
can range from 1 to 256 instead.
Note that not all Light-O-Rama controllers have more than sixteen circuits, and of those that do, not
all support this new feature yet (instead, they use more than one unit ID, each with sixteen possible
circuit IDs). Currently, the only Light-O-Rama controller that can be set to use more than sixteen
circuit IDs for a single unit ID is the Cosmic Color Ribbon. Support for this feature in some other
controllers is planned for the future, at which time firmware upgrades may be necessary to take
advantage of it.
The Light-O-Rama ServoDog Utility
The Light-O-Rama ServoDog Utility is a new program which can be used to configure Light-O-Rama
ServoDog controllers.
Bug Fixes
If an error opening a comm port occurred when the Hardware Utility was being started, this could
lead to strange errors later, such as the Hardware Utility unexpectedly closing in certain
situations.
If the musical section of a show contained sequences that could not be played due to errors, then
in some situations the first sequence of the musical section of the show might repeat several
times in a row.
On some computers, when a Light-O-Rama program (such as the Sequence Editor) was started,
it would open in Demo mode very frequently, despite having previously been activated (and without
having upgraded to a new version).
In the Sequence Editor, if you clicked the space bar to start play while the mouse button was
down, then when play ended, you would be in "mouse dragging" mode, no matter whether you
subsequently released the mouse button or not.
If you used a countdown in the Tapper Wizard, sometimes the song would not start after the
conclusion of the countdown.
Various problems would occur if you set the default Sequences and Audio directories to be top
level directories of a drive (for example, "C:\Sequences" and "C:\Audio" rather than "C:
\LOR\Sequences" and "C:\LOR\Audio").
In some situations, deleting a track from a sequence would cause the track dropdown list and the
timing grid dropdown list to misbehave.
What's New in Version 2.4.10
The following changes were made in this version:
Exporting/importing channel configuration with tracks improved
Commands sent to Holiday Lights Designer regardless of licensing level
Hardware Utility supports DIO32 servo configuration
Refresh command made quicker
Bug fixes
Exporting/Importing Channel Configuration with Tracks Improved
In previous versions of Light-O-Rama, exporting and importing channel configuration from and to
sequences that have more than one track could lead to strange, and probably undesired, results.
This was due to the interaction between channels that were in more than one track of the sequence
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and channels that were in more than one track of the configuration file. If the positions of such
channels did not match up between the sequence and the configuration file, then the resulting
settings of those channels would be changed in a predictable, but probably undesired, way.
In this version, the method of importing has been altered, so as to give (hopefully) better results:
Unlike in previous versions, the first step to importing channel configuration, before any channels are
actually imported from the configuration file, is now to check the sequence for channels that are in
more than one track. If any such channels are found, then all copies of each channel, except for the
first of each channel, are removed from the sequence.
Next, channels are imported from the configuration file. But unlike in previous versions, if a channel
is in more than one track of the configuration file, instead of overwriting the settings of an existing
channel in the sequence every time the channel is encountered in the configuration file, that is only
done on the first encounter of the channel. Instead, on subsequent encounters of the same channel,
a copy of the appropriate channel from the sequence is inserted into the track at the appropriate
position.
This has two potential side effects to watch out for (although both of these seem minor compared to
the side effects caused in previous versions):
First, if a track in the sequence is composed entirely of channels from previous tracks, and the
channel configuration file has no track in the same position, then all channels will be removed from
that track. Since the track has no channels, it will then be removed from the sequence. However,
note that these channels have not been removed from the sequence - they have only been removed
from the track. They are still in the earlier tracks.
Second, a channel from the sequence with no corresponding channel in the configuration file could
get "pushed down" towards the bottom of the sequence's track, if the channel configuration file
contains channels in that track which are copies of channels from earlier tracks.
Commands Sent to Holiday Lights Designer Regardless of Licensing Level
Different licensing levels can control different numbers of controllers; for example, the Basic level can
control two controllers, while the Advanced level can control an unlimited number of controllers. If a
sequence contains a lighting effect for a controller that the license level cannot control, the effect is
simply not sent to the controller.
In previous versions, this also applied to sending commands to Holiday Lights Designer: lighting
effects could be sent to Holiday Lights Designer only if they could be sent to an actual controller,
based on the license level. Now, lighting effects can always be sent to Holiday Lights Designer,
regardless of the licensing level.
Hardware Utility Supports DIO32 Servo Configuration
The Hardware Utility can now be used to configure the DIO32 for servos.
Refresh Command Made Quicker
The Hardware Utility's Refresh command, used to scan a Light-O-Rama network for controllers, now
works more quickly than it did before.
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Light-O-Rama v3.1.4
Bug Fixes
If a show contains some sequences in a "Magic Toy" interactive group, and a trigger in that group
is triggered, any playing sequences that happen to be from that same interactive group should be,
but were not, stopped, before the newly triggered sequences start.
The Channel Property Grid would allow you to remove the last channel from a track, which would
lead to undesired behavior. It now no longer allows the last channel to be removed from a track.
There must be a channel in every track; Light-O-Rama should prevent you from removing the last
channel from a track. Due to bugs, though, it's possible that the last channel could be removed
from a track; in such a case, if the sequence were saved, it could not thereafter be reloaded. In
this version, the sequence can now be loaded, but any tracks without channels will automatically
be removed from the sequence during the load.
Input triggers would work correctly only for the first eight circuits of a controller. They now work on
the full sixteen.
What's New in Version 2.4.8
The following changes were made in this version:
Tapper Wizard improvements
Animator's twinkle effect made more realistic
Fade Tool Settings and Intensity Tool Settings can be toggled on and off
New keyboard shortcuts for selecting the current tool
Keyboard editing while using the Animator made easier
File saving made safer
Track bar of active track highlighted
Bug fixes
Tapper Wizard Improvements
The Tapper Wizard was improved in several ways:
It now knows about timing grids. You can select an existing grid to use, or create new grids to
use, from within the Tapper Wizard itself.
Inserting timings and inserting lighting effects can now be done independently of each other - you
can do either or both.
You can play a particular part of a song, rather than the whole song. When the Tapper Wizard is
first opened, its play range will automatically be set to the active track's freeform play range, if
there is one, or to its normal play range (such as play full sequence or play visible screen) if not.
You can set the play speed, either to normal speed, half speed, or double speed.
It can be used repeatedly without closing, with or without tapping again. For example, after
applying your taps to the sequence, you could collect a whole new set of taps, or you could apply
your existing taps to the sequence again, in a new way (such as applying them to a different
channel, or with different flash and fade times), all without ever closing the Tapper Wizard.
It supports undo and redo within itself; you do not have to close the Tapper Wizard to undo or redo
its changes.
It no longer relies on helper forms to collect information (such as the length of time that a flash
should take); this information is now set via fields on the Tapper Wizard itself.
The settings that you choose, such as whether to use a countdown, how long that countdown
should be, whether to use the mouse, the keyboard, or both, what kind of effects or timings
should be inserted, and so forth, are remembered, so that you do not have to change them every
time that you enter the Tapper Wizard.
© 2011 Light-O-Rama, Inc.
What's New?
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Animator's Twinkle Effect Made More Realistic
Recent efficiency improvements to the Animator increased the speed it could redraw at. This had
the side effect of making its twinkle effects twinkle too quickly, almost looking like shimmers. The
Animator's twinkle effect has now been slowed back down, to more closely resemble the twinkle
effect on actual lights.
Please note that this change does not affect the way that twinkle behaves on your lights at all; they
will behave exactly as they always have. It only affects how twinkle is represented in the Animator
(which is an approximation, not an exact representation, of how it looks on actual lights).
Fade Tool Settings and Intensity Tool Settings Can Be Toggled On and Off
In previous versions, clicking of the Fade Tool Settings toolbar button would open the Fade Tool
Settings dialog, as would clicking on the Tools menu's Fade Tool Settings item. The only way to
close the dialog was to click on its Windows close button, or to use the escape key. Now, the
toolbar button (or the menu item) can be used as a toggle - clicking it once shows the dialog;
clicking it again hides it.
A similar change was made for the Intensity Tool Settings dialog.
New Keyboard Shortcuts for Selecting the Current Tool
When editing sequences via the keyboard, previous versions would allow you to hit the Enter key to
apply the current tool to the selected area of the sequence. Alternatively, to apply a different tool,
you could hit some other key, specific to that tool; this would leave the current tool the same as it
was. For example, if the current tool was the shimmer tool, you could hit Enter to apply a shimmer,
or "T" to apply a twinkle.
However, the current tool itself could not be selected except via the toolbar, or menu items on the
Tools menu. It can now be selected via the keyboard as well, by using Shift in addition to the
desired effect's normal key. For example, Shift-T will change the current tool to change the current
tool to be the twinkle tool. Note that this leaves the sequence itself untouched (but you can still hit
Enter to apply the current tool to the sequence, or one of the specific keys to apply some other
tool).
Due to this change, certain existing keyboard shortcuts had to be remapped. Specifically, Shift-S,
Shift-T, Shift-I, Shift-U and Shift-D used to change the current custom tool to be a custom shimmer,
twinkle, intensity, fade up, or fade down, respectively. These have been replaced with Ctrl-Shift-S,
Ctrl-Shift-T, Ctrl-Shift-I, Ctrl-Shift-U, and Ctrl-Shift-D, respectively.
Keyboard Editing while Using the Animator Made Easier
When you click on a control in the Animator, after that control's operation has completed, the focus
is now immediately given back to the sequence grid. The effect of this is that you can continue
using the keyboard to edit the sequence without needing to mouse-click on it every time you change
something in the Animator.
File Saving Made Safer
Previously, when the Sequence Editor saved a sequence, it would delete the backup file of that
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Light-O-Rama v3.1.4
sequence, then rename the existing save file to the backup, then write a new version of the save file,
then verify that it could load the new version of the save file. If it could not load the new version, it
would give a warning message saying so, and giving the name of the backup file.
Instead, it now writes the sequence to a temporary file, then verifies that it can load that temporary
file. Only if it can load the temporary file does it then proceed to delete the backup file, rename the
existing save file to the backup, and finally rename the temporary file to the real save file name.
Track Bar of Active Track Highlighted
In the Sequence Editor, the track bar of the currently active track in a sequence is now colored
green, so as to make it easily distinguishable from the other tracks.
Bug Fixes
In the Sequence Editor, if the total time of a track was increased, and that track was currently
using a fixed timing grid, an error message would pop up saying that timings cannot be added to
fixed grids.
If the Windows option "Hide extensions for known file types" was turned on, the New and Open
dialog's "Existing Sequence" tab would not properly display the type of each file.
What's New in Version 2.3.8
This version fixes the following bugs:
In the Sequence Editor, when the mouse was moved to the left of the channel bar, an error
message would sometimes pop up, saying "Invalid centisecond for finding timing", followed by a
negative number. This would always happen when the mouse was dragging, and sometimes
happen otherwise.
On some computers running Windows Vista, installation would fail, giving an error about
Microsoft's MDAC component.
What's New in Version 2.3.6
This version fixes the following bug: Upon upgrade from a previous version of Light-O-Rama, if the
user chose a different directory to store sequence and audio files than was chosen for the previous
version, the post-install process would neglect to copy the files from the old directory to the new
one.
What's New in Version 2.3.4
The following changes were made for Light-O-Rama version 2.3.4:
Timing grids
The Light-O-Rama Verifier
Beat Wizard and VU Wizard improvements
Initial play of sequences sped up
Events straddling the start of a play range are played
New and Open dialog improvements
New musical sequence's initial channels can be based on a channel configuration file
New musical sequence's artist, album, and song names pulled from MP3
Support for normally closed input triggers
© 2011 Light-O-Rama, Inc.
What's New?
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Interactive triggers can be tested in the Hardware Utility
Maximum and minimum intensities read from controller
Extra Information in sequence grid tooltips
Control Panel's status window can be minimized
Fades are smoother in the Animator
Animator CPU utilization improved
Animator redraw throttling configurable
Zooming with the Animator's autosize mode
Bug fixes
Timing Grids
A timing grid is a collection of timings. A sequence can have more than one timing grid, but only
one (per track) is displayed at any given time. You can quickly change which timing grid is
displayed at any time by selecting from the Tracks and Timings toolbar's timings dropdown list.
There are two types of timing grids: fixed timing grids, which have timings at equal distances from
each other, and which cannot have timings added, removed, or moved, and freeform timing grids,
which can have timings anywhere, and which can have timings added, removed, or moved.
Timing grids are intended to better fulfill a role that was fulfilled in previous versions of Light-O-Rama
by tracks: Allowing different sets of timings to be used on the exact same channels.
For example, perhaps you have a song for which you would like some lighting effects sequenced to
the sound of the bass drum, and other lighting effects sequenced to the sound of the lead guitar.
You could simply add timings for both, but this could make it easy to forget which timing is for which
instrument; it could also make the display seem too cluttered with timings.
To solve this problem in previous versions of Light-O-Rama, you could duplicate the track to a new
track, so that you had two different tracks in the sequence, both with the same channels as each
other. The two tracks could use different timings, one track representing the bass drum and the
other representing the lead guitar.
You can still do that in this new version of Light-O-Rama, but you can now instead solve the problem
by using timing grids. Instead of adding a second track, you could add a second timing grid. One
timing grid would represent the bass drum, and the other would represent the lead guitar. You could
quickly switch which timing grid is displayed using the Tracks and Timings toolbar's timings
dropdown list, changing back and forth between drum and guitar as appropriate, all with only a single
track.
The Tracks and Timings toolbar also has a timings button; clicking on it will open a popup menu with
various timings grid-related options, such as adding a new timing grid or deleting an existing one.
When this new version of Light-O-Rama opens a sequence created with a previous version (in which
there was no such thing as a timing grid), it will automatically create one freeform timing grid per
track in the sequence.
The Light-O-Rama Verifier
The new Light-O-Rama Verifier program can be used to check for certain types of problems with
your Light-O-Rama configuration, schedule, shows, and sequences. By using the Verifier, you may
be able to fix these problems before they cause any issues when your show is played.
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Light-O-Rama v3.1.4
Beat Wizard and VU Wizard Improvements
In previous versions, the Beat Wizard and the VU Wizard would always add timings, regardless of
whether they were also adding effects or not. They can now add timings and effects independently
of each other.
Also, when inserting effects, they can now optionally snap them to the timings being used.
Initial Play of Sequences Sped Up
The amount of time that it takes for a sequence to start playing the first time after it is loaded (or
after it is changed or the play range is changed) has been decreased.
Events Straddling the Start of a Play Range Are Played
In the Sequence Editor, if the play range is set to anything other than the full sequence, and an
effect event starts before the play range starts but ends during (or after) the play range, previous
versions of Light-O-Rama would not control the lights based upon that event. Instead, now, the
portion of the event within the play range is sent to the lights (for example, if the event is a fade up
from 0% to 100% from 36 seconds to 38 seconds, and the play range starts at 37 seconds, the
lights will be sent a command to fade up from 50% to 100%).
New and Open Dialog Improvements
Several improvements were made to the Sequence Editor's New and Open dialog:
In previous versions, the dialog was a fixed size, which could not be changed. It can now be resized
or maximized, and will remember its sizing and positioning even after the Sequence Editor is closed
and restarted.
The dialog's Existing Sequence tab used to always show a list of folders and sequences in a single
way. It now has an option to change the view, similarly to Windows Explorer. For example, if the
"Details" view is selected, then in addition to file names, details such as file sizes and modification
dates will be displayed. Clicking on a column header in the "Details" view will sort the files by that
column; clicking on it again will sort in reverse order. The dialog will remember the selected view
and sorting behavior even after the Sequence Editor is closed and restarted.
The Existing Sequence tab now also has a "Search" box. If you type something into this box, only
files with that somewhere in their name will be listed. Wildcard characters (*, ? and #) are supported
in the search box.
The Standard Toolbar's "Open" button would previously always open the dialog to the "Existing
Sequence" tab. It now instead opens it to whichever of "Existing Sequence" or "Recent Sequence"
was most recently used.
New Musical Sequence's Initial Channels Can Be Based on a Channel
Configuration File
When you create a new musical sequence, the New Musical Sequence dialog now lets you base
the initial channels for the sequence off of the contents of a channel configuration file, rather than
simply specifying a number of channels.
© 2011 Light-O-Rama, Inc.
What's New?
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New Musical Sequence's Artist, Album, and Song Names Pulled from MP3
If you create a musical sequence based on an MP3 file, the New Musical Sequence dialog
automatically uses the artist, album and song names from the MP3 itself (if the MP3 is tagged with
this information). You can still change these in the dialog if you wish.
Support for Normally Closed Input Triggers
Previous versions of Light-O-Rama only supported normally open circuits for use as input triggers.
Normally closed circuits are now supported as well, via the Hardware Utility's LOR controller
configuration screen.
You may need to update the firmware of your controller in order to take advantage of this new
feature.
Interactive Triggers Can Be Tested in the Hardware Utility
The Hardware Utility's LOR controller testing screen can now be used to test input triggers from LOR
controllers.
Maximum and Minimum Intensities Read from Controller
The Hardware Utility's LOR controller configuration screen can now read the maximum and minimum
intensity settings of a Light-O-Rama controller from the controller itself.
You may need to update the firmware of your controller in order to take advantage of this new
feature.
Extra Information in Sequence Grid Tooltips
The tooltip displayed in the Sequence Editor when the mouse hovers over a cell in a sequence now
includes more information than before, including details on the effect event being hovered over.
You can configure various settings about the tooltips, such as how long they take to open and how
they close, via the Display Preferences dialog.
Control Panel's Status Window Can Be Minimized
The status window of the Light-O-Rama Control Panel can now be minimized to the Windows task
bar.
Fades Are Smoother in the Animator
The Animator used to display fades in a somewhat jerky manner, only updating the display after the
color of a cell has changed by a fairly significant amount. Depending upon the speed of the fade,
this would lead to fades more as steps through several intensities rather than as actual fades (note
that this only affected the appearance of the Animator, not the appearance of any real lights that you
had hooked up via controllers). Fades should now appear more smoothly in the Animator.
Animator CPU Utilization Improved
Various changes were made to the Animator to decrease the amount of CPU time that it takes to
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display the animation.
Animator Redraw Throttling Configurable
During play, the Animator only redraws the animation every so often, rather than every time that
something changes. This is to try to ensure that it does not use too much CPU time. In the past,
the amount of time between redraws was a certain constant value; now, you can modify it in the
Display Preferences dialog, to try to strike an appropriate balance between CPU usage and
smoothness of display for your individual computer.
Zooming with the Animator's Autosize Mode
When the Animator's controls are hidden, expanding and contracting the Animator's window is
supposed to also automatically resize the drawing area within the window. However, due to certain
sizing requirements, the drawing area can only be certain possible sizes for any given animation.
So, when the window was manually resized by clicking and dragging a side or a corner, the drawing
area would remain the same size, until the window got large enough to hold the next possible size,
at which time the drawing area would "jump" to the new size.
To make this autosizing quicker and easier, the ability to manually resize by dragging a side or a
corner of the window has been replaced by "zoom" buttons on the toolbar, which will immediately
resize the window (and the drawing area) to the next possible size.
Bug Fixes
This release fixes the following issues:
If the same show had been scheduled twice back-to-back, it would have simply continued playing
rather than stopping and restarting.
If a channel was set up to represent a subsequence, changing the subsequence file associated
with the channel would not cause the channel's main sequence to be marked as having unsaved
changes.
If a musical sequence based on a MIDI file was playing in the Sequence Editor, and was paused
or stopped before its natural end, and the sequence had used the MIDI Wizard, then the
Sequence Editor would not send out MIDI commands saying to stop sounds. This caused
whatever notes happened to be playing when the sequence was paused or stopped to continue
playing indefinitely.
If the VU Wizard were used to toggle cells on and off during part of a song, as opposed to the
entire song, it would sometimes get the toggling backwards, turning on cells that should have
been turned off, and vice versa.
If the VU Wizard were used to toggle cells on and off during part of a song, as opposed to the
entire song, it would not necessarily get the state of the first or the last cell in the range correct.
If the VU Wizard were set up such that the entire selected area of the song was below the
specified peak threshold, an error box would appear, saying "Subscript out of range".
If an animation had a background image, and the Animator's controls were hidden, resizing the
window would not necessarily keep the image's proportions as they were.
If the Animator's controls were hidden, resizing the window would only automatically resize the
animation if it had a background image.
The menu items on the Wave Form submenu of the Sequence Editor's View menu would not
become checked until one of them (or the View Waveform button on the Standard Toolbar) was
clicked.
When the Sequence Editor's New and Open dialog is first opened, its dropdown list of folders did
not include all of the immediate child folders of "My Computer".
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In the Hardware Utility's Test Console, clicking the "All Off" or "All On" buttons would move the
intensity sliders appropriately, but would not update the text boxes beneath them to say the new
intensities.
If Windows suspended while the Sequence Editor was open, and a USB adapter was in use for
an LOR comm port, then when Windows resumed, the Sequence Editor would be locked up.
The Hardware Utility would shut down without warning if "Lights Off" or "All Off" were pressed while
the LOR comm port was set to a port number that could not be initialized.
The Hardware Utility would shut down without warning upon trying to initialize an X10 CM-11A
device on a port that had (till that point) been assigned to LOR devices.
What's New in Version 2.1.6
This version fixes the following bugs:
If the waveform display were used with a completely silent audio file, the Sequence Editor would
crash.
If a sequence had a Windows shell command, and it were saved to a different filename than it had
been loaded with, future changes to the Windows shell command in one of the two sequences
would affect the Windows shell command in the other sequence as well.
Shows scheduled by the Simple Show Builder, and run via the PC, would not necessarily end at
their appropriate time.
What's New in Version 2.1.4
This version fixes the following bugs:
In certain situations, adding a sequence to an MP3 Player Showlist would fail, with an error
message saying "Path/File Access error".
Sequences downloaded to an MP3 director would have their final lighting effect cut off prematurely.
The Sequence Editor's New Musical Sequence Preferences dialog would not allow you to change
the default timings to certain values ("MIDI Wizard", "Beat Wizard", and "VU Wizard") if you
opened the dialog via the "New Musical Sequence Preferences" menu item on the Preferences
submenu of the Edit menu.
What's New in Version 2.1.2
The following changes were made for Light-O-Rama version 2.1.2:
Licensing
Custom fade/intensity twinkles and shimmers
Triggered interactive sequences
Show startup options
Windows shell commands
DMX intensity
The New and Open dialog
Keep lights on at end of play
Automatic channel settings for newly created sequences
Events can be dragged with timings
Change in behavior for mouse switching tracks
Animation sequences in the musical section cut off at end of show
"Max Units" in Hardware Utility changed to "Max Unit ID"
Bug fixes
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Licensing
The Light-O-Rama Software Package must now be registered with a valid license in order to unlock
its full potential. There are several different license levels, each with different features available.
Additionally, Light-O-Rama can be run without a license, as a Demo version; the Demo version
cannot be used to actually control lights, though.
Existing customers who have purchased earlier versions of the Light-O-Rama software package are
entitled to a free license of the highest level ("Advanced").
For details about registering and about the features available with the different licenses, please see
Registering Light-O-Rama and Feature Comparison.
Custom Fade/Intensity Twinkles and Shimmers
In previous versions of Light-O-Rama, twinkling or shimmering the lights could only be done at full
intensity. You can now use new custom tools to twinkle or shimmer the lights while fading them up
or down, or at some intensity other than full intensity.
Existing Light-O-Rama controllers may need firmware upgrades to take advantage of this new
feature; if a custom twinkle or shimmer is sent to a controller without the upgrade, it will react as if it
were a "regular" twinkle or shimmer - i.e. it will twinkle or shimmer at full intensity.
Triggered Interactive Sequences
In addition to being able to control lights, some Light-O-Rama controllers can now act as input
triggers. This allows sequences to be played on demand during a show - for example, your display
may have a group of buttons that people can press, each of which will cause a different song to be
played.
For details, please see the help file page "Interactive Groups".
Show Startup Options
In previous versions of Light-O-Rama, the sequences in a show would start playing immediately at
the show's scheduled start time. There is now more flexibility with regards to this; for example, you
could hook a big red button labeled "Start the Show" up to one of your Light-O-Rama controllers,
and the show will not be started until that button is pushed.
For details, please see "Show Startup Options".
Windows Shell Commands
Your sequences can now be configured so that, whenever one is played, Light-O-Rama will execute
any arbitrary Windows command that you associate with that sequence.
An example of how this might be useful: If you broadcast the songs playing during your show over
the radio, and have hardware allowing you to broadcast RDS ("Radio Data System") information, you
can now set your sequences up so that, whenever one is played, Light-O-Rama will tell Windows to
tell your RDS program to broadcast the name of the song for that sequence.
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For details, please see the help file page "Windows Shell Commands".
DMX Intensity
A new effect, "DMX Intensity", has been added. This can be used to specify 256 possible
intensities (from 0 to 255), rather than the regular 101 possible intensities (from 0 to 100). This is
useful for DMX devices, which can take up to 256 possible intensities.
Note: The DMX intensity tool is not available by default in the Sequence Editor - for example, by
default, no toolbar button will be displayed for it. To enable the tool, select "Allow DMX Editing" from
the DMX Preferences menu.
The New and Open Dialog
The Sequence Editor's new "New and Open dialog" allows you to create a new sequence, or open
an existing one. This dialog is opened by default when the Sequence Editor starts up (although this
behavior can be suppressed), and also when something like "New" or "Open" is selected from the
File menu or the Standard toolbar.
Keep Lights On at End of Play
For most sections in a show, you can now use the Show Editor to specify whether or not sequences
in that section will automatically turn their lights off when they end playing.
There are two exceptions: First, the Background section does not allow this setting. Second, the
Interactive section allows you to control this for each interactive group individually, rather than for the
section as a whole.
Automatic Channel Settings for Newly Created Sequences
When creating a new musical sequence or new animation sequence, you now have the option to
automatically configure the channels in the new sequence to use standard Light-O-Rama controllers
. The first channel will be set up to use Light-O-Rama unit 1 circuit 1, the next unit 1 circuit 2, and
so forth, then on to unit 2, and so forth. All such channels will be configured to use the regular LOR
network.
Events Can Be Dragged with Timings
When a timing is dragged in the Sequence Editor, to change the time it is at, there is now an option
to also drag any effect events that start or end at that timing along with it.
This option is controlled via the Edit menu's "Drag Events with Timings" checkbox.
Change in Behavior for Mouse Switching Tracks
Switching to another track via the mouse in the Sequence Editor now causes the selected area for
that track to be set to the cell that was clicked, even if that cell is within what used to be the
selected area for that track. In particular, if a tool other than "Select" is enabled, that tool will be
applied to the new selection, not the old one.
Animation Sequences in Musical Section Cut Off at End of Show
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In previous versions, when a show reached its scheduled end, if a sequence from the musical
section of the show happened to be playing, that sequence would continue playing to its natural end
before the shutdown section of the show would begin. Now, that is only the case for musical
sequences; if the sequence is an animation sequence, it will abruptly stop at the scheduled end of
show, regardless of the fact that it is in the musical section of the show.
"Max Units" in Hardware Utility Changed to "Max Unit ID"
When the Hardware Utility is asked to automatically detect units, it must individually search for each
possible unit ID. This may take some time to do. To speed this up, the Hardware Utility allowed
you to specify a maximum number of units to search for, in a box labelled "Max Units". For
example, if you set "Max Units" to "3", the Hardware Utility would search for a controller with unit ID
01, another with unit ID 02, and a third with unit ID 03. It would not check for any unit IDs past 03.
However, this often led to the following confusion:
Unit IDs are given in hexadecimal notation. So, for example, the next unit ID after 09 is not 10, but
0A. That is followed by 0B, 0C, 0D, 0E, and 0F, and only then does 10 come. So, if a person's
highest unit ID was 10, they might be mislead to thinking that they should input "10" into "Max
Units". But "Max Units" was merely a count, not an ID, meaning that the Hardware Utility would
only search for the first ten possible unit IDs, i.e. 01 through 09 and 0A. Therefore, unit 10 would not
be found (as it is actually the sixteenth possible unit ID).
To get rid of this common source of confusion, "Max Units" was changed to "Max Unit ID". So now,
for example, entering "10" will search for unit IDs 01 through 09, unit IDs 0A through 0F, and unit ID
10.
Bug Fixes
This release fixes the following issues:
If the Play Again button on the Standard Toolbar of the Sequence Editor were hit quickly two
times in succession, an error message box would appear.
If the "turn a channel on and off" feature of the VU Wizard were used on only part of a musical
sequence, it would correctly turn the channel on and off in that part, but would additionally turn
everything in the channel past that part off.
In certain situations, when scrolling through tracks in the Sequence Editor, the track bar for some
tracks would not be displayed, and instead part of the previously displayed channel grid would be
displayed where the track bar should have been.
If certain Light-O-Rama entries in the Windows registry were mistakenly deleted (for example, by
a third-party registry cleaning program), and a musical sequence were modified and saved, the
name of the sequence's media file would not be saved along with it, and you would be unable to
modify the sequence again to tell it the name of the media file. This effectively means that the
musical sequence would be "transformed" into an animation sequence. This no longer occurs.
Note, though, that Light-O-Rama still might not be able to play the sequence, as those registry
entries tell it where to look for media files. But after the issue with registry is corrected, Light-ORama will now play those musical sequences as normal.
If a sequence had a channel that was set up to be a Light-O-Rama controller, but did not have its
unit ID set, that sequence would not play in the Show Player.
Removing a channel that was in more than one track from a track would not cause the sequence
to be marked as having unsaved changes.
If paste by cell is enabled, and effect events copied from a larger cell are pasted to a smaller cell,
those events are "shrunk" to fit into the smaller cell. If such an event had to be shrunk to less
than a centisecond in length, pasting would fail, giving an error message "Start time cannot be
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less than end time". Now, events shrunk to less than a centisecond are simply skipped when
pasting.
When creating an SD card for an MP3 Director, a valid COM port is no longer required.
Some machines were having problems downloading standalone sequences to controllers. The
reliability of downloading has now been improved.
When setting a unit ID via the Hardware Utility, the dropdown boxes allowing you to select a unit
ID only show unit IDs from 01 up to the unit ID specified in the Hardware Utility's "Max Unit ID"
setting. Previously, though, changing "Max Unit ID" would not change the values listed in the
dropdown boxes, until the Hardware Utility was closed and then restarted. Now, the new values
will be available immediately, without needing to close and restart.
What's New in Version 2.0.16
The following changes were made for Light-O-Rama version 2.0.16:
Simple Show Builder updated
Bug fixes
Simple Show Builder Updated
Previous releases of Light-O-Rama version 2 included the same Simple Show Builder as was used
in Light-O-Rama version 1. It therefore could not be used with sequences that were created using
the version 2 Sequence Editor.
Simple Show Builder has now been updated so that it can be used with sequences that were
created using either version 1 or version 2.
Bug Fixes
This release fixes the following issues:
Various tools such as the Beat Wizard, VU Wizard, and Waveform Display had problems with
certain audio files, resulting in an error message saying "Can't init conversion" appearing, after
which these tools would be unusable with those files. This release fixes this issue (at least in the
known situations that it happened in).
The Beat Wizard would crash when used with certain audio files on some customers' machines.
If either "Close All Files" or "Close All Files Except This" was used, and one of the sequences
being closed had its Animator window open, an error message would pop up saying "Error
Loading Animation Form".
What's New in Version 2.0.14
The following changes were made for Light-O-Rama version 2.0.14:
New play ranges
Freeform play mode
Space Bar to play; enter to apply tool
Subdividing cells
Skewing tracks
Waveform height
Waveform display modes
Waveform colors
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Bug fixes
New Play Ranges
Two new play ranges have been added to the Sequence Editor: "From Selection" plays from the
start of the selection to the end of the sequence, and "To Selection" plays from the start of the
sequence to the end of the selection.
Freeform Play Mode
You can now use the keyboard to select an arbitrary time range for future playing. Please see "
Freeform Play Mode" for details.
Space Bar To Play; Enter To Apply Tool
In the Sequence Editor, the space bar can now be used to start a sequence playing, and then to
stop it. If a freeform play range has been selected, that range will be played; otherwise, play will be
in "from selection" mode - that is, it will start at the start of the current selection, and go until the
end of the sequence. This can be used to effectively pause and unpause play.
In previous versions of Light-O-Rama, the space bar was used to apply the current effect tool to the
selected cells. That is now done using the enter key instead.
Subdividing Cells
The Sequence Editor can now subdivide the selected cell or cells into a new number of cells (which
you select). Each cell is subdivided into the specified number of cells, and all of the new cells within
any particular old cell will be of the same length (or as close to the same length as possible).
For example, if you select two cells, the first from 3 seconds to 7 seconds, and the second from 7
seconds to 7.5 seconds, and ask the Sequence Editor to subdivide them into two cells each, you
will wind up with four cells: From 3 to 5, from 5 to 7, from 7 to 7.25, and from 7.25 to 7.5.
This can be done via "Subdivide Timings" on the Timings submenu of the Edit menu, or via "
Subdivide Timings" on the right-click context menu.
Skewing Tracks
The Edit menu of the Sequence Editor now has a new menu item, "Skew Track". This lets you
move all of a track's events, timings, and loops by a specified amount of time, either to the left (i.e.
earlier in time) or to the right (i.e. later in time).
Waveform Height
In previous versions of Light-O-Rama, the waveform of a musical sequence was either displayed or
not. Now, if it is displayed, it can be displayed at two different heights: full height and half height.
Full height is the same as the height that was used in previous versions of Light-O-Rama.
Half height and full height (and "off") can be selected from the Wave Form submenu of the View
menu.
Waveform Display Modes
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The waveform of a musical sequence can now be displayed in three different ways: "full mode",
showing zero volume at the center and loud volumes above and below it; "fold mode", showing zero
at the bottom and folding the two halves of full mode onto the top; "top mode", showing zero at the
bottom and the top half of full mode above it. "Full mode" is the same as the way the waveform was
always displayed in previous versions of Light-O-Rama.
To set the display mode, right-click on the waveform, and select the desired mode from the listed
choices in the popup menu.
Waveform Colors
The colors used to display the waveform of a musical sequence are now configurable. To choose
new colors, right-click on the waveform, and select "Change Colors" from the popup menu.
Bug Fixes
This release fixes the following issues:
In the Channel Property Grid, if a channel was set up with a device type but no unit number and/or
circuit number, it might later be displayed (in both the Channel Property Grid and the Channel
Settings dialog) as if it had a unit number and/or circuit number set (although it still did not).
When printing from the Channel Property Grid, unit numbers of some Light-O-Rama controllers
would be mislabelled, as would device types of certain non-Light-O-Rama controllers.
If a sequence was changed, but not yet saved, and "Revert to Saved" was selected from the File
menu, the sequence would be properly reloaded, but could not be played again until it was closed
and reopened.
Several dialog windows had a problem where, if the dialog was closed by hitting the enter key
rather than by clicking the OK button, changes to the last field modified might not be acted upon.
If a channel was in two or more tracks, and had a shimmer effect, the effect would not be
displayed properly in the Animator.
If a sequence was playing in the Sequence Editor, and some other sequence was not playing but
had its Animator open, clicking on that Animator's play button would set off a string of errors.
Now, instead, it simply does not start play (while the other sequence is playing).
A problem with undoing and redoing changes in sequences with loops was fixed.
Highlight Current Event on the Play menu is supposed to control whether or not the current event
is displayed with a thick border (as if it were the selection) during play. It did so, but it also
mistakenly controlled whether the selection was displayed or not while play was not happening.
If a musical sequence's media file did not have its "Ready for Archiving" flag turned on (in the file's
properties in Windows Explorer), the Sequence Editor would not play the sequence, complaining
that the media file could not be found.
If the Sequence Editor played a musical sequence at quarter, half, double or quadruple speed, and
the directory its media file was in contained a period in its name, sometimes the wrong media file
would be played.
What's New in Version 2.0.12
This release fixes the following issues:
A show would pause indefinitely if the Show Player was asked to play a musical sequence whose
media file was missing.
Musical sequences played during the startup and shutdown sections of a show would control the
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lights, but would not play audio.
Commands for X10 channels were often getting lost.
What's New in Version 2.0.8
This release contains the following bug fixes:
The Tapper Wizard's dropdown list allowing you to select the track to use did not work properly,
leading to the taps being put into whatever track had been selected at the time that the Tapper
Wizard was opened, rather than into the one that was selected in the list.
The VU Wizard's option to operate on only a portion of the song, as opposed to the entire song,
did not work properly.
Importing channel configuration into a sequence did not mark that sequence as having unsaved
changes.
Communication with the controllers is kept alive during the loading of sequences. This is to fix an
issue where, after the loading of a large sequence, the PC would have to resynchronize with the
controllers due to communication having been paused. This resynchronization could have taken
some time, causing strange effects immediately after synchronization.
If an error occurs while communicating with the controllers, Light-O-Rama tries to reestablish
communications, in the hopes that the error was merely a temporary glitch. However, for certain
types of errors, it would not try to do so, leading to the communications being permanently down.
What's New in Version 2.0.4
Version 2.0.4 fixes a bug where X10 channels were not being controlled during shows.
What's New in Version 2.0.0
The following new features, changes, and fixes have been made for Light-O-Rama version 2.0.0:
Tracks
Sequence-in-sequence play
Background and foreground effects
Universal undo and redo
Channel positioning
Mouse scroll wheel support
Pasting timings between sequences
Video playback
Intensity and fade presets
The Beat Wizard
The VU Wizard
Recording of individual instruments in the MIDI Wizard
Multiple Light-O-Rama networks
More media support
Animator background image
The Channel Property Grid
Pasting effects: by time or by cell
Holiday Lights Designer support
XML sequence files
Microsoft Windows Vista support
Animator window CPU usage decreased
Animator's maximum rows and columns increased
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Sequence Editor's keyboard support improved
New look for the shimmer effect
Channel settings form directly accessible via the channel's button
Bug fixes and internal improvements
Tracks
Previously, a sequence was composed of channels, loops, and timings. Now, instead, a sequence
is composed of tracks. Tracks, in turn, have channels, loops, and timings.
Two tracks in the same sequence can have different channels, or they can share channels with each
other. They have different sets of loops and timings than each other. In an animation sequence,
tracks can be of different lengths than each other.
Tw o tracks, w ith the sam e channels, in one sequence
A brief example of how this may be useful:
In a musical sequence, you may want to have some timings representing a bass drum, other
timings representing a guitar, and yet another representing something totally unrelated to the song.
Before tracks, in Light-O-Rama version 1, you could add all of these timings to your sequence, but it
might be difficult to remember, while building the sequence, which timings were for which purpose.
The more unrelated timings that you added to the sequence, the more confusing the sequence as a
whole would become.
Now in Light-O-Rama version 2, instead, you can build a single sequence with multiple separate
tracks, each with only one of those sets of timings, making each set of timings cleaner and simpler
to understand. Plus, you can share channels between two or more tracks, have different channels
in different tracks, or both.
Sequences are initially created with a single track. Another track can be added via the Edit menu's
"Add New Track" or "Duplicate Track" items (the latter of which will share all channels in the current
track with the new track), or via new items on the channel buttons' popup menus ("Copy to New
Track" and "Move to New Track").
To share an individual channel between multiple tracks, do not simply set two different channels to
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use the same unit number, circuit number, et cetera, as this will likely have unexpected and
undesired results. Instead, use the "Copy to New Track" or "Copy to Track Number ..." function on
the channel's popup menu:
Share a channel w ith another track by copying it to the other track
If a sequence has more than one track, the tracks are separated in the display by a track bar,
labelled (for example) "Track 1" or "Track 2". If the track has been given a name, it will also be
displayed here (for example, "Track 2: Front Yard Mini-trees"). Clicking on this bar gives a popup
menu containing various track-related items:
Click on a track bar for various track-related m enu item s
Sequence-in-Sequence Play
A channel in a sequence can now be set to represent another sequence (rather than representing a
physical circuit), known as a "subsequence". This is done in the Channel Settings dialog, by
changing the "Device Type" to "Sequence" (rather than to "Light-O-Rama Controller", "Digital IO
Card", or so forth), and choosing the filename of the sequence in the "Sequence" box:
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Channel settings for sequence-in-sequence play
A subsequence will play only when the channel that it is a subsequence of is turned on, and will
continue playing as long as the channel is on. If the channel is turned off and then turned back on,
the subsequence will start over from its beginning.
TIP: Don't try to control the same physical circuit with both a channel in a subsequence and a
channel in the main sequence. Doing so will probably cause unexpected results, as the two
channels will vie for control of the circuit.
Background and Foreground Effects
Turning on background effects or foreground effects in the Sequence Editor will affect the behavior of
tools (such as "Fade Up", "Twinkle", "Set Intensity", et cetera) in the following manner:
If "Background Effects" has been turned on, the tool only applies to those selected cells that are
completely off (that is, at intensity zero for their entire duration).
If "Foreground Effects" has been turned on, the tool only applies to those selected cells that are not
completely off.
Some examples:
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Before a background fade up
After a background fade up
Before a foreground fade up
After a foreground fade up
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Universal Undo and Redo
The Sequence Editor's undo and redo used to only work for the effect tools (such as "on", "off", "fade
up", "twinkle", and so forth). You can now undo and redo a much wider variety of things - adding
channels, moving timings, changing loops, drawing in the Animator, and many others.
Exam ples of things that can be undone and redone
Channel Positioning
Channels can now be moved up and down in the Sequence Editor. There are two ways to do this:
First, the channel buttons' right-click popup menu now includes "Move Up" and "Move Down", which
will move the channel by one spot. Second, a channel button can now be mouse dragged to a new
position.
Mouse Scroll Wheel Support
The mouse scroll wheel now works in the Sequence Editor. Scrolling with the wheel causes the
displayed channels in the active sequence to scroll.
Pasting Timings between Sequences
Previously, timing ranges copied from a sequence could only be pasted into that same sequence.
Now, a timing range copied from one sequence can be pasted into a different sequence.
Video Playback
The Show Player and the Sequence Editor can now use video files (in addition to the previously
available audio files) to create sequences. The video output can be displayed during play.
In the Sequence Editor's Edit/Preferences menu, there is now a new item called "Video Preferences
", which gives control over how video files will be used (both in the Sequence Editor and during
scheduled shows):
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Light-O-Rama v3.1.4
Edit/Video Preferences
These options can also be temporarily changed in the Sequence Editor via the View/Video menu.
However, changes made this way will only affect the Sequence Editor (not the Show Player), and
will only last during the current use of the Sequence Editor - that is, the next time that the Sequence
Editor is started, the video preferences as set in "Edit/Preferences/Video Preferences will be used
again).
View /Video
Intensity and Fade Presets
The Sequence Editor's Set Intensity, Fade Up and Fade Down tools now have ten preset values (or
ranges). The old "Tool Options" dialog was replaced with the Fade Tool Settings and Intensity Tool
Settings dialogs to set these presets:
Intensity Settings, w ith 70% selected
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Fade Settings, w ith fade up 50-75% and fade dow n 100-0% selected
The Sequence Editor comes with default preset values (such as 10%, 20%, and so forth) build in; if
you want to change any of the presets, you can do so by clicking the settings tool's "EDIT" button:
Changing an intensity preset to 37%
The preset has now been changed to 37%
The values of the presets for both intensities and fades can also automatically be set using Load
Intensities and Fades from Current Sequence, of the Tools menu. This will figure out the most
commonly used percentages for both intensities and fades existing in the current sequence, and set
the preset values to them.
The Beat Wizard
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The Sequence Editor's new Beat Wizard can be used to automatically analyze a song to try to
determine its beat, and to populate a musical sequence with timings or effects based upon that
beat. The Beat Wizard can be found in the Sequence Editor's Tools menu. It is also available as
one of the options for creating a new musical sequence, and for creating a new track.
The Beat Wizard
The VU Wizard
The Sequence Editor's new VU Wizard is a VU meter-like tool that can be used to automatically
populate a musical sequence based upon peaks in the audio. The VU Wizard can be found in the
Sequence Editor's Tools menu, and is also available as one of the options for creating a new
musical sequence, and for creating a new track.
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The VU Wizard
Recording of Individual Instruments in the MIDI Wizard
The MIDI Wizard can now automatically create lighting effects for a musical sequence based on the
notes played by individual instruments in a MIDI file.
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The MIDI Wizard's can autom atically create lighting effects based on the notes played in a MIDI file
Multiple Light-O-Rama Networks
Previously, only a single COM port could be used for Light-O-Rama controllers. Now, up to four
Light-O-Rama networks can be used simultaneously on the same computer, on different COM ports.
The same unit and circuit number can be used on multiple networks simultaneously and
independently, with different effects happening on the different networks.
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Up to four different netw orks can be used for LOR controllers
More Media Support
Various new media file types (including Windows Media Files and certain types of videos) are now
supported for musical sequences.
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Various supported m edia types
Animator Background Image
A sequence's animation can now be set up to have a background image, such as a picture of a
house on which Christmas lights are to be placed.
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The Anim ator, w ith a background im age
The Channel Property Grid
The Sequence Editor's new Channel Property Grid is a window showing information about all of the
channels in a sequence (their color, device type, unit number, et cetera), and allowing changes to
those properties in a (hopefully) convenient manner. This can be accessed via the Sequence
Editor's Tools menu.
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The Channel Property Grid
Pasting Effects: By Time or By Cell
When pasting effects in the Sequence Editor, you can now choose to insert the events into the
destination based upon either the length of the copied events or else the relative lengths of the
copied and destination cells.
For example, consider timings at 0 seconds, 1 second, and 2 seconds. Between 0 and 1 is a fade
up, and between 1 and 2 is a fade down:
Events to be copied
These events will be copied, and pasted to the time starting at 5 seconds. There are timings at 5
seconds, 7 seconds, and 7.5 seconds:
Where they w ill be pasted to
If "Paste by Cell" is selected, then there will be a fade up from 5 to 7, and a fade down from 7 to 7.5
(this is the same way that pasting always behaved in version 1 of Light-O-Rama):
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After pasting by cell
If "Paste by Time" is selected, then there will be a fade up from 5 to 6, and a fade down from 6 to 7.
The timings at 7 and 7.5 are ignored; only the original lengths of the events are used:
After pasting by tim e
You can switch between these two modes by selecting "Set Paste Mode" in the Sequence Editor's
Edit menu.
Holiday Lights Designer
Support
Light-O-Rama can now interact with Holiday Lights Designer , a third-party application by
Holidaysoft .
Holiday Lights Designer can be used to virtually place lights and decorations on images of your
home or business, and Light-O-Rama can now send Holiday Lights Designer commands during
play to make those virtual lights behave as your real lights would during a show.
To send commands to Holiday Lights Designer , first set the Holiday Lights Designer Preferences
in the Sequence Editor under the Edit menu. After this is done, commands can be sent from the
Sequence Editor by turning on "Control Holiday Lights Designer" in the Play menu, or from the Show
Player by selecting "Holiday Lights Designer On" in the Light-O-Rama Control Panel.
Version 4.0 or above of Holiday Lights Designer
interaction.
is required to take advantage of Light-O-Rama
For more information about Holiday Lights Designer , please see the Holidaysoft website.
XML Sequence Files
Sequence files (and channel configuration files) are now saved as XML files. LOR 2 understands
both these new sequence files and the old LOR 1 style sequence files.
If an LOR 1 file is modified and saved by LOR 2, it is automatically updated to the new LOR 2 style.
This means that LOR 1 will no longer understand the updated file. However, to be safe, a copy of
the original LOR 1 save file is automatically created, and labelled as an LOR 1 file. For example, if
the LOR 1 sequence file "lights.las" is converted to an LOR 2 file, then a copy of the original LOR 1
file will be created, named "lights.las.v1.bak".
Microsoft Windows Vista Support
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Various changes were made to better support Light-O-Rama on the Microsoft Windows Vista
operating system.
Animator Window CPU Usage Decreased
The Sequence Editor's Animator window now uses significantly less CPU during play than it used
to.
Animator's Maximum Rows and Columns Increased
The Animator window now supports up to two hundred rows and columns:
Anim ation w ith 200 row s and 200 colum ns
Sequence Editor's Keyboard Support Improved
Several changes were made to make using the keyboard easier in the Sequence Editor. For
example:
The "enter" key now chooses the "OK" button on most forms;
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The "escape" key now chooses the "Cancel" button on most forms;
The "tab" key circulates between controls in a more sane order;
Many Alt-key shortcuts were added to various forms;
The various menus were reorganized so as to cause less conflict among their various items'
shortcut hotkeys.
New Look for the Shimmer Effect
The shimmer effect is now drawn (in the Sequence Editor) using diagonal lines, instead of the
previous vertical lines. This will hopefully make them stand out more against the background of
vertical lines which represent timings.
Note that this change is simply for display of the sequence in the Sequence Editor; the actual
appearance of the shimmer effect on controlled lights is unaffected by this.
Som e channels w ith shim m er effects
Channel Settings Form Directly Accessible via the Channel's Button
In the Sequence Editor, left-clicking and right-clicking on a channel button used to both bring up a
context menu of channel-related functions (such as adding, deleting, and moving channels). Rightclicking still does that, but left-clicking now brings up the channel's settings form instead:
The Channel Settings form
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Bug Fixes and Internal Improvements
Several bug fixes have been made, including but not limited to the following:
If a show includes a musical cleanup sequence, it is supposed to be played after each song.
Instead, it was being played only at the end of the show, just before the first shutdown
sequence.
Some musical sequences, when played in the Sequence Editor, would reach the end of their
audio file, but would not cause the Sequence Editor to exit from play mode.
Certain audio files would not play their audio.
The Sequence Editor incorrectly determined the total length of certain audio files.
When a musical sequence was played in the Sequence Editor using the "Visible Screen" play
range, the display would sometimes jump to an adjacent portion of the sequence, rather than
remaining on the initially visible portion of the sequence.
Attempting to delete the first timing in a sequence (at time zero) would cause the Sequence
Editor to crash.
Attempting to resize multiple timings (simultaneously) using the Sequence Editor's "Resize
Timings to ..." function (on the right-click popup menu) would cause the Sequence Editor to
crash if the sequence happened to be more than 5:27.67 long.
When the Sequence Editor displayed fades using gradual changes in colors (as opposed to
when it displayed them using ramps), it would sometimes draw the end of a fade event past
where it should have been.
The Tapper Wizard's option to not use a countdown before the song begins did not work.
When a sequence was playing at a speed other than the normal speed (for example, through
the "Play Speed" menu item in the Sequence Editor, or due to a loop that was set up to
increase or decrease speed each time through), if a fade up or a fade down was done, the
lights would not properly take the speed of the sequence into account when determining how
quickly to fade. For example, a fade up from 0 to 100% that normally takes one second,
played at half speed, should fade up from 0 to 100% in two seconds. Instead, it would fade
up from 0 to 100% in the first second, and then remain at 100% for the entire second second.
When the Cleanup or Delay portion of a show was modified in the Show Editor, the Save
button would not become enabled.
The Sequence Editor's audio waveform display (and its positioning line) did not exactly match
up with the time of the rest of the display. This was especially noticeable at very high zoom
levels.
When moving a timing in a sequence by clicking and dragging it in the Sequence Editor,
sometimes the timing before the selected one would be moved.
When a musical sequence was opened in the Sequence Editor, and the "View Wave Form by
Default" option was selected, if the sequence's audio file no longer existed (or otherwise could
not be opened), the Sequence Editor would crash.
If a musical sequence was played in the Sequence Editor, and the sequence's audio file no
longer existed (or otherwise could not be opened), nothing would appear to happen. The
Sequence Editor now instead shows an error message box describing the problem.
Various internal improvements have been made as well.
What's New in Version 1.5.0
The following new features, changes, and fixes have been made for Light-O-Rama version 1.5.0:
Tapper Wizard Behavior Change
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Channel Deletion Fix
Channel Button Feedback during Loops Fixed
Animator Fix
Tapper Wizard Behavior Change
When the Tapper Wizard's "toggle" and "snap to existing events" options are used together, both
the beginning time and the end time of each toggle are snapped to existing events. This causes the
combination to behave in a way that is probably more similar to what most people would expect.
Channel Deletion Fix
Various problems occurred when the last channel in a sequence was deleted. These have been
fixed.
Channel Button Feedback during Loops Fixed
When the Sequence Editor was used to play a sequence with a loop, and the end of the loop was
reached, just before going back to the beginning of the loop, the channel buttons' color displays
would sometimes briefly act upon the event just after the loop. This has been fixed. Note that it did
not affect the actual display of lights; it only affected the display within the Sequence Editor itself.
Animator Fix
If the Animator was sized so that scroll bars were necessary, the "draw" and "erase" functions
would act upon the wrong cells. This has been fixed.
What's New in Version 1.4.0
Time Scale
Copy and Paste Timings
Animation Saved in Channel Configuration Export
Right-Click in Animator Now Erases
Duration in Status Bar
Play Again
Several Zoom Improvements
Delete Selected Events
Animator Efficiency
Manual Stop Stays in Position
Program's Main Window Remembers Its Position
Bug Fixes and Internal Improvements
Time Scale
In the Sequence Editor, at the top of each sequence, a time scale is optionally displayed. Also,
during play, the button to the left of this scale now displays the current time offset.
Whether the time scale is displayed or not for any particular sequence can be controlled via the
View menu, or via a button on the toolbar. It can be turned on or off by default using the Display
Preferences dialog on the Edit menu.
Copy and Paste Timings
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In the Sequence Editor, you can now copy and paste timings - that is, make new cells having the
same duration and relative positions as some existing timings.
To copy a set of timings, select the range of cells that you want to copy, and then copy them in one
of three ways:
Select "Copy Timing" from the Edit menu;
Select "Copy Timing" from the right-click context menu;
Using the keyboard, hold the "Shift" key and simultaneously hit the "Delete" (or "Del") key.
Once these timings are copied, you can paste them in one of several ways:
Via the right-click context menu:
"Paste timing at (the centisecond that was right-clicked)";
"Paste timing at ...", which brings up a dialog box asking the centisecond to paste to
(defaulting to the centisecond that was right-clicked");
"Paste timing multiple", which is similar, but also asks how many times you would like to
paste the timings consecutively, or if you wish to keep pasting them all the way to the
end of the file.
Via the Edit menu, using "Paste Timing". This is the same as the right-click menu's "Paste
timing multiple", except that the starting centisecond defaults to the start of the current
selection, rather than the right-clicked centisecond.
Using the keyboard, hold the "Shift" key and simultaneously hit the "Insert" (or "Ins") key.
This is the same as "Paste Timing" from the Edit menu.
Animation Saved in Channel Configuration Export
When a sequence's channel configuration is saved (using "Export Channel Configuration" from the
Edit menu of the Sequence Editor), the sequence's animation is saved along with it. When the
channel configuration is later imported into another sequence (using "Import Channel Configuration"
from the same menu), the user is given the option to import the animation as well.
Right-Click in Animator Now Erases
The right mouse button can now be used to erase cells in the Animator.
Duration in Status Bar
The status bar along the bottom of the Sequence Editor now shows not only the total time and
selected time range, but also the duration of the selected time range.
Play Again
You can now tell the Sequence Editor to "play again". This causes it to play the last thing that you
asked it to play, regardless of the current play settings. For example, if you choose a certain time
range, with the play range set to "Selection", the Sequence Editor will play that selection. After play
ends, you may fix some problem that you noticed, which causes the selected time range to change.
If you wanted to play the same time range again, previously, you would have to re-select that time
range. Now, you can instead simply hit "Play Again".
There are two ways to do this: Via the "Play Again" item of the Play menu, and via a new toolbar
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button.
Several Zoom Improvements
Several zoom improvements have been made in the Sequence Editor:
The "Zoom In" and "Zoom Out" buttons on the toolbar have been replaced by individual
buttons for "Zoom Channels In", "Zoom Channels Out", "Zoom Time In", and "Zoom Time
Out".
Preferred zoom settings can now be saved or restored via the Zoom Preferences dialog on
the Edit menu. The saved zoom preferences are used by default when opening or creating
new sequences.
Keyboard shortcuts now exist to zoom in various directions: Alt-Up and Alt-Down to zoom
channels in and out, and Alt-Left and Alt-Right to zoom time in and out. Also, Alt-Page-Up
and Alt-Page-Down to go to the minimum or maximum channel zoom settings, and Alt-Home
and Alt-End for the minimum and maximum time zoom settings.
Delete Selected Timings
In the Sequence Editor, several timings can now be deleted at once, by selecting a range of timings
and choosing "Delete Selected Timings" from the right-click context menu.
Animator Efficiency
The Animator has been made more efficient, using less CPU during play. This improves the
jerkiness that was seen on some machines during play while the Animator window was open.
Manual Stop Stays in Position
When you manually stop play of a sequence (as opposed to letting it stop by reaching its natural
end), the Sequence Editor now continues to display the screen that was being displayed when play
was stopped.
Program's Main Window Remembers Its Position
When you start the Sequence Editor, its main window is now opened in the same position that it
was in the last time it was closed.
Bug Fixes, Internal Improvements
Several bug fixes and internal improvements have been made.
3
Feature Comparison
The Light-O-Rama software package must be registered, with a valid license, in order to be used to its
full potential. Each license contains two separate types of license levels: the main license level and the
SuperStar license level.
The main license level covers all of the Light-O-Rama software package except for the Light-O-Rama
SuperStar Sequencer. Several different main license levels exist, each having different features: Basic,
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Light-O-Rama v3.1.4
Basic Plus, Standard, and Advanced. Additionally, there is an unlicensed Demo version (which is the
same as the Basic version, except that it cannot be used to actually control lights, and has encrypted
save files).
The SuperStar license level covers the Light-O-Rama SuperStar Sequencer. Its possible levels are
called 2_CCR, 4_CCR, 8_CCR, and 24_CCR, indicating the number of Cosmic Color Ribbons you can
use with SuperStar. Additionally, there is an unlicensed Demo version which does not allow export to an
actual sequence.
Any reference in this help file to a "license level" or "feature level" refers to the main license level, not to
the SuperStar license level, unless specifically noted otherwise.
You will be given a chance to register your Light-O-Rama software at the time that you install it. To
register after that time, or to upgrade to a higher level license, please see the "Register Light-O-Rama
" (or "Upgrade Light-O-Rama") menu item on the Sequence Editor's Help menu, or on the Control
Panel's popup menu.
The following chart summarizes what features are available with each license level, with detail on each
coming after the chart.
If a feature is listed as "(demo mode)", it means that the feature can be used with this license to see
what it's like, but it won't be fully supported. For example, if you try one of the Sequence Editor's demo
mode features while building a sequence, you won't be able to save your changes to that sequence.
Please see the details for each feature for exactly what "demo mode" means for that feature.
Any features not listed here are available with all license levels.
FEATURE
Number of LOR
Units Supported
Number of Tracks
Supported
Full Access XML
Data Storage
Beat Wizard
VU Wizard
Video Playback
(Windowed
Mode)
Show On
Demand
Schedule Shows
Based on Day of
Year
Startup
Sequences in
Shows
Shutdown
Sequences in
Shows
Background
Sequences in
Shows
DEMO
BASIC
BASIC PLUS
STANDARD ADVANCED
0
2
4
8
UNLIMITED
2
2
2
4
UNLIMITED
No
YES
YES
YES
YES
(demo mode)
(demo mode)
(demo mode)
(demo mode)
YES
YES
YES
YES
YES
YES
No
No
YES
YES
YES
No
No
YES
YES
YES
(demo mode)
(demo mode)
YES
YES
YES
(demo mode)
(demo mode)
(demo mode)
YES
YES
(demo mode)
(demo mode)
(demo mode)
YES
YES
(demo mode)
(demo mode)
(demo mode)
YES
YES
© 2011 Light-O-Rama, Inc.
Feature Comparison
FEATURE
Sequence in
Sequence
MIDI Wizard
Triggered
Interactive
Sequences
Show Startup
Options
Execute Windows
Shell Commands
Full Screen Video
Playback
Multiple Networks
Create Protected
Sequences
DMX Intensity
Native DMX
Devices
Supported
Dasher
Controllers
Supported
X10 Controllers
Supported
Digital IO Cards
Supported
BSOFT Digital IO
Cards Supported
77
DEMO
BASIC
BASIC PLUS
STANDARD ADVANCED
(demo mode)
(demo mode)
(demo mode)
(demo mode)
YES
(demo mode)
(demo mode)
(demo mode)
(demo mode)
YES
(demo mode)
(demo mode)
(demo mode)
(demo mode)
YES
No
No
No
No
YES
No
No
No
No
YES
No
No
No
No
YES
No
No
No
No
YES
No
No
No
No
YES
No
No
No
No
YES
No
No
No
No
YES
No
No
No
No
YES
No
No
No
No
YES
No
No
No
No
YES
No
No
No
No
YES
Number of LOR Units Supported
Except for the Advanced license level (which supports an unlimited number of Light-O-Rama
controllers), each license level will send lighting commands to a limited number of Light-O-Rama
controllers: Basic supports a single controller, Basic Plus supports four, and Standard supports
eight.
Whether a particular controller is supported or not depends on its unit ID. For example, the Basic
license level will send lighting commands only to unit ID numbers 1 and 2, while the Standard
license level will send lighting commands to any unit that has a unit ID between 1 and 8.
Regardless of whether a particular unit will be sent lighting commands, you can always use the
Sequence Editor to build sequences using that unit; Light-O-Rama simply will not control the lights
for that unit unless you upgrade to a higher license level.
The unlicensed Demo version will not send lighting commands to any controllers, so you cannot use
it to actually control your lights.
Number of Tracks Supported
A sequence may have multiple tracks; however, certain license levels will only support a limited
number of tracks in any given sequence. The Demo, Basic, and Basic Plus levels support two
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tracks per sequence, Standard supports four, and Advanced supports an unlimited number of tracks
per sequence.
You will not be able to add new tracks to a sequence if it already has the maximum supported
number. However, you can still open sequences that have more tracks (for example, a sequence
that was created by someone who has a higher license level than you do). In this case, the extra
tracks will be displayed in the Sequence Editor, but you will not be able to modify them, and any
lighting effects in those tracks' channels will not actually control your lights during play.
Full Access XML Data Storage
When a sequence is saved using a licensed version of Light-O-Rama, its save file uses a standard
XML format, which is designed to be understandable by people. Technically advanced users may
feel comfortable editing these XML-based sequence files directly with a text editor, or even building
their own tools that can be used with these files (although please be careful when doing so, as it is
not terribly difficult to make a small mistake which may render the sequence file incomprehensible
to the Light-O-Rama software package).
On the other hand, when a sequence is saved using the unlicensed Demo version, it is saved
encrypted, and so the file itself cannot be easily understood or modified by anyone or anything
except the Light-O-Rama software package. Additionally, data from an encrypted sequence cannot
be copied and pasted, except on the computer that the sequence was originally encrypted on.
No matter whether a sequence is saved using the open XML format or using encryption, the Light-ORama software itself will still be able to use it.
If you create an encrypted sequence using the unlicensed Demo version, and later purchase a
license, you can unencrypt the sequence by resaving it on the same computer it was originally
encrypted on, using your licensed version of the software.
Beat Wizard
The Beat Wizard can be used to analyze a song to try to determine its tempo, and to automatically
place timings and lighting effects into a sequence based upon that tempo. It is fully supported in
license levels Basic Plus, Standard, and Advanced.
It is not supported in license level Basic (nor in the unlicensed Demo version). However, you can
still try it out in a "demo mode" to see what it is like; after trying it on a sequence, you will not be
able to save your changes. You will be given a warning about this when you try it, along with a
chance to back out before committing to using it. Additionally, if you do decide to use it, and your
sequence already has unsaved changes, you will be given a chance to save them before you
actually use this feature.
VU Wizard
The VU Wizard can be used to analyze a song to find peaks in the audio - much like a VU meter and to automatically place timings and lighting effects into a sequence based upon those peaks. It
is fully supported in license levels Basic Plus, Standard, and Advanced.
It is not supported in license level Basic (nor in the unlicensed Demo version). However, you can
still try it out in a "demo mode" to see what it is like; after trying it on a sequence, you will not be
able to save your changes. You will be given a warning about this when you try it, along with a
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Feature Comparison
79
chance to back out before committing to using it. Additionally, if you do decide to use it, and your
sequence already has unsaved changes, you will be given a chance to save them before you
actually use this feature.
Video Playback (Windowed Mode)
You can build musical sequences based on audio files (such as MP3) or on video files (such as
WMV). When a musical sequence is played, the sound will always play, but the actual video (or
audio visualization) will only be displayed for license levels Basic Plus, Standard, and Advanced.
License level Basic will not display video (or audio visualization).
Additionally, your license level may or may not support video playback in full screen mode; see "Full
Screen Video Playback" for details.
Show On Demand
Using license level Basic Plus or above, you can cause a show to be played without having
scheduled it. This is done via the "Show On Demand" menu item of the Light-O-Rama Control
Panel's popup menu.
Schedule Shows Based on Day of Year
The Light-O-Rama Schedule Editor can be used to schedule shows to play in two different ways: by
the day of the week (such as "from 6:00 PM to 9:00 PM on Friday") or by the day of the year (such
as "from 9:00 AM to 9:00 PM on December 25th").
However, scheduling based on the day of the year is fully supported only in license levels Basic
Plus, Standard, and Advanced.
Using the Basic license level, you will still be able to use the Schedule Editor based on the day of
the year in a sort of "demo mode" to see what it is like, but the Light-O-Rama Show Player will not
actually play shows that are scheduled this way - it will only play shows that were scheduled by the
day of the week.
Startup Sequences in Shows
The Light-O-Rama Show Editor can be used to build shows with several different sections. Among
these is the Startup Section. Sequences in the Startup Section are played immediately upon the
show starting up, one at a time, in order. After all of them have been played, the main portion of the
show (i.e. the Animation Section and the Musical Section) begins.
However, this section is fully supported only with the Standard and Advanced license levels.
Using the Basic and Basic Plus license levels, you will still be able to use this section in the Show
Editor in a sort of "demo mode", to see what it is like. However, the Light-O-Rama Show Player will
not actually play the sequences in a show's Startup section; instead, the show will simply begin
play directly with the Animation Section and the Musical Section.
Shutdown Sequences in Shows
The Light-O-Rama Show Editor can be used to build shows with several different sections. Among
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these is the Shutdown Section. When the scheduled end time for the show is reached, the main
portion of the show (the Animation Section and the Musical Section) stops, and the sequences in
the Shutdown Section are then played, one at a time, in order. After they have all finished, the show
is truly finished.
However, this section is fully supported only with the Standard and Advanced license levels.
Using the Basic and Basic Plus license levels, you will still be able to use this section in the Show
Editor in a sort of "demo mode", to see what it is like. However, the Light-O-Rama Show Player will
not actually play the sequences in a show's Shutdown section; instead, when the scheduled end
time for the show is reached, the Animation Section and the Musical section will stop, and the show
will be over.
Background Sequences in Shows
The Light-O-Rama Show Editor can be used to build shows with several different sections. Among
these is the Background Section. All sequences in the Background Section will play
simultaneously, looping back to their starts when they reach their ends, throughout the entire course
of the show.
However, this section is fully supported only with the Standard and Advanced license levels.
Using the Basic and Basic Plus license levels, you will still be able to use this section in the Show
Editor in a sort of "demo mode", to see what it is like. However, the Light-O-Rama Show Player will
not actually play the sequences in a show's Background Section.
Sequence in Sequence
Sequences can themselves contain subsequences - a parent sequence containing a child
sequence. The parent sequence can be set to start or stop the child sequence at any given point
during play.
However, subsequences are only fully supported with the Advanced license level.
Using other license levels, you will still be able to use subsequences in a sort of "demo mode", to
see what they are like, but you will not be able to save changes to your sequence after having done
so.
MIDI Wizard
The MIDI Wizard can be used to automatically insert timings and lighting effects into a musical
sequence that is based upon a MIDI song. For example, it can make your lights chase each other
in time to the music, or turn certain channels on or off based upon what notes are being played.
However, the MIDI Wizard is fully supported only with the Advanced license level.
Using other license levels, you will still be able to use the MIDI Wizard in a sort of "demo mode", to
see what it is like, but you will not be able to save changes to your sequence after having done so.
Execute Windows Shell Commands
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Feature Comparison
81
Using the Advanced license level, Light-O-Rama can optionally tell Windows to execute any
arbitrary command that you specify when a particular sequence is started. An example of how this
might be used: If you broadcast the songs playing during your show over the radio, you might set
your sequences up so that they tell Windows to tell your RDS ("Radio Data System") program to
also broadcast the name of the song, allowing people with RDS-enabled radios to see the name of
the song currently playing in your show.
Triggered Interactive Sequences
In addition to being able to control lights, some Light-O-Rama controllers can also accept input,
acting as triggers to start particular sequences on demand during a show. For example, as part of
your display, you could have several buttons for people to push, each of which will play a particular
song.
However, this feature is fully supported only with the Advanced license level.
Using other license levels, you will still be able to use this section in the Show Editor in a sort of
"demo mode", to see what it is like. However, the Light-O-Rama Show Player will not actually play
any sequences which are triggered during your show.
Show Startup Options
Normally, the sequences in a show will start playing immediately at the show's scheduled start
time. The Advanced license level allows more control over this; for example, you could hook a big
red button labeled "Start the Show" up to one of your Light-O-Rama controllers, and the show will
not start until that button is pushed.
For details, please see "Show Startup Options".
Full Screen Video Playback
When a musical sequence is based upon a video file (such as a WMV file), the Advanced license
level can show the video in full screen mode (and similarly, it can show full screen audio
visualizations for musical sequences based upon audio files).
Lower license levels cannot show full screen video (or full screen audio visualizations), but they may
still be able to show video and visualizations in a window instead of in full screen. See Video
Playback (Windowed Mode) for details.
Multiple Networks
The Light-O-Rama Software Package can send lighting commands to Light-O-Rama controllers over
several different Comm ports simultaneously. This has several potential uses, especially for people
with large numbers of controllers, or lights spread out physically far from each other.
However, this is supported only in the Advanced license level. Other license levels will send lighting
commands to Light-O-Rama controllers only over a single Comm port.
Create Protected Sequences
The Light-O-Rama Sequence Editor can be used to create protected sequences, which are
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sequences which cannot be modified (generally speaking) or viewed in the Sequence Editor, but
which can still be played, control lights, scheduled in shows, and so forth.
However, this is supported only in the Advanced license level. Other license levels can use
protected sequences, but cannot create them.
DMX Intensity
Light-O-Rama allows the possible intensity of most lighting effects ranges from 0 to 100, i.e. a
percentage of full intensity. DMX devices, however, are capable of taking 256 different intensities
(from 0 to 255), rather than 101. Light-O-Rama supports this possibility via the DMX Intensity tool.
However, this is only supported in the Advanced license level. Other license levels will not have
access to the DMX Intensity tool.
Native DMX Devices Supported
The Advanced license level can send lighting commands to DMX devices, in addition to Light-ORama controllers. Lower license levels can only send lighting commands to Light-O-Rama
controllers.
Dasher Controllers Supported
The Advanced license level can send lighting commands to Dasher controllers, in addition to LightO-Rama controllers. Lower license levels can only send lighting commands to Light-O-Rama
controllers.
X10 Controllers Supported
The Advanced license level can send lighting commands to X10 controllers, in addition to Light-ORama controllers. Lower license levels can only send lighting commands to Light-O-Rama
controllers.
Digital IO Cards Supported
The Advanced license level can send lighting commands to digital IO cards, in addition to Light-ORama controllers. Lower license levels can only send lighting commands to Light-O-Rama
controllers.
BSOFT Digital IO Cards Supported
The Advanced license level can send lighting commands to BSOFT digital IO cards, in addition to
Light-O-Rama controllers. Lower license levels can only send lighting commands to Light-O-Rama
controllers.
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Light-O-Rama allows your computer to control your lights and other equipment in synchronized displays.
Such a display is organized in a few levels:
At the lowest level, a sequence contains commands to be sent to your Light-O-Rama hardware, which
will actually control your lights. For example, a sequence might contain a command to turn on one
string of lights while making another string twinkle, and two seconds later, fading the first string down
while fading the second string up. A sequence can contain commands for many circuits.
A sequence contains com m ands for individual strings of lights
Typically, people build a sequence per song that they want in their display (known as musical
sequences), each one containing all of the lighting commands for its particular song. People also build
animation sequences, not associated with any particular song, and often build one for each independent
part of their display - for example, one animation sequence to control a group of snowmen having a
snowball fight, and another to control a tin soldier firing a cannon.
Sequences can be grouped together into shows. A show allows several sequences to be played at the
same time, or sequentially, or in random order. A show can contain different sections - for example,
some sequences might be played only at the beginning of a show, others only at the end, others in
between, and still others for the entire duration of the show.
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A show contains sequences to be played together, or in order, or random ly
Finally, shows can be scheduled to be played at certain times. Only one show (at most) can be playing
at any given time, but any number of shows can be scheduled for different times, and the same show
can be scheduled to play at many different times.
A schedule is used to play show s at specific tim es
4.1
Sequences
A sequence is a set of commands to be sent to lights - for example, a sequence may command the
lights to turn on when the sequence starts, turn off a second later, stay off for a tenth of a second, start
twinkling for the next two seconds, and then fade up, from completely off to completely on, during the
next three seconds.
A sequence can control multiple sets of lights independently of each other. Each set of lights should be
hooked up to a particular circuit on a particular controller; each such circuit is referred to as a "channel".
Additionally, for RGB devices, capable of changing color, three independent channels (a red, a green
and a blue) can be grouped together into a single RGB channel.
There are two types of sequences: animation sequences and musical sequences. Musical sequences
are associated with songs (or sound effects, videos, et cetera); the lights can be made to turn off and on
(and do other effects) in sync with the music. Animation sequences are not associated with songs.
Many sequences can be played simultaneously, but at most one musical sequence can be playing at a
time - all others must be animation sequences. This means that you can control some of your lights in
sync to a song via a musical sequence, while simultaneously controlling other lights independently, via
animation sequences.
The Light-O-Rama Sequence Editor is used to create and modify sequences. After creating sequences
with the Sequence Editor, you can package sequences together into a show, using the Show Editor,
and then schedule shows to be played at certain times using the Schedule Editor. The Show Player (if
enabled, via the "Enable Schedule" on the Light-O-Rama Control Panel) will monitor your schedule and
play your shows at the appropriate times.
For example, here is a simple sequence, containing six channels, as represented in the Sequence
Editor. As time passes (from left to right), you can see that the first channel is turned on, then it is
turned off and the second channel is turned on, then that is turned off and the third channel is turned on,
and so forth, through the six channels:
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A sim ple sequence, w ith lights turning on and off, chasing through six channels
The vertical lines in the grid, representing distinct points in time, are known as timings. These timings
do not have any direct effect on how your lights will look; instead, they allow you to select time ranges
for lighting effects to happen, using various tools in the Sequence Editor.
Timings are grouped together into timing grids. A sequence can have more than one timing grid; which
one is currently displayed can be controlled via the "Timings" dropdown box in the Tracks and Timings
toolbar. For example, the timing grid currently displayed in the sequence shown above has a timing
every half a second, and is shown in the dropdown box as "Fixed Grid: 0.50". "Fixed Grid" in this
means that the timings are all a certain length of time apart, and that they cannot be moved, deleted, or
added to; "0.50" is that length of time (in this case, half a second).
In addition to "fixed" timing grids, a sequence can also have "freeform" timing grids. In a freeform timing
grid, timings can be at any location, and can be moved, added, and deleted. For example, here is the
same sequence, but now with a freeform timing grid displayed:
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The sam e sequence, w ith a freeform tim ing grid
Note that the timings in this freeform grid are not the same distance from each other. Also note that the
timings and the effects do not line up with each other - there is no reason that they would have to. This
is so as to allow flexibility in where effects can be applied, without cluttering the display with many
timings.
For example, perhaps you might want a sequence to have some effects that are following the drumming
in a song, and other effects that are following the lead guitar. You could simply add timings representing
both the drumming and the guitar to a single timing grid, but if you do, it could be difficult to remember
which timing is for which instrument; also, the display might become cluttered with so many timings.
So, instead, you could put the timings for the drums into one timing grid, and the timings for the guitar in
another timing grid, and use the dropdown box to easily switch between the two timing grids as
appropriate. The effects that you add using the timing grid for the drums will not necessarily line up with
the timing grid for the guitar, nor the effects added using the timing grid for the guitar with the timing grid
for the drums, but neither should they.
A sequence can contain multiple tracks. A track is a group of channels. Each track can have its own
channels, or can share channels with other tracks, or both. Each track can be switched to display any
particular timing grid at any time, independently of every other track.
Animation sequences (but not musical sequences) can be set up to use loops. When playing a
sequence that contains a loop, when the end of the loop is reached, the sequence will jump back to the
beginning of the loop. It will do this a certain number of times (that you specify), and then will continue
past the end of the loop. Each time that it jumps back, you can make it go through the loop faster,
slower, or the same speed as before. There can be many loops in a sequence (set up for different time
ranges), and loops can even contain other loops.
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Each sequence can have an animation associated with it. This lets you draw how your lights will be laid
out. When you play a sequence in the Sequence Editor and display its animation, the drawing will
behave just like your lights will - your drawing will turn on and off, fade up and down, and so forth.
A sequence can also contain another sequence as a subsequence. The subsequence can be turned on
or off at different points in the main sequence, and its effects will play only when it is turned on.
For more detailed information on sequences, please refer to the following sections:
The Sequence Editor
Animation Sequences
Musical Sequences
Tracks
Channels
RGB Channels
Timings
Effects
Loops
Animations
Subsequences
Windows Shell Commands
4.1.1
Animation Sequences
An animation sequence is a sequence that is not associated with a song (or video, or other audio file).
This is as opposed to a musical sequence.
There are some other differences between animation sequences and musical sequences:
Animation sequences can contain loops, which musical sequences cannot;
Tracks in an animation sequence can be of different lengths, while tracks in a musical sequence
must be the same length;
Various song-related tools such as the Beat Wizard, MIDI Wizard, VU Wizard and Tapper Wizard
are only available for musical sequences.
Generally speaking, only one musical sequence can be played at a time (although there is an
exception to this, described in the help page on musical sequences), whereas many animation
sequences can be played simultaneously.
To create an animation sequence in the Sequence Editor, use the New Animation dialog.
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The New Anim ation dialog
4.1.2
Musical Sequences
A musical sequence is a sequence that is associated with a song (or video, or other audio file), allowing
you to synchronize the song with lighting effects. This is as opposed to an animation sequence.
There are some other differences between animation sequences and musical sequences:
Animation sequences can contain loops, which musical sequences cannot;
Tracks in an animation sequence can be of different lengths, while tracks in a musical sequence
must be the same length;
Various song-related tools such as the Beat Wizard, MIDI Wizard, VU Wizard and Tapper Wizard
are only available for musical sequences.
Generally speaking, only one musical sequence can be played at a time (although there is an
exception to this, noted below), whereas many animation sequences can be played
simultaneously.
The exception to the rule that "only one musical sequence can be played at a time" is that musical
sequences put into any section of a show other than the musical section are, effectively, treated as
animation sequences. That is, their associated songs will not be played, and more than one of them
can be played simultaneously.
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To create a new musical sequence in the Sequence Editor, use the New Musical Sequence dialog.
The New Musical Sequence dialog
4.1.3
Channels
A channel is a part of a sequence, representing a particular circuit on a particular controller, which you
have lights hooked up to. The Sequence Editor can be used to assign effects to channels, to make the
lights turn on and off, fade, shimmer, twinkle, and so forth.
Channels have several properties that define exactly which string of lights they relate to:
Device type, which is the type of controller (for example, a Light-O-Rama controller or an X10
controller);
Network, which is the COM port that this channel's controller is hooked up to the PC over;
Unit, which is the unit ID of the controller, allowing different controllers to be distinguished from
each other;
Circuit, which represents one particular string of lights hooked up to the controller.
Not all device types have all of these properties - for example, X10 controllers have a unit ID, but no
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circuit number. Please see the help pages on the various types of controllers for details.
Additionally, there is a "special" device type: a subsequence. A channel set up with this device type
does not represent a strand of lights. Instead, it represents another sequence, that the main sequence
can turn on and off at different points in time.
Channels also have names and colors associated with them. These have no effect on the way that your
lights will look; they only effect how the sequence is displayed in the Sequence Editor. It could be
convenient to set them up in meaningful ways. For example, you might want to name the channel
associated with a string of red lights running through the bushes in your front yard as "Front Bushes
(Red)", and set its color to some shade of red.
In the Sequence Editor, channels are represented as horizontal rows. On the left side of a row is a
channel button, labelled with the name of the channel; on the right side is a grid showing what effects
are assigned to the channel at what times. For example, the following sequence has six channels, and
they are named, simply, "Channel 1" through "Channel 6". One of them ("Channel 4") has an effect: a
fade up, from zero seconds to one second:
A sequence w ith six channels - one on each row - and a fade up on the fourth channel
To turn a channel on or off at a certain time, or do other effects such as fades or twinkles, select the
effect that you want, and click on the cell or cells for the times that you want that effect to take place.
See Editing Sequences Using the Keyboard and Editing Sequences Using the Mouse for more details
on this.
Between the channel buttons and the grid is a thick grey vertical bar. You can change the size of the
channel buttons by clicking and dragging this bar. Clicking the bar (without dragging) will hide the
channel buttons entirely; clicking it again will make them reappear. You can also control whether
channel buttons are displayed or hidden from the View menu, and from the standard toolbar, and set
your default preference in the Display Preferences menu.
Clicking on a channel's button brings up the Channel Settings dialog. This allows control over various
things like the channel's name, color, unit, and circuit:
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The Channel Settings dialog
Right-clicking on a channel's button brings up a popup menu with various channel-related tools:
The Channel Button Popup Menu
Channel buttons can be dragged up and down to rearrange their order. This has no effect on your lights;
it only affects the order that they are displayed in the Sequence Editor.
When you play a sequence in the Sequence Editor, its channel button flashes with the color that you
selected as it turns on and off; it will also fade up and down, shimmer, twinkle, and so forth, just as your
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lights will. If you do not wish to see the channel buttons change color during play, you can turn it off
temporarily in the Play menu or the standard toolbar, or set your default preference in the Display
Preferences menu.
The Channel Configuration screen can be used to view and change many channels' settings at once:
The Channel Configuration screen, show ing several channels sim ultaneously
A channel can be in a single track, or shared among more than one track. By default, there is one track
in a sequence, and all channels in the sequence are in that track. To share a channel between tracks,
do not simply set up two different channels having the same unit number, circuit number, et cetera in the
two tracks; this will have unexpected and undesired results, as the two different channels will compete
with each other for control of the same circuit. Instead, share a channel by copying it to the other track.
There are several ways to do this; see the help page on tracks for details.
For RGB devices, which can change colors, three separate channels (a red, a green, and a blue) can be
grouped together into a single RGB channel.
For more detailed information on how to create and modify channels in the Sequence Editor, please see:
Channel Buttons
Channel Settings
Channel Buttons' Popup Menu
The Channel Configuration Screen
4.1.4
RGB Channels
An RGB channel is a group of three channels - a red channel, a green channel, and a blue channel representing a single pixel on an RGB device (which can change colors), such as a pixel on a Cosmic
Color Ribbon. In the Sequence Editor, an RGB channel is represented by a black row in a sequence (as
opposed to normal channels, which are represented by grey rows). Lighting effects on an RGB channel
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are represented in the row as colors:
A sequence w ith an RGB channel follow ed by several norm al channels
To the left of an RGB channel's button is a small button with red, green, and blue stripes. Clicking on
this button will expand the view of the RGB channel so that its constituent red, green, and blue channels
can also be seen (and clicking it again will collapse the view to hide those constituent channels):
The sam e sequence, w ith the view of the RGB channel expanded so that its constituent channels can be
seen
The RGB channel's lighting effects can be modified by applying tools (such as Shimmer or Toggle or
Fade Up) to its constituent channels, but they can also be modified directly by using the Color Fade tool
on the RGB channel itself. This tool allows you to specify a start color and an end color; when applied
to a time range in the RGB channel, it will cause that time range to gradually fade from the start color to
the end color.
An important thing to note here, though, is that the colors displayed on your screen in the Sequence
Editor are not necessarily the same colors that will appear on your actual RGB device, and in some
cases may actually be very different. Different RGB devices may produce different colors when their
constituent R, G, and B channels are sent the exact same intensities. So, you may have to experiment
a bit to figure out colors as displayed in the Sequence Editor that wind up looking the way you want on
your actual RGB devices.
Another tool which may be particularly useful for RGB channels is the Fill tool, which (on a normal
channel) allows you to click an empty area and cause it to become a fade from the preceding intensity
to the following intensity. For example, if you have a normal channel which has a fade up from 40 to 60,
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followed by the lights being off, followed by a fade down from 80 to 20, then applying the Fill tool to the
area where the lights are off will cause that area to become a fade up from 60 to 80 (because the effect
preceding the empty area ended at intensity 60, and the effect following the empty area started at 80).
On an RGB channel, the Fill tool will instead cause a color fade from the preceding color to the following
color, hopefully allowing you to quickly set up smooth color transitions across several different colors.
The Chase and Repeat tools may also be of particular use on RGB channels. The Chase tool causes
the lighting effects in a single channel (or RGB channel) to be applied through a range of following
channels (or RGB channels), offset in time a bit with each passing row, so that the effect seems to be
"chasing" through the channels (or RGB channels) as time passes. The Repeat tool causes one or
more copies of the lighting effects in your selection to be applied immediately following your selection.
Other tools, such as Shimmer or Toggle or Fade Up, can also be applied to RGB channels. Doing so
will cause the tool to be applied to each of the RGB channel's constituent channels. For example,
applying the Fade Up tool, with intensities 0 to 100, to an RGB channel will cause each of the red,
green, and blue channels to fade up from 0 to 100, thus making the RGB channel itself fade from black
to white.
Such tools can also be directly applied to the constituent channels of an RGB channel (as opposed to
the RGB channel itself), allowing for finer grained control over the behaviour of the RGB channel.
Clicking on an RGB channel's button will open the RGB Channel Settings dialog, allowing control over
various settings such as the units and circuits of the constituent channels:
The RGB Channel Settings dialog
Right-clicking on an RGB channel's button will open up a popup menu with various channel and RGB
channel-related tools:
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The RGB Channel Button Popup Menu
RGB channels can be added to a sequence in a few ways, all via the Channel/RGB Channel Button
Popup Menu. First, the "Insert Device" menu item has options to insert a Cosmic Color Device or a
generic RGB device, both of which will result in RGB channels being added to the sequence. Second,
the "Insert RGB Channels" menu item will create new RGB channels. Third, existing regular channels
can be converted to RGB channels via the "Convert to RGB Channel" menu item.
4.1.5
Channel Groups
A channel group is a set of channels or RGB channels (or, conceivably, other channel groups) that is
nested together, so that it can be collapsed down to a single row in the sequence's display, or
expanded to show all of its members, or (in some cases) partially expanded to show some of its
members. When a channel group is first created (or when a sequence with one is first opened or
created), the channel group is shown as a single row:
An unexpanded channel group
To the left of the channel group's row is a small white button with a "+" sign. Left-clicking on this
expands the channel group to show all of its rows (and the "+" sign changes to a "-" sign):
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The sam e channel group, fully expanded
Clicking the small white button again collapses the channel group back to a single row:
The sam e channel group, collapsed again.
If you hold the Shift key while clicking, not only the channel group, but also all of its descendants (with
the exception of RGB channel descendants) will be expanded if it is collapsed, and all of its
descendants collapsed if it is expanded. Holding both the Ctrl and Shift keys will cause all of its
descendants (including RGB channels) to be expanded if it is collapsed, and all of its descendants to be
collapsed if it is expanded.
Depending upon how many channels are in the channel group, right-clicking on the small white button
may partially expand the channel group, showing the first and last channels, plus some approximately
equally spaced channels in between:
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The sam e channel group, partially expanded.
Right-clicking on the small white button again may partially expand it further, showing more channels:
The sam e channel group, partially expanded further
If you keep right-clicking, eventually the channel group will be fully expanded, after which another rightclick will collapse it back to a single row. Exactly how many right-clicks it takes to go from collapsed to
fully expanded depends upon the number of channels in the channel group.
When a channel group is collapsed, the effects displayed on its row are the events of its first channel (or
RGB channel). However, applying a tool to the row actually applies it to all of its members. For
example, with the channel group compressed, if you apply the Fade Up tool to its first cell, the result will
look like this:
The sam e channel group, collapsed, after applying the Fade Up tool w hile it w as collapsed
But when you expand the channel group, it becomes apparent that the Fade Up tool was applied to all of
the channel group's members:
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The sam e channel group, expanded
If you then collapse the channel group, and apply the Chase tool to it while it is collapsed, no change
will be evident from what is displayed:
After applying the Chase tool, w hile collapsed
But a change did happen - the Chase tool was applied to the entire channel group. The only reason that
no change is evident from what is displayed is because when the channel group is collapsed, only the
effects of the first channel are displayed, and the Chase tool did not alter the effects of the first channel.
Expanding the channel group reveals the change:
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Expanded, after a chase
If the channel group is then partially expanded, the chase can be partially seen:
Partially expanded, after a chase
While it is partially expanded, applying a tool to a single row will apply that tool only to that channel.
For example, if the Shimmer tool is applied to the row for "Unit 01.6", the result will look like this:
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After a shim m er is applied to a single row w hile partially expanded
Expanding the channel group reveals that the shimmer really was applied only to that channel:
Fully expanded, after a single row shim m er
But if a tool is applied to more than one row while partially expanded, it is actually applied to all
channels from the first selected row to the last, regardless of whether they are explicitly displayed or
not. For example, if (while partially expanded) the Twinkle tool is applied to "Unit 01.6" and "Unit 01.11",
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the result will look like this:
Partially expanded, after a tw inkle is applied to m ultiple row s
But expanding the channel group reveals that the twinkle was applied not just to Unit 01.6 and Unit
01.11, but also to all channels in between them:
Expanded, after a tw inkle w as applied to m ultiple row s w hile partially expanded
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Channel groups can be created via the Insert Device dialog. If the "Add as a Group" checkbox on that
dialog is checked, the device will be added as a channel group; if it is unchecked, the device will be
created as raw channels and/or RGB channels.
You can also convert existing channels (and RGB channels, etc.) so that they become part of a new
channel group, by using "Convert to Group" on a channel button's right-click popup menu. You can
"degroup" a group -- that is, move its children to its parent, and then remove it itself from its parent -- by
using "Degroup" on that same popup menu.
When a Cosmic Color Device is created as a group, and it contains macro channels, it is treated a little
differently than other channel groups. First, those macro channels will only be displayed when the
channel group is fully expanded, and never when it is only partially expanded. Instead, when it is
partially expanded, the last displayed row will be the last RGB channel. Second, if a tool is applied to
the group while collapsed, it is only applied to the group's RGB channels, not to its macro channels.
4.1.6
Timings
Timings are the times in a sequence at which you can command the lights to do various effects - to turn
on, turn off, fade up, fade down, and so forth.
Timings are represented in the Sequence Editor by vertical grey lines. For example, the following
sequence has timings every half a second, at 0.5 seconds, 1 second, 1.5, 2, 2.5, 3, and so forth:
A sequence w ith tim ings every half a second
Timings do not have any direct effect themselves on the behavior of your lights; rather, they simply give
you a way to specify a start time and an end time for effects on a channel. The space between two
timings can be set to an effect by selecting the appropriate tool (such as the "Fade Up" tool) and
clicking on the space (please see "Editing Sequences Using the Keyboard" and "Editing Sequences
Using the Mouse" for details). For example, selecting the "On" tool and clicking the cell between 1
second and 1.5 seconds for Channel 2 results in:
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The second channel has been turned on, betw een 1 second and 1.5 seconds
Timings do not have to be equally spaced (as they are in the above example). For example, the
following sequence has timings at 0.37 seconds, 1 second, and 3.2 seconds:
A sequence w ith tim ings at 0.37 seconds, 1 second, and 3.2 seconds
Timing Grids
A set of timings is known as a "timing grid". A sequence can have more than one timing grid, with one
being shown at a time (or, if the sequence has more than one track, one per track at a time). The timing
grid that is currently shown can be changed by selecting from the "Timings" dropdown box on the Tracks
and Timings Toolbar. There are two types of timing grids: fixed grids and freeform grids.
Fixed Timing Grids
In a fixed timing grid, each timing is the same length of time from the next timing. For example, a fixed
timing grid might have a timing every second, or every tenth of a second.
The timings in a fixed timing grid cannot be moved, deleted, or added to.
Freeform Timing Grids
In a freeform timing grid, timings do not have to be equidistant. For example, a freeform timing grid
might have one timing at time 1.00 (i.e. one second), another half a second later at time 1.50, and
another 2.2 seconds past that at time 3.70.
The timings in a freeform grid can be moved or deleted, and new timings can be added.
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Creating, Deleting, and Modifying Timings
Timings can be automatically inserted into a sequence when it is created, in a variety of ways. For
example, you can tell the Sequence Editor to insert timings every so often - for example every half
second, or, for a musical sequence, insert timings based on the song itself using various tools like the
Beat Wizard, VU Wizard, Tapper Wizard, and MIDI Wizard. If you tell it to insert timings every so often
(such as every half second), it will give you the option to create them in a fixed timing grid or a freeform
timing grid; if you tell it to use one of the tools, or not to insert timings, it will use a freeform timing grid.
Please see the New Animation dialog and New Musical Sequence dialog for details.
The New Musical Sequence dialog
These tools (such as the Beat Wizard and MIDI Wizard) can also be used after the sequence has been
created, by selecting them from the Tools menu.
Timings in a freeform timing grid can be moved by clicking and dragging them. Or, if you wish, this
behavior can be turned off by selecting "Lock Timings" in the Edit menu.
Timings can also be added, deleted, and resized in a variety of other ways:
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On the Edit menu:
Copy and paste timings
Insert multiple timings
Delete extraneous timings
Switch timing grid
On the right-click context menu:
Copy timing
Paste timing at...
Paste timing at (centisecond)
Paste timing multiple
Insert timing at...
Insert timing at (centisecond)
Insert multiple timings
Delete timing at...
Delete selected timings
Resize timings to...
Resize timings to equal times
Using the Tracks and Timings toolbar
4.1.7
Effects
Light-O-Rama allows you to make your lights behave in a variety of ways. In addition to simply turning
them on and off, you can turn them on to varying levels of brightness, have them fade up or down,
shimmer, or twinkle.
You can assign these effects to channels in a sequence using the Sequence Editor. There are various
ways to apply the effects to a sequence; see Editing Sequences Using the Keyboard and Editing
Sequences Using the Mouse for details. One simple way is to select the effect's tool from the Tools
toolbar, and click on a cell or range of cells that you want to apply the effect to.
Most of these effects require that you use Light-O-Rama controllers. Although Light-O-Rama can control
other types of devices (such as X10 controllers or digital IO cards), only "on" and "off" are supported in
these non-LOR controllers.
On, Off, and Set Intensity
Twinkle
Shimmer
Fade Up and Fade Down
Custom Fade/Intensity Twinkles and Shimmers
DMX Intensity
Related to effects are the effect editing modes: background effects, foreground effects, and regular
effects. These are not themselves effects, but are ways to use the Sequence Editor to turn effects on
based upon the existing effects. For example, with background effects mode on, if some cells are
selected and the "twinkle" tool is used, only the selected cells that are currently off will be changed to
twinkles. The other cells - those that are on or at some intensity, have fades, shimmers, or twinkles, will
remain unchanged.
On, Off, and Set Intensity
The "On" and "Off" effects will turn a string of your lights to their full brightness or completely off,
respectively. Additionally, the "Set Intensity" effect allows you to specify a percentage of full
brightness - for example, 50% bright.
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In the Sequence Editor, an "on" effect is displayed as a cell having the color that you chose for the
channel, and an "off" effect is displayed as a light grey cell. "Set intensity" is displayed as a color
somewhere in between the two (depending upon the intensity chosen). For example, the following
picture shows a sequence with two channels (one red and one green), each being on for the first half
second, off for the next, then 50% on, then off again, then 20% on, and then off again:
Different levels of intensity
Alternatively, you can choose to have varying intensities displayed not by varying colors, but by
filling in the cells to varying degrees. This is done by selecting "View Fades as Ramps" from the
View menu (or, to make this your default, by setting it in the Display Preferences dialog of the Edit
menu). For example, here is the exact same sequence, but this time with "View Fades as Ramps"
turned on:
The sam e sequence, w ith "View Fades as Ram ps" turned on
The brightness used by the "Set Intensity" tool can be controlled by the Intensity Tool Settings
dialog:
The Intensity Tool Settings dialog, w ith 70% intensity selected
Any of the ten values listed on the Intensity Tool Settings dialog can be changed, by clicking its
"Edit" button to open the Intensity Tool Options dialog.
In the Tools toolbar, the "On" tool's button shows a green square, the "Off" tool's shows a red
square, and the "Set Intensity" tool's shows three green columns of varying heights. Additionally,
there is a "Toggle" tool, which can be used to turn any cell that is off to on, and any other cell to off.
The "Toggle" tool's button shows two blue squares, one in front of the other. Finally, the Intensity
Tool Settings dialog's button looks like the Set Intensity button, but with a question mark in front of
it:
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Intensity-related toolbar buttons
"Set Intensity" is only supported on Light-O-Rama controllers. If it is used on a different device type,
any intensity greater than 10% is considered "on", and lesser percentages are considered "off".
Twinkle
The "Twinkle" effect causes your lights to quickly vary between on and off.
The difference between "Twinkle" and "Shimmer" is that twinkle is more random: Two different
strings of lights that are both told to shimmer at the same time will quickly turn off and on in sync
with each other; if they are instead told to twinkle, they will still quickly turn off and on, but not in
sync with each other.
In the Sequence Editor, twinkle is represented with crossed diagonal hatching:
Tw o channels, each w ith tw inkle betw een 1 and 2 seconds
On the Tools toolbar, the Twinkle tool is represented by a button with stars on it:
The tw inkle toolbar button
Twinkle is only supported on Light-O-Rama controllers. If it is used on a different device type, it will
simply turn the lights on to their full brightness.
The Twinkle tool itself twinkles the lights at full intensity. You can also twinkle the lights while
fading up or fading down, or at some intensity other than full intensity, by using a custom tool
instead of the Twinkle tool.
Shimmer
The "Shimmer" effect causes your lights to quickly vary between on and off.
The difference between "Shimmer" and "Twinkle" is that twinkle is more random: Two different
strings of lights that are both told to shimmer at the same time will quickly turn off and on in sync
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with each other; if they are instead told to twinkle, they will still quickly turn off and on, but not in
sync with each other.
In the Sequence Editor, shimmer is represented with diagonal lines:
Tw o channels, each w ith shim m er betw een 1 second and 2 seconds
On the Tools toolbar, the Shimmer tool is represented by a button with wavy lines:
The shim m er toolbar button
Shimmer is only supported on Light-O-Rama controllers. If it is used on a different device type, it
will simply turn the lights on to their full brightness.
The Shimmer tool itself shimmers the lights at full intensity. You can also shimmer the lights while
fading up or fading down, or at some intensity other than full intensity, by using a custom tool
instead of the Shimmer tool.
Fade Up and Fade Down
The fade tools will make the brightness of your lights gradually change, either brighter or less bright.
Both the starting brightness and the ending brightness can be specified, anywhere from 0% to
100%, as can the length of time that it takes to fade from one to the other.
In the Sequence Editor, fades are represented by gradually varying colors, between light grey
(representing 0%) and the color that you assigned to the channel (representing 100%). For
example, the following picture shows a sequence with four channels (two red and two green), all
fading over the course of the first second of the sequence. The first channel fades up from 0% to
100%; the second from 25% to 100%; the third fades down from 100% to 0%; the fourth from 100%
to 25%:
Four different fades
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Alternatively, you can choose to have fades displayed not by varying colors, but by filling in the cells
to varying degrees. This is done by selecting "View Fades as Ramps" from the View menu (or, to
make this your default, by setting it in the Display Preferences dialog of the Edit menu). For
example, here is the exact same sequence, but this time with "View Fades as Ramps" turned on:
The sam e sequence, w ith "View Fades as Ram ps" turned on
The starting and ending brightnesses used by the Fade Up and Fade Down tools can be controlled
via the Fade Tool Settings dialog:
The Fade Tool Settings dialog, w ith fade up 50%-75% and fade dow n 100%-0% selected
Any of the ten values on the Fade Tool Settings dialog can be changed, by clicking its "Edit" button
to open up the Fade Tool Options dialog.
On the Tools toolbar, the Fade Up and Fade Down tools are represented as blue up and down
arrows in front of green triangles. The Fade Tool Settings dialog's button looks like that of the Fade
Up tool, but with a question mark in front of it:
Fade-related toolbar buttons
Fades are only supported on Light-O-Rama controllers. If one is used on a different device type, it
will simply immediately turn the lights completely on or completely off, based on the ending
brightness of the fade (fades ending at greater than 10% brightness are considered "on", and others
are considered "off").
Custom Fade/Intensity Twinkles and Shimmers
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Only one of the Twinkle, Shimmer, Fade Up, Fade Down, and Set Intensity tools can be selected at
any given time. They can therefore be used, for example, to twinkle the lights, or to fade the lights
up, but not both. However, you can still twinkle the lights while fading them up, in another way: By
using the Custom tool.
On the Tools toolbar, the Custom tool is shown as a large yellow star. To the right of it are five
buttons, which are enabled when the Custom tool is selected (and disabled if any other tool is
selected). These five buttons allow you to select "twinkle" or "shimmer", and "set intensity", "fade
up", or "fade down". Each of these five looks like the corresponding button for the base effect (such
as "twinkle"), with a smaller yellow star in its lower right corner.
For example, to select a tool that will let you twinkle the lights while fading them up, select the
yellow star "Custom" button. The five custom option buttons will then become enabled; select the
"Custom Twinkle" button and the "Custom Fade Up" button.
The regular fade tool settings apply to faded twinkles and shimmers, and the regular set intensity
tool settings apply to set intensity twinkles and shimmers.
If you have an older Light-O-Rama controller, it may need a firmware upgrade before it will be able to
twinkle or shimmer while fading, or at any intensity other than full intensity. If a custom twinkle or
shimmer is sent to such a controller that does not have the appropriate firmware upgrade, it will
react as it would to a "standard" twinkle or shimmer - i.e. it will twinkle or shimmer at full intensity.
A tw inkling fade up follow ed by a shim m ering fade dow n
Toolbar icons for custom tw inkles and shim m ers
DMX Intensity
The intensity for most effects - such as fades - can vary between zero and 100. The DMX intensity
effect, however, can vary between zero and 255.
This is useful for sending DMX commands to DMX devices via a Light-O-Rama controller; the DMX
protocol supports intensities from zero to 255, and so this effect allows Light-O-Rama to send any of
the 256 possible DMX intensities to a device, instead of only 101 of them. However, please note
that not all Light-O-Rama controllers support this functionality; DMX intensity events sent to a
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controller that does not support them will simply be ignored. To check whether any particular
controller supports it, please refer to that controller's documentation.
The DMX intensity tool is not enabled in the Sequence Editor by default - that is, by default, the
Sequence Editor will not show a toolbar button for the DMX intensity tool, nor a menu item in the
Tools menu, nor allow a keyboard shortcut for it. To enable these things, make sure that "Allow
DMX Editing" is checked in your DMX Preferences.
The DMX Intensity toolbar button
When DMX editing is enabled and the DMX intensity tool is selected, a dialog will appear allowing
you to set the exact DMX intensity that will be used whenever the tool is used on a cell or group of
cells:
The DMX Intensity dialog
The intensity can be set in this dialog in several ways: by moving the slider, by typing in the text
box, by using the up/down buttons next to the text box, or by selecting any of the preset intensity
buttons. Additionally, the values of the preset buttons can be changed by clicking the "Edit" button:
Editing the DMX Intensity dialog's preset intensities
After modifying the preset intensities using these text boxes, click "Save" to go back to showing the
buttons instead of the text boxes. Note: When you click "Edit", Light-O-Rama will automatically
sort the values that you entered so that they are displayed from lowest to highest, regardless of the
order that you entered them in. Also, if you enter any particular value more than once, Light-ORama will automatically filter out the duplicates, and replace them with values that are in between
those that you have entered.
The Sequence Editor displays DMX intensity effects using a checkerboard pattern:
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Several channels, each w ith a DMX intensity of 128 follow ed by a DMX intensity of 255
Background and Foreground Effects
Background and foreground effects are not themselves effects, but are rather modes of editing
effects in the Sequence Editor. These modes affect the behavior of tools (such as "Twinkle" and "
Fade Up") in the following manner:
If background effects have been turned on, the tool only applies to those selected cells that are
completely off (that is, at intensity zero for their entire duration).
If foreground effects have been turned on, the tool only applies to those selected cells that are not
completely off.
If neither background effects nor foreground effects have been turned on, the tool will apply to all
selected cells. This is referred to as "regular effects".
Some examples:
Before a background fade up
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After a background fade up
Before a foreground fade up
After a foreground fade up
Background and foreground effects can be turned on and off in several ways:
Via the Tools Menu ("Tools/Background Effects" and "Tools/Foreground Effects");
Via the Tools toolbar;
Via the keyboard:
The "A" key ("bAckground") will cause the next keystroke (and only the next keystroke) to
use background effects mode rather than whatever mode is currently selected;
"Shift-A" will cause background effects to be turned on until it is explicitly turned off;
Similarly, "O" and "Shift-O" ("fOreground") for foreground effects, and "E" and "Shift-E" ("rE
gular") for regular effects (i.e. for turning off both background and foreground effects).
These tools are also available via the effect grid's right-click popup menu, for single-shot use, like the
other tools (for example "on", "twinkle", and "fade up").
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The background and foreground effects toolbar buttons
4.1.8
Loops
An animation sequence (but not a musical sequence) can contain loops. When the Show Player or the
Sequence Editor plays a sequence with loops, when the end of a loop is reached, the sequence will go
back to the beginning of the loop. This will happen a certain number of times (which you specify), after
which the sequence will continue on past the end of the loop.
Each time through a loop, you can have the sequence speed up, slow down, or remain at the same
speed.
A sequence can contain many loops. Loops can be nested - that is, a loop can contain other loops.
In the Sequence Editor, loops are shown in a white row, above the grey rows representing channels. For
example, the following picture shows a sequence with a loop starting at 1 second and ending at 2
seconds:
A sequence w ith a loop, starting at 1 second and ending at 2 seconds
More than one loop can be in a sequence. For example, here is the same sequence, with a second
loop added, from 2.5 seconds to 3 seconds:
Tw o loops in a sequence
Loops can contain loops; this is represented by having multiple rows of loops. For example, in the
following picture, a second loop level has been added, and a loop was put into it from 0.5 seconds to 3
seconds, thus containing both of the loops of the lowest loop level:
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A loop containing loops
To use loops in an animation sequence, you first must use the "Turn on Loops" option in the Edit menu
of the Sequence Editor (or, alternatively, specify that you want to use loops when you create the
sequence in the New Animation dialog).
To create a loop, select the appropriate time range and the loop level, either by clicking and dragging the
mouse in the white loop rows or by using the keyboard. The Loop Context menu will pop up:
The Loop Context m enu
After selecting "Insert Loop". You will then be prompted for how many times the loop should loop back,
and then whether (and by how much) it should increase, decrease, or remain the same speed in each
pass through the loop:
Inserting a loop: How m any tim es should it loop back?
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Inserting a loop: Should it speed up or slow dow n?
Clicking on an existing loop also brings up the Loop Context menu, but with additional menu items, such
as displaying information about the loop and removing the loop:
The Loop Context m enu, on an existing loop
Several of these menu items can also be accessed by clicking on the loop level's button (specifically,
the ones dealing with loop levels, such as "Add Loop Level Above" and "Remove Loop Level").
4.1.9
Tracks
A sequence can contain multiple tracks, with each track being a group of channels. A channel can be
in one track, or can be shared among multiple tracks. For example, the following sequence has two
tracks, and two channels, with both of the channels being in both of the tracks:
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Tw o tracks in one sequence, w ith the sam e channels in both tracks
Notice that the two tracks have different timings than each other - in this case, the top track has timings
every tenth of a second, and the bottom track every half a second.
All sequences are initially created with a single track. There are a few ways to add another track using
the Sequence Editor:
In the Edit menu:
"Add New Track" will add a track with entirely new channels.
"Duplicate Track" will add a new track and share all of the channels of the currently selected
track with it.
On a channel button's right-click popup menu:
"Copy to New Track" will add a new track and copy the channel to it, while also giving you the
option to automatically insert new channels as well.
"Move to New Track" does much the same, except that the channel will be moved, not
copied, to the new track.
Using the Tracks and Timings toolbar
Important: To share a channel between tracks, make sure to use one of the above duplication or
copying commands. Do not simply set two different channels in different tracks to the same unit ID,
circuit number, et cetera. Doing that will have unexpected and undesired results, as the two different
channels compete for control over the same physical circuit.
If a sequence has more than one track, each will be displayed with a preceding track bar. The bar will
be labeled with the track's number within the sequence (the track at the top is track #1, the next one
down is track #2, and so forth). If the track is given a name (such as by "Change Track Name" of the
Edit menu), it will also be displayed on the bar:
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Track 1 has no nam e, w hile Track 2 is nam ed "Aw esom e Guitar Solo"
Left-clicking on a track bar will hide or unhide the track, while right-clicking on one will bring up the track
bar's popup menu, containing various track-related functions (such as renaming the track, moving the
track up or down in the sequence, duplicating the track to a new track, or deleting the track):
The track bar popup m enu
If the "Hide Track" item on that popup menu is selected, the track will no longer be displayed. However,
the track's track bar still will be, and will indicate that the track has been hidden; clicking on it again to
bring up the popup menu will now allow you to "Show Track":
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For more detail on these and other track-related functions, please see:
The Edit menu
Channel buttons' right-click popup menus
Track bars' popup menus
4.1.10 Animations
NOTE: The Animator was created before the Light-O-Rama Visualizer existed; the Visualizer is
more fully featured than the Animator. The Animator is still supported so that existing
sequences continue to work, but consider using the Visualizer instead of the Animator,
especially for new sequences.
Each sequence that you create may have an animation associated with it. This is a simple drawing of
the layout of the lights that will be used in the sequence. Note that this "animation" should not be
confused with "animation sequence". Both animation sequences and musical sequences can have
animations.
When you play a sequence using the Sequence Editor, you can also watch the sequence's animation.
The drawing will change as if it were the lights that the sequence controls - that is, parts of the drawing
will turn on and off, fade up and down, twinkle, and shimmer, just as the sequence commands.
A sequence's animation can be assigned a background image (for example, a photo of your house),
which you can draw the lights on top of.
To view or edit a sequence's animation in the Sequence Editor, select "Animation" from the View menu,
or click the "View Animation" button in the Standard toolbar.
For details on how to create and modify animations, please see the Animator.
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The Anim ator, w ith lights draw n on top of a background photo of a house
4.1.11 Subsequences
A subsequence is a sequence that is used as a part of another sequence (its "parent sequence", or "the
main sequence"). The subsequence is represented in the main sequence as a channel, with a special
device type of "Sequence", as opposed to "Light-O-Rama controller", "X10 controller", or so forth.
For example, the following Channel Settings dialog shows a channel that is a subsequence:
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Channel settings for a subsequence
A channel for a subsequence can be turned on and off, using the Sequence Editor, in the same ways
that other channels can be. When the channel in the main sequence is turned on, the subsequence will
begin playing, from its beginning. It will continue playing for as long as the channel remains on; if play of
the subsequence reaches its end before the channel has been turned off in the main sequence, the
subsequence will simply loop back to its beginning and continue playing.
When the channel in the main sequence is turned off, the subsequence will stop playing. If the channel
is subsequently turned back on, the subsequence will start playing again, from its beginning (not from
the last point that it left off at).
If you have the Animator open, it will not show the play of your subsequence. Only the events in your
main sequence will be displayed. This only affects the display in the Animator; your actual lights will
reflect play of both the main sequence and its subsequences.
Tip: Do not set up the same physical unit and circuit to be a channel in a sequence and a channel in a
subsequence of that sequence (or two channels in two different subsequences of a sequence). Doing so
will likely cause unexpected and undesired results, as the two channels compete for control over the
same physical circuit.
Tip: Consider using the new Paint Sequence tool instead of subsequences; it can be used to
accomplish some of the same things as subsequences, without the extra complication, and perhaps in
a more obvious way. As opposed to subsequences, the effects generated via Paint Sequence really do
become effects in the sequence being painted into, and are displayed in regular channels of the
sequence just like any other effects in the sequence. The main advantage remaining to subsequences
is that if you update the effects in the subsequence file, the change will take place in the main sequence
as well. If this is not necessary or desired, Paint Sequence may be a better, easier, and clearer choice.
4.1.12 Windows Shell Commands
When a sequence is started, Light-O-Rama can optionally also execute an arbitrary Windows
command, running any program that you specify.
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For example, some people broadcast the songs that play during their shows over radio, and would like
the name of the song to be broadcast along with it, using the RDS ("Radio Data System") protocol,
allowing people with RDS-enabled radios to see the name of the song that they are listening to. RDS is
not directly supported by Light-O-Rama, but you could set up your musical sequences so that,
whenever one of them is played, Light-O-Rama will tell Windows to tell your RDS program to broadcast
the name of the song for that sequence.
To set up a sequence to execute a Windows command, select "Windows Command" from the
Sequence Editor's Edit menu. After that, whenever that sequence is played (either by the Sequence
Editor or the Show Player), the command will be executed.
Note, though: If the Show Player is running when you change the command associated with a
sequence, you may have to stop and start the Show Player in order for this change to be picked up.
This feature is available only for the Advanced feature level.
Shell Command Variables
Sharing Sequences between Computers, and Security
Shell Command Variables
For the most part, a shell command will be executed exactly as you type it. You can, however,
additionally use certain variables, which will be replaced at run-time with various information, such as the
title of the song associated with the sequence. The following variables can be used (note: the exact
result of using any of the date/time "DT_" variables may depend upon your computer system, so try
them out if you need to rely upon an exact format):
Variable
Meaning
%%
A single percent character ("%")
%DT_a%
Day of week, abbreviated ("Mon")
%DT_A%
Day of week ("Monday")
%DT_b%
Month name, abbreviated ("Aug")
%DT_B%
Month name ("August")
%DT_c%
Date and time ("Mon Nov 29 16:32:37 2010")
%DT_d%
Day of month (01 through 31)
%DT_H%
Hour, 24 hour clock (00 through 23)
%DT_I%
Hour, 12 hour clock (01 through 12)
%DT_j%
Day of year (001 through 366)
%DT_m%
Month number (01 through 12)
%DT_M%
Minute (00 through 59)
%DT_p%
AM or PM
%DT_S%
Second (00 through 61)
%DT_U%
Week of year, with the first Sunday of the year starting week 01 (00
through 53)
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%DT_w%
Day of week, number (0 through 6, Sunday being 0)
%DT_W%
Week of year, with the first Monday of the year starting week 01 (00
through 53)
%DT_x%
Date ("11/29/10")
%DT_X%
Time ("16:32:37")
%DT_y%
Year, two digit ("10")
%DT_Y%
Year, four digit ("2010")
%DT_Z%
Time zone ("EST")
%ENV_something%
The value of your computer's environment variable "something"; for
example, use %ENV_PATH% to get the value of your computer's PATH
environment variable
%MEDIA_ALBUM%
The name of the album that this sequence's media file is from (if set in
your sequence)
%MEDIA_ARTIST%
The name of the artist that this sequence's media file is by (if set in your
sequence)
%MEDIA_FILENAME%
The name of the sequence's media file, without path information
%
MEDIA_FILENAME_FULL
%
The name of the sequence's media file, with path information
%
The name of the sequence's media file, without path information and
MEDIA_FILENAME_NO_E without the file extension (such as ".mp3")
XT%
%MEDIA_TITLE%
The name of the song that this sequence's media file is (if set in your
sequence)
%SEQUENCE_AUTHOR% The author of this sequence (if set in your sequence)
%
The date and time at which the sequence was created
SEQUENCE_CREATED_A
T%
%SEQUENCE_FILENAME The name of the sequence file, without path information
%
%
SEQUENCE_FILENAME_
FULL%
The name of the sequence file, with path information
%
SEQUENCE_FILENAME_
NO_EXT%
The name of the sequence file, without path information and without the
file extension (such as ".lms")
%
The name of the person who has modified the sequence (if set in your
SEQUENCE_MODIFIED_B sequence)
Y%
Sharing Sequences between Computers, and Security
The ability to execute an arbitrary Windows command is very powerful, and even potentially harmful - for
example, you could execute a command which will install spyware on your machine. Therefore, it would
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not be wise to execute whatever Windows command another person chose, unless you are absolutely
sure that the command they chose is safe and harmless.
For this reason, Light-O-Rama imposes a security measure: The command to be executed is not stored
directly in the sequence file itself. Instead, the sequence file contains a key for an entry in another file
("cmdmap.lcm", located in your Light-O-Rama sequences directory); that entry specifies the Windows
command to be executed. If that file doesn't contain an entry for that key, Light-O-Rama simply does
not execute any command when the sequence plays.
So, you can use sequences created by other people without fear of spyware or other harmful programs,
as long as you continue to use your own version of cmdmap.lcm, not a copy of the other person's
cmdmap.lcm.
However, this means that if you yourself use Light-O-Rama on two separate machines - for example one
to create your sequences on, and another to run your shows on - you will have to copy your "real"
version of cmdmap.lcm from one machine to the other if you want your sequences to execute Windows
shell commands. You would typically do this at the same time that you copy your sequences
themselves over from one machine to the other.
4.1.13 Compressed Sequences
The layout of a Light-O-Rama sequence file is somewhat verbose. This is intended to make it easier for
third party tools which use LOR sequence files to be created. However, it has a drawback: Large
sequences may be fairly slow to load. When loading a large sequence in the Sequence Editor, this may
be an inconvenience. But the real problem is when loading a large sequence in the Show Player: It may
take several seconds, during which time your show is effectively paused.
To resolve this issue, Light-O-Rama now supports the concept of a "compressed sequence". A
compressed sequence is a separate save file, associated with a sequence but containing only enough
information to play the sequence in the Show Player, and optimized for loading speed. This can speed
up loading times dramatically - for example, for a certain large sequence that takes eight seconds to
load on a certain computer, the associated compressed sequence only takes a small fraction of a
second to load on that same computer.
Light-O-Rama will automatically create compressed sequences whenever appropriate, and the Show
Player will automatically use them instead of the associated sequence file whenever they are present.
So, you should not have to take any steps in order to start taking advantage of this feature. You can,
however, prevent the Show Player from using compressed sequences (for example, if something
unexpected goes wrong with them), in which case it will simply use the sequences instead. This can be
controlled through the LOR Control Panel's "Use Compressed Sequences" option.
Not all sequences can have compressed sequences associated with them; if a sequence contains loops
, or if it contains two or more tracks that have different time lengths than each other, it cannot have a
compressed sequence. There are no other restrictions on what sequences can have compressed
sequences. So, since musical sequences also cannot have loops or tracks of different lengths, note
that this means in particular that all musical sequences can have compressed sequences.
Assuming that a compressed sequence can be associated with a sequence, then the Sequence Editor
will automatically save a compressed sequence whenever it saves a sequence.
Assuming that you do not turn "Use Compressed Sequences" off, the way that the Show Player handles
sequences and compressed sequences is this:
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When your show calls for a certain sequence to be loaded, the Show Player will first check to see if
there is a compressed sequence associated with that sequence. If so, and if the compressed sequence
is more recent than the sequence, it will load the compressed sequence instead of the sequence.
Otherwise, it will load the sequence. After loading the sequence, it will check whether or not a
compressed sequence can be made for it, and, if so, it will create the compressed sequence. This is so
that in future runs of the show, it can simply use the compressed sequence instead of the sequence.
4.1.14 Protected Sequences
A protected sequence is a sequence which, generally speaking, cannot be modified, and whose
sequence grid cannot be viewed in the Sequence Editor. Protected sequences can, however, be played
just like any other sequence; they can be scheduled in your shows, they can be played in the Sequence
Editor, they can be downloaded as standalone sequences, and they will control your lights.
There are some things about a protected sequence which can be modified:
The location of the media file (via Edit / Media File);
The animation (via View / Animation);
The Windows shell command (via Edit / Windows Command).
To create a protected sequence, open the sequence which you wish to protect, and then select "Export
as Protected" from the File menu. It will prompt you to select a filename for the protected sequence;
note that you should not use the same filename as the original (unprotected) sequence itself, because if
you do, you will no longer be able to modify that sequence. Instead, select a different filename; by
default, the Light-O-Rama software will suggest "Protected-" followed by the original sequence's
filename. For example, if your original, unprotected sequence is named "MySequence.lms", Light-ORama will suggest "Protected-MySequence.lms" for the filename of the protected sequence.
The ability to create a protected sequence is available only with the Advanced license level.
A protected sequence, as displayed in the Sequence Editor
4.2
Shows
What is a Show?
A show is a collection of sequences, to be played as a set. After creating sequences with the
Sequence Editor, you can build a show from them using the Show Editor. Shows can then be
scheduled to play at certain times, using the Schedule Editor, and are then actually played by the
Show Player.
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Assuming that your license level is at least Basic Plus, you can also cause a show to be played on
demand, without scheduling it, via the Light-O-Rama Control Panel.
There are six different parts to a show, each of which consists of sequences:
The Background Section
The Startup Section
The Animation Section
The Musical Section
The Interactive Section
The Shutdown Section
Each of these parts is optional. For example, a show can be built having only a musical section and
a shutdown section.
By default, when a show is being played in the Show Player, any given sequence in the show will
not be loaded until when it is about to be played for the first time. Depending upon the size of the
sequence and the power of the computer, it may take a human-noticeable amount of time to load a
sequence; if so, this may cause an undesired delay between sequences, the first time they are
played. So, optionally, you can choose to preload all sequences before any of them are played.
Additionally, if your Light-O-Rama software license is for the Advanced feature level, you can modify
exactly how your show will start up - for example, immediately at its scheduled start time, or after a
certain circuit on a certain Light-O-Rama controller has been triggered (for example, by someone
hitting a "start" button). See "Show Startup Options" for details.
Note that the duration of a show is not part of the show itself; rather, it is determined by the
schedule.
The Background Section
When a show is started (at a time determined by the schedule), all of the sequences in the show's
background section will start playing, simultaneously. When such a sequence reaches its end, it
will simply loop back to its beginning and keep playing. All of these sequences will continue playing
in this way until the show ends (also at a time determined by the schedule).
If your Light-O-Rama software license is for the Advanced feature level, you additionally have control
over whether this section (and/or the rest of your show) starts immediately at its scheduled time, or
upon an input trigger (for example, when someone hits a "start" button). See "Show Startup Options
" for details.
Only animation sequences can be used in the background section of a show.
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The Show Editor's tab for the background section of a show , w ith one sequence
The Startup Section
When a show is started (at a time determined by the schedule), the sequences in its startup section
will be played, one at a time, in order. After they all have finished, the main portion of the show will
begin, consisting of the animation section and the musical section.
You can control whether or not sequences in this section will automatically turn their lights off when
they reach their end by setting the "Turn used lights off at the end of each sequence" checkbox.
If your Light-O-Rama software license is for the Advanced feature level, you additionally have control
over whether this section (and the rest of your show) starts immediately at its scheduled time, or
upon an input trigger (for example, when someone hits a "start" button). See "Show Startup Options
" for details.
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The startup section in the Show Editor, w ith three sequences
The Animation Section
After a show's startup section has completed, its animation section will begin (as will its musical
section).
Sequences in the animation section can be played concurrently or sequentially. If you choose to
play them sequentially, the first in the list (as displayed in the Show Editor) will be played, and when
it finishes, the next will be played, and so forth. After all of them have been played, the first in the
list will be played again. This pattern will continue until the show is shut down (at a time determined
by the schedule).
If they are played concurrently, all of them will be played at once, and whenever one reaches its end,
it will simply loop back to its beginning and keep playing. Again, this will continue until the show is
shut down.
You can control whether or not sequences in this section will automatically turn their lights off when
they reach their end by setting the "Turn used lights off at the end of each sequence" checkbox.
Only animation sequences can be used in the animation section of a show.
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The anim ation section in the Show Editor, w ith five sequences, played sequentially
The Musical Section
After a show's startup section has completed, its musical section will begin (as will its animation
section).
Only one sequence from the musical section will play at a time. They can be played in the order
listed in the Show Editor, or shuffled randomly. If shuffled randomly, you can also control two
different aspects of how shuffling is done: Whether or not a sequence is allowed to be played a
second time before all sequences have played once, and whether or not a sequence is allowed to
play twice in a row (this latter does not apply if you have only one sequence in the musical section it will definitely be played back-to-back).
Play will continue until the show is shut down (at a time determined by the schedule). If the
sequences are to be played in the order listed, and the end of the list is reached before the show is
to shut down, play will loop back to the first sequence in the list.
Optionally, a "cleanup sequence" can also be specified in the musical section. If so, that sequence
will be played immediately after the completion of any sequence in the musical section, before the
next one begins. Also optionally, a delay can be specified between songs.
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You can control whether or not sequences in this section will automatically turn their lights off when
they reach their end by setting the "Turn used lights off at the end of each sequence" checkbox.
The m usical section in the Show Editor, w ith several sequences, shuffled, w ith a delay and a cleanup
sequence
The Interactive Section
Some Light-O-Rama controllers can be used not only to control lights, but also to accept input from
people, causing Light-O-Rama to play sequences on demand. For example, you could have a big
red button as part of your display, which, when pressed, will cause Light-O-Rama to start playing a
particular song or songs.
This is controlled through the interactive section of the show. You can use this tab in the Show
Editor to specify what sequences are to be played when which inputs are triggered. Please see the
separate page on interactive groups for details.
Note that, unlike for the other sections of the show, the Show Editor's "Interactive" tab actually lists
groups of sequences, rather than directly listing sequences. Again, please see the page on
interactive groups for details on how to create and modify these groups of sequences.
You can control whether or not sequences in this section will automatically turn their lights off when
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they reach their end by setting the "Turn used lights off at the end of each sequence" checkbox, but
unlike in other sections of the show, this setting is controlled individually for each interactive group,
rather than for the section as a whole.
The interactive section in the Show Editor, w ith tw o groups of sequences
The Shutdown Section
When the end of a show is reached (at a time determined by the schedule), its animation section
and musical section will end, and its shutdown section will begin. Sequences in the shutdown
section will play, one at a time, in the order listed in the Show Editor. After they all have completed,
the show is truly finished.
You can control whether or not sequences in this section will automatically turn their lights off when
they reach their end by setting the "Turn used lights off at the end of each sequence" checkbox.
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The shutdow n section in the Show Editor, w ith tw o sequences
Show Startup Options
If your Light-O-Rama software license is for the Advanced feature level, you have more control over
exactly how your show will start up:
Immediate startup
Triggered startup
Immediate background startup
To choose which way you want your show to start, select the "Options" button at the top of the
Show Editor. This will bring up the following dialog, which has a "Startup Type" section where you
can choose which way the show will start:
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The Show Options dialog, w ith triggered startup selected
Immediate Startup
In immediate startup mode, your show will begin immediately at its scheduled start time.
This is equivalent to the same way that shows always started in earlier releases of Light-O-Rama.
Triggered Startup
In triggered startup mode, your show will start when a specified circuit on a specified Light-O-Rama
controller is triggered (as long as it is triggered during the show's scheduled run time). For example,
you could hook up a big red button labeled "Start the Show" to a controller.
Immediate Background Startup
In immediate background startup mode, your show's Background section will start immediately at
the show's scheduled start time, but the rest of the show will not start until a specified circuit on a
specified Light-O-Rama controller is triggered (as long as it is triggered during the show's scheduled
run time).
Sequence Loading Options
By default, when a show is being played in the Show Player, any given sequence in the show will
not be loaded until when it is about to be played for the first time. Depending upon the size of the
sequence and the power of the computer, it may take a human-noticeable amount of time to load a
sequence; if so, this may cause an undesired delay between sequences, the first time they are
played. So, optionally, you can choose to preload all sequences before any of them are played. To
do so, click on the "Options" button in the Show Editor's toolbar, and then select "Sequences are
loaded before any are played" from the "Sequence Loading" section of the options dialog:
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The Show Options dialog
4.2.1
Interactive Groups
Some Light-O-Rama controllers can be used not only to control lights, but also to accept input that can
be used to trigger a sequence or sequences. For example, your display might have several buttons for
people to press, each of which will cause Light-O-Rama to play some particular song on demand.
This is controlled through the Interactive Section of a show. Unlike the other sections of a show, the
Show Editor's "Interactive" tab displays not sequences, but groups of sequences, known as "interactive
groups". Each group matches individual circuits on individual controllers with individual sequences to be
played when those circuits are triggered.
Only one musical sequence can be playing at any given time. Therefore, if a musical sequence from an
interactive group is triggered, any musical sequence that happens to already be playing will be stopped
(for one exception to this, see the "Jukebox" type of interactive group, below).
Types of Interactive Groups
Jukebox
Soundboard
Magic Toy
Choosing Sequences for a Group
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The Show Editor's Interactive tab
Types of Interactive Groups
When you click the large "+" button, to add a new interactive group to the show, you will then be
prompted to choose the type of interactive group to add:
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Choosing the type of a new interactive group
There are three types of interactive groups:
Jukebox
Soundboard
Magic Toy
After choosing which type of interactive group you want, you will be given a choice of which sequences
to put in the group.
Jukebox
"Jukebox" interactive groups allow you to define a group of sequences, each hooked up to be
triggered by an individual circuit on some LOR controller, such that only one sequence in the group
can be playing at any given time, and if one already is playing when another is triggered, the first will
continue playing uninterrupted, and the trigger will be ignored.
If you assign more than one sequence to a single circuit in a single jukebox, then whenever that
circuit is triggered, the "next" sequence in the list, round-robin, will be played.
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Both musical sequences and animation sequences can be placed into a jukebox interactive group.
Soundboard
"Soundboard" interactive groups are similar to jukebox interactive groups in that only one sequence
in the group can be playing at any given time. However, unlike jukebox interactive groups, triggering
a sequence while another sequence from the group is currently playing will cause the playing
sequence to stop, and the triggered sequence to start.
If you assign more than one sequence to a single circuit in a single soundboard, then whenever that
circuit is triggered, the "next" sequence in the list, round-robin, will be played.
Both musical sequences and animation sequences can be placed into a soundboard interactive
group.
Magic Toy
"Magic toy" interactive groups allow you to set up a group of sequences such that many of them can
be started simultaneously by a single trigger. Any sequences already playing from the group will be
stopped when the new set is started.
Only animation sequences (as opposed to musical sequences) can be placed into a magic toy
interactive group.
Choosing Sequences for a Group
After you choose the type of your new interactive group, or upon editing an existing group, you will be
shown a list of the triggers for the group:
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The triggers in an interactive group
When you add a new trigger to this list (by clicking the large "+" button) or edit an existing trigger, you
will be given a choice of which sequences are assigned to the trigger, and which circuit on which unit of
which network triggers them. You can also assign a name to the trigger:
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Choosing the sequences assigned to a trigger in an interactive group
4.3
Schedules
What Is a Schedule?
The schedule is at the top of the Light-O-Rama schedule/show/sequence hierarchy:
The schedule is created and modified by the Light-O-Rama Schedule Editor, and played by
the Light-O-Rama Show Player.
It consists of shows, which are created and modified by the Light-O-Rama Show Editor. The
schedule schedules these shows to be played at certain times.
Shows consist of sequences, which are created and modified by the Light-O-Rama Sequence
Editor.
Sequences are composed of commands to be sent to your lights, producing various lighting
effects.
The schedule has two parts: the weekly schedule and the calendar schedule. The weekly schedule
contains information on shows that should be played on a recurring, weekly basis - for example,
every Wednesday night from 7:00 PM to 10:00 PM. The calendar schedule contains information on
shows that should be played once, at a specific date and time.
When the Light-O-Rama Show Player looks at the schedule to decide whether a show should be
played, it first checks the calendar schedule to see if it has any shows scheduled for the current
date and time. If there are, the Show Player will play that show. Otherwise, the Show Player will
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check the weekly schedule.
Example
Suppose you have a single show which you want to play every Friday and Saturday night, from 7:00
PM to 10:00 PM, except for Christmas Eve (when you want it to run from 5:00 PM to 11:00 PM) and
Christmas Day (when you want it to run from 8:00 AM to 2:00 PM). Then you would put the Friday
and Saturday shows into the weekly schedule, and the Christmas Eve and Christmas Day shows in
the calendar schedule. The Light-O-Rama Show Player would then follow the weekly schedule on
every day except Christmas Eve and Christmas Day, when it would then follow the calendar
schedule.
Considerations
Unlike the Show Editor, which can be used to create many shows, and the Sequence Editor,
which can be used to create many sequences, the Schedule Editor only maintains a single
schedule, and the Show Player only uses that single schedule.
The Show Player will not play any scheduled shows unless it is started and scheduled shows are
enabled, via "Enable Schedule" in the Light-O-Rama Control Panel.
After modifying your schedule in the Schedule Editor, make sure to save it. Changes to your
schedule will not be picked up by the Show Player until the schedule has been changed.
4.3.1
The Weekly Schedule
The weekly schedule is part of the schedule, saying which shows should be played when. The other
part of the schedule is the calendar schedule.
The difference between these two parts of the schedule is that the weekly schedule allows you to
specify shows that should be played by the Light-O-Rama Show Player on a recurring, weekly basis,
while the calendar schedule allows you to specify shows that should be played by the Show Player
once, at a specific date and time. For example, the weekly schedule would be used to have a show run
every Thursday between 5:00 PM and 10:00 PM, while the calendar schedule would be used to have a
show playing specifically on Christmas Eve.
Both parts of the schedule are created and modified using the Light-O-Rama Schedule Editor, and
shows in them are played at the scheduled times by the Light-O-Rama Show Player (assuming that "
Enable Schedule" has been turned on in the Light-O-Rama Control Panel). The Show Player, when
deciding whether a show should be played, will first check the calendar schedule, and only play a show
from the weekly schedule if none is scheduled for the current date and time in the calendar schedule.
The following picture shows the weekly schedule, as displayed in the Schedule Editor, with two different
shows scheduled:
"Weekday Show.lss", run Mondays to Thursdays from 5:00 PM to 9:00 PM, and Fridays 5:00 PM
to 11:00 PM;
"Weekends.lss", run Saturdays from 1:00 PM to 11:00 PM, and Sundays from 1:00 PM to 9:00
PM.
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The w eekly schedule, as displayed in the Schedule Editor, w ith som e scheduled show s
For details on creating and modifying the weekly schedule, please see the Schedule Editor.
4.3.2
The Calendar Schedule
The calendar schedule is part of the schedule, saying which shows should be played when. The other
part of the schedule is the weekly schedule.
The difference between these two parts of the schedule is that the weekly schedule allows you to
specify shows that should be played by the Light-O-Rama Show Player on a recurring, weekly basis,
while the calendar schedule allows you to specify shows that should be played by the Show Player
once, at a specific date and time. For example, the weekly schedule would be used to have a show run
every Thursday between 5:00 PM and 10:00 PM, while the calendar schedule would be used to have a
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show playing specifically on Christmas Eve.
Both parts of the schedule are created and modified using the Light-O-Rama Schedule Editor, and
shows in them are played at the scheduled times by the Light-O-Rama Show Player (assuming that "
Enable Schedule" has been turned on in the Light-O-Rama Control Panel). The Show Player, when
deciding whether a show should be played, will first check the calendar schedule, and only play a show
from the weekly schedule if none is scheduled for the current date and time in the calendar schedule.
The following picture shows the calendar schedule, with a show named "Christmas Eve.lss" scheduled
to be run on December 24, 2007 from 5:00 PM to 11:00 PM:
The calendar schedule, displayed in the Schedule Editor, w ith a show scheduled on Decem ber 24 at 5:00
PM
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For details on creating and modifying the calendar schedule, please see the Schedule Editor.
4.4
Hardware
Light-O-Rama can control your lights via several different kinds of hardware controllers. Primary among
these, of course, are Light-O-Rama controllers, but all of the following types of controllers can be used:
Light-O-Rama controllers
Native DMX devices
Dasher controllers
Digital IO cards
BSOFT digital IO cards
X10 controllers
Most lighting effects (such as fading, twinkling, and shimmering) are only supported on Light-O-Rama
controllers and native DMX devices. Other controllers can only be turned on (to full brightness) or off.
When a channel is created in a sequence using the Sequence Editor, the kind of controller (known as
"device type") can be assigned to it in a couple of ways:
In the Channel Settings dialog, accessible by left-clicking the channel's button or by selecting "
Change Channel Settings" on the channel's right-click popup menu;
Via the Channel Configuration screen, accessible by selecting "Channel Configuration" in the
Tools menu.
The Channel Settings dialog is most useful for changing a single channel, while the Channel
Configuration screen is more useful for changing many channels at once.
The Channel Settings dialog
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The Channel Configuration screen
4.4.1
Light-O-Rama Controllers
Light-O-Rama allows your computer to control your lights via a variety of hardware controllers. Primary
among these are Light-O-Rama controllers. Other kinds of controllers can be used, but most lighting
effects (such as fading and twinkling) are only supported on Light-O-Rama controllers.
Some Light-O-Rama controllers can also act as input triggers, allowing you to start particular sequences
on demand (such as when a person pushes a button).
Unit IDs
Each Light-O-Rama controller is assigned a unit ID. A unit ID is an identifier for the controller, and is
two characters long, with each character being a digit (0-9) or a letter from A to F. For example, 37,
25, 4B, C8, and DA are all valid unit IDs. Some such combinations are reserved, though, and
should not be used for as a unit ID. Specifically, 00, F1 through F9, and FA through FF are not valid
unit IDs.
Controllers will only react to lighting commands that are intended for their own unit ID; if two
controllers on the same network have the same unit ID, both will react simultaneously to the same
commands. However, a unit set up to use input triggers must have its own unique unit ID, not
shared with any other unit. Also, the Hardware Utility may react strangely with respect to a unit ID
which has more than one unit - for example, detecting them as a single unit, or misdetecting them
as some unknown controller type.
The unit ID of a controller is set in one of two ways, depending upon the type of controller:
Most controllers have physical switches on them that allow you to set the unit ID by moving the
switches.
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Otherwise, the Hardware Utility can be used to select a unit ID for controllers without such
switches.
It is generally a good habit to assign your unit IDs sequentially starting at 01. This is not necessary,
but it will speed up some maintenance such as configuring and testing your controllers in the
Hardware Utility.
Circuit IDs
Within a controller, each string of lights is assigned a specific circuit ID. This allows Light-O-Rama
to make different lights do different effects at the same time, using the same controller.
Standalone Mode and Computer Controlled Mode
Light-O-Rama controllers can be set up in standalone mode, in which a sequence is downloaded to
them in advance via the Hardware Utility, or hooked up to your computer via a COM port, in which
case the Light-O-Rama Show Player will send them lighting commands (during scheduled shows),
or the Light-O-Rama Sequence Editor will (on demand for a single sequence).
A controller in standalone mode can also send lighting commands to other controllers that are
hooked up to it via phone lines or data lines, similarly to the way that the Show Player or Sequence
Editor would. Therefore, in standalone mode, a sequence only needs to be downloaded (via the
Hardware Utility) to a single controller; the other controllers hooked up to it will receive their
commands from it.
Only one source of lighting commands should be present in any group of controllers that are hooked
up to each other - either the Show Player, the Sequence Editor, or a single controller with a
downloaded sequence. Having more than one source of commands will cause unexpected and
undesired results, as lighting commands will be missed or garbled.
Light-O-Rama Networks
The Show Player and Sequence Editor can control up to sixteen different networks of Light-O-Rama
controllers, each hooked up over a different COM port. These networks are referred to as
"Regular" (which is the default), "Aux A", "Aux B", "Aux C", and so on, up to "Aux O".
One main use of multiple networks is for displays with very large numbers of controllers; they enable
more lighting commands to be sent out at a single time. They also allow you to set up a sort of star
network centered on your PC, rather than a single long daisy chain of controllers; both of these may
make such sequences perform more smoothly.
Another use is for displays whose controllers are hooked up using wireless communications, via a
Light-O-Rama Easy Light Linker. Wireless communications has a lower top speed than wired, but
using multiple wireless networks allows commands to be sent over all of them simultaneously. So,
depending upon how many controllers you have and how many lighting effects you send them during
your show, using multiple wireless networks could make your show perform more smoothly than
using a single wireless network.
It is simplest, though, to just use a single Light-O-Rama network, and in many situations, this is
perfectly sufficient.
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The COM ports represented by each of the networks can be set via the Network Preferences dialog
of the Edit menu of the Sequence Editor. For example, the following picture shows COM6 assigned
to the Regular network, COM7 to Aux A, COM8 to Aux B, and leaves the remaining networks with
no COM port assigned:
Multiple COM ports assigned to various Light-O-Ram a netw orks
Assigning Circuits to Channels
When a sequence is created using the Sequence Editor, each of its channels can be assigned a
string of lights using the Channel Settings dialog or the Channel Configuration screen (the former
may be more convenient for modifying a single channel, and the latter for modifying multiple
channels at once).
For Light-O-Rama controllers, these allow you to set the network, unit ID, and circuit ID assigned to
the channel. Without these being assigned for a channel, any lighting effects made for that channel
will not happen on your actual lights.
For example, the following Channel Settings dialog shows a channel for a Light-O-Rama controller
on the regular network, with unit ID 03 and Circuit ID 7:
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The Channel Settings dialog for a Light-O-Ram a controller
The Channel Settings dialog can be accessed by left-clicking on the channel's button, or by
selecting "Change Channel Settings" from the channel button's right-click popup menu. The
Channel Configuration screen can be accessed by selecting "Channel Configuration" from the Tools
menu.
The Channel Configuration screen
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Native DMX Devices
In addition to Light-O-Rama controllers and various other types of controllers, Light-O-Rama can control
native DMX devices.
To set a channel to use DMX protocol, set its device type to "DMX Universe". You can then set its
universe and address (similarly to setting up an LOR controller's network, unit, and circuit). This can be
done in the Sequence Editor's Channel Configuration Screen or in the channel's Channel Settings dialog.
Up to sixteen DMX universes can be used. Each should be assigned a separate DMX adapter (such as
an ENTTEC Open DMX USB adapter). You can assign adapters to universes via the Sequence Editor's
Network Preferences dialog.
Unlike other protocols (such as LOR or X10), the DMX protocol requires that the LOR Control Panel be
running in order to actually control the devices. The LOR Control Panel will, in turn, start up the LOR
Comm Listener. When a program such as the Sequence Editor or Show Player wants to send a
command to a DMX device, it actually sends the command to the LOR Comm Listener, which in turn
sends it out over the adapter assigned to the device's specified universe.
Note that you do not have to use the "DMX Intensity" effect on DMX channels. You can, but you can
also use any other effect (such as Fade Up or Twinkle). If you use a DMX Intensity effect, it will have a
natural DMX intensity range of 0 to 255. If you use any other effect, it will have a range of 0 to 100, but
Light-O-Rama will automatically scale it to DMX's 0 to 255 range immediately before sending it out to the
actual DMX device.
4.4.3
Dasher Controllers
In addition to Light-O-Rama controllers and various other types of controllers, Light-O-Rama can control
your lights that are hooked up to Dasher controllers.
Limitations of Dasher Controllers
Not all of Light-O-Rama's lighting effects are supported on Dasher controllers; to use effects other
than "on" or "off" (such as twinkling, shimmering, fading, and brightness intensities other than
"totally off" or "full brightness"), you must use Light-O-Rama controllers.
The Dasher Port
All Dasher controllers that you will use must be hooked up to your computer over a single COM port,
known as the Dasher Port. You can select which COM port is the Dasher port in the "Additional
Networks" section of the Network Preferences dialog of the Edit menu of the Sequence Editor:
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The Netw ork Preferences dialog, w ith the Dasher Port set to COM8
Unit IDs
Each Dasher controller has a unit ID, identifying which controller it is. A controller will only react to
lighting commands for its unit ID. For a Dasher controller, the unit ID is a number between 1 and
106.
Circuit IDs
Each Dasher controller has eight circuits, each of which can control independent strings of lights. A
circuit is on a Dasher controller identified by a circuit ID between 1 and 8.
Assigning Circuits to Channels
When a sequence is created using the Sequence Editor, each of its channels can be assigned a
string of lights using the Channel Settings dialog or the Channel Configuration screen (the former
may be more convenient for modifying a single channel, and the latter for modifying multiple
channels at once).
For a Dasher controller, these allow you to set the unit ID and circuit ID assigned to a channel.
Without these being set, controllers will not react to lighting effects that you have put into your
sequence.
For example, the following shows the Channel Settings dialog for a channel assigned to circuit 7 of a
Dasher controller with unit ID 37:
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Channel Settings for a Dasher controller
The Channel Settings dialog can be accessed by left-clicking on the channel's button, or by
selecting "Change Channel Settings" from the channel button's right-click popup menu. The
Channel Configuration screen can be accessed by selecting "Channel Configuration" from the Tools
menu.
Importing Dasher Files
In addition to being able to use Dasher controllers, Light-O-Rama can also import sequences
created using the Dasher program, and convert them to Light-O-Rama sequences that can be used
in your shows.
To convert a Dasher sequence to a Light-O-Rama sequence, simply open the Dasher sequence
using the Sequence Editor (for example, via "Open" of the File menu). Light-O-Rama will detect that
it is a Dasher sequence, and prompt you on how to import it:
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The Dasher Im port dialog
The reason for this dialog is one of the differences between Light-O-Rama and the Dasher program:
Dasher sequences must always be associated with an audio file, even if you don't want any sound
to play while the sequence is controlling the lights. Often, people who used Dasher but did not want
sound during a particular sequence would therefore create audio files that had no sound in them.
Light-O-Rama, on the other hand, has no need for such "empty" audio files. A Light-O-Rama
musical sequence is associated with an audio (or video) file, and a Light-O-Rama animation
sequence is not.
When you ask Light-O-Rama to import a file that was created using Dasher, it does not know
whether the audio file used by the Dasher sequence is "empty" or not. If it is, then Light-O-Rama
has no need for the audio file. So, the Sequence Editor displays this dialog asking you whether it
really needs this audio file or not.
Finally, after importing a Dasher sequence, make sure to save it. It will be saved as a Light-O-Rama
sequence. Only the new Light-O-Rama sequence can be used in your shows; the old Dasher
sequence that it was imported from cannot.
4.4.4
Digital IO Cards
In addition to Light-O-Rama controllers and various other types of controllers, Light-O-Rama can control
your lights that are hooked up to digital IO cards.
Note: This page does not apply to BSOFT digital IO cards. Light-O-Rama can control BSOFT
digital IO cards, but if your digital IO card is a BSOFT digital IO card, please see the separate help file
page for such cards.
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Requirements
In order to use digital IO cards with Light-O-Rama, your computer must have the Universal Library
and the InstaCal program.
Limitations of Digital IO Cards
Not all of Light-O-Rama's lighting effects are supported on digital IO cards; to use effects other than
"on" or "off" (such as twinkling, shimmering, fading, and brightness intensities other than "totally off"
or "full brightness"), you must use Light-O-Rama controllers.
Unit IDs
Each digital IO card has a unit ID, identifying which controller it is. A controller will only react to
lighting commands for its unit ID. For a digital IO card, the unit ID is a number between 0 and 99.
Circuit IDs
Each digital IO card can control multiple strings of lights independently. To identify each such
string, it is assigned a circuit ID between 0 and 191.
Assigning Circuits to Channels
When a sequence is created using the Sequence Editor, each of its channels can be assigned a
string of lights using the Channel Settings dialog or the Channel Configuration screen (the former
may be more convenient for modifying a single channel, and the latter for modifying multiple
channels at once).
For a digital IO card, these allow you to set the unit ID and circuit ID assigned to a channel.
Without these being set, controllers will not react to lighting effects that you have put into your
sequence.
For example, the following shows the Channel Settings dialog for a channel assigned to circuit 3 of a
digital IO card with unit ID 37:
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The Channel Settings dialog for a digital IO card
The Channel Settings dialog can be accessed by left-clicking on the channel's button, or by
selecting "Change Channel Settings" from the channel button's right-click popup menu. The
Channel Configuration screen can be accessed by selecting "Channel Configuration" from the Tools
menu.
4.4.5
BSOFT Digital IO Cards
In addition to Light-O-Rama controllers and various other types of controllers, Light-O-Rama can control
your lights that are hooked up to BSOFT digital IO cards.
Note: This page does not apply to any digital IO cards except BSOFT digital IO cards. Light-ORama can control other digital IO cards, but if your digital IO card is not a BSOFT digital IO card, please
see the separate help file page for such cards.
Requirements
In order to use BSOFT digital IO cards with Light-O-Rama, your computer must have the Universal
Library and the InstaCal program.
Limitations of BSOFT Digital IO Cards
Not all of Light-O-Rama's lighting effects are supported on BSOFT digital IO cards; to use effects
other than "on" or "off" (such as twinkling, shimmering, fading, and brightness intensities other than
"totally off" or "full brightness"), you must use Light-O-Rama controllers.
Unit IDs
Each BSOFT digital IO card has a unit ID, identifying which controller it is. A controller will only
react to lighting commands for its unit ID. For a BSOFT digital IO card, the unit ID is a number
between 0 and 99.
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Circuit IDs
Each BSOFT digital IO card can control multiple strings of lights independently. To identify each
such string, it is assigned a circuit ID between 0 and 95.
Assigning Circuits to Channels
When a sequence is created using the Sequence Editor, each of its channels can be assigned a
string of lights using the Channel Settings dialog or the Channel Configuration screen (the former
may be more convenient for modifying a single channel, and the latter for modifying multiple
channels at once).
For a BSOFT digital IO card, these allow you to set the unit ID and circuit ID assigned to a channel.
Without these being set, controllers will not react to lighting effects that you have put into your
sequence.
For example, the following shows the Channel Settings dialog for a channel assigned to circuit 7 of a
BSOFT digital IO card with unit ID 3:
The Channel Settings dialog for a BSOFT digital IO card
The Channel Settings dialog can be accessed by left-clicking on the channel's button, or by
selecting "Change Channel Settings" from the channel button's right-click popup menu. The
Channel Configuration screen can be accessed by selecting "Channel Configuration" from the Tools
menu.
4.4.6
X10 Controllers
In addition to Light-O-Rama controllers and various other types of controllers, Light-O-Rama can control
your lights that are hooked up to CM11A X10 controllers.
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Limitations of X10 Controllers
Not all of Light-O-Rama's lighting effects are supported on X10 controllers; to use effects other than
"on" or "off" (such as twinkling, shimmering, fading, and brightness intensities other than "totally off"
or "full brightness"), you must use Light-O-Rama controllers.
Additionally, X10 controllers do not react quickly to commands, so they are best used for portions of
your display that are mostly static, changing infrequently. For more dynamic displays, it is best to
use Light-O-Rama controllers.
X10 is a very slow control mechanism. Commands take, on average, a full second to complete.
When building a sequence that uses X10 controllers, you should not send commands to X10
devices more frequently than once a second. Note that turning on one light and turning off another
is two commands, not one.
Light-O-Rama will allow up to fifty commands to be queued up to X10 controllers at any time. If that
number is exceeded, then commands will be lost.
The X10 Port
All X10 controllers that you will use must be hooked up to your computer over a single COM port,
known as the X10 Port. You can select which COM port is the X10 port in the "Additional Networks"
section of the Network Preferences dialog of the Edit menu of the Sequence Editor:
The Netw ork Preferences dialog, w ith the X10 port set to COM8
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Unit IDs
Each X10 controller has a unit ID, consisting of its X10 house code followed by its X10 unit code.
X10 house codes are letters ranging from A to P, while X10 unit codes are numbers ranging from 1
to 16; hence, the X10 unit ID ranges from "A-1" to "P-16".
Assigning Circuits to Channels
When a sequence is created using the Sequence Editor, each of its channels can be assigned a
string of lights using the Channel Settings dialog or the Channel Configuration screen (the former
may be more convenient for modifying a single channel, and the latter for modifying multiple
channels at once).
For an X10 controller, these allow you to set the unit ID assigned to a channel. Without this being
set, controllers will not react to lighting effects that you have put into your sequence.
For example, the following shows the Channel Settings dialog for a channel assigned to X10
controller C-7:
The Channel Settings dialog for an X10 controller
The Channel Settings dialog can be accessed by left-clicking on the channel's button, or by
selecting "Change Channel Settings" from the channel button's right-click popup menu. The
Channel Configuration screen can be accessed by selecting "Channel Configuration" from the Tools
menu.
5
The Light-O-Rama Software Package
The Light-O-Rama software package is a suite of programs, each helping with a different portion of
computerized control of your lights to help build a dynamic display:
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The Control Panel runs in your system tray, and gives convenient access to control over your
shows.
The Sequence Editor is used to create, modify, and test sequences.
The SuperStar Sequencer is a sort of front end to the Sequence Editor, used to create sequences
visually rather than via a channels-versus-time grid.
The Show Editor is used to package sequences together into shows.
The Schedule Editor is used to schedule shows to play at certain times.
The Simple Show Builder is an alternative to the Show Editor and the Schedule Editor. It is
generally simpler to use, but less flexible.
The Show Player monitors the schedule, and plays the scheduled shows at the appropriate times.
The Comm Listener is used by other programs (such as the Sequence Editor and Show Player) to
communicate with DMX devices.
The Hardware Utility can be used to test your controllers, and to download sequences to them to
be used in standalone mode.
The ServoDog Utility can be used to configure Light-O-Rama ServoDog controllers.
The Visualizer can be used to give a visual representation on your computer screen of how your
lights will look when a sequence or your show plays.
The Verifier can be used to check for certain types of problems with your Light-O-Rama
configuration, schedule, shows and sequences.
The Diagnostic is a troubleshooting tool that displays various information about your Light-O-Rama
configuration.
The Offline Registration Utility can be used to register Light-O-Rama on a computer that does not
have access to the internet.
Additionally, several add-ons can be used with Light-O-Rama (these are not supplied as a part of the
Light-O-Rama software package).
The Light-O-Rama software package must be registered with a valid license in order to use it to its full
potential. There are several different possible license levels, each having different features available.
Light-O-Rama can also be used unlicensed, in Demo mode, but you will not be able to actually control
lights while in Demo mode.
5.1
Registering Light-O-Rama
The Light-O-Rama Software Package must be registered, with a valid license, before it can be used to
its full potential. Without a license, Light-O-Rama can be used as a demo, but it will not actually control
your lights.
There are several different license levels, each having different features available; please see the feature
comparison for details.
To register Light-O-Rama first visit the Light-O-Rama website, and purchase a license. You will then be
able to enter your license information in any of a few different ways: When you first install the software,
or using the "Register Light-O-Rama" (or "Upgrade Light-O-Rama") menu items on the Sequence
Editor's Help menu or on the Control Panel's popup menu.
Doing any of these things will open the Registration dialog:
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The Registration Dialog
If your computer is connected to the internet, you can register simply by entering the name and license
key from your license information, and clicking "Register" (the license name and key can be copied and
pasted from the email in which they were sent to you). Light-O-Rama will then automatically verify your
license information, and, if it is valid, register your computer.
You may then have to close any Light-O-Rama programs that are running, and then restart them, before
all of your newly available features will be available.
If your computer is not connected to the internet, click on the link at the bottom of the Registration
dialog in order to register offline.
5.1.1
Registering Offline
If your computer is connected to the internet, you can register Light-O-Rama directly in the Registration
dialog. If not, though, you can still register while offline. Open the Registration dialog and click the link
at its bottom ("Need to register offline? Click here.").
Doing so will open the Offline Registration dialog:
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The Offline Registration Dialog
Once this dialog is opened, follow the instructions on it to register offline. A brief summary:
First, enter your license name and license key (these can be copied and pasted from the email in which
they are sent to you).
Next,click "Show Offline Registration Key".
At this point, you will need to use your offline registration key to get an offline authorization key. There
are two ways to do this:
First, if you have another computer, which is connected to the internet and which has Light-O-Rama
installed, you can run the Offline Registration Utility on that computer. Make sure to have your license
name, license key, and offline registration key available to enter onto that computer; the Offline
Registration Utility will use them to create an offline authorization key.
If you do not have another computer that you can use to run the Offline Registration Utility, then you can
obtain an offline authorization key by calling Light-O-Rama, at the telephone number shown on the form.
Provide the person you speak to with your license name, license key, and offline registration key, and
they will provide an offline authorization key to you.
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After you have obtained an offline authorization key, type it into the boxes near the bottom of the form,
and click "Register".
After you have successfully registered, you may need to close any Light-O-Rama programs that are
running and restart them before all of your newly available features can be used.
5.2
Control Panel
What is the Light-O-Rama Control Panel?
The Light-O-Rama Control Panel is an application that runs in your system tray, allowing convenient
access to other programs in the Light-O-Rama software package, as well as control over your
displays.
The Light-O-Rama control panel must be running in order for the Show Player to play your scheduled
shows (additionally, "Enable Schedule" must be turned on).
Running the Light-O-Rama Control Panel
To run the Light-O-Rama Control Panel, select it from your computer's Start menu, under All
Programs / Light-O-Rama / Light-O-Rama Control Panel:
Run the Light-O-Ram a Control Panel from your com puter's Start m enu
Once running, the Control Panel will show up as a Light-O-Rama light bulb icon in your system tray:
The Control Panel, running in the system tray
The color of the light bulb describes the current state of the Show Player: If scheduled shows are
currently enabled, it will be blue; if they are disabled, but shows on demand are enabled, it will be
orange; if shows are disabled entirely, it will be red.
If you wish, you can set it up so that the Control Panel will automatically be run whenever your
computer starts up (and therefore you won't have to start it via the Start menu anymore). To do this,
select Launch at Startup from the Control Panel's popup menu.
The Status Window
Left-clicking on the Light-O-Rama Control Panel's icon in your computer's system tray opens up the
Light-O-Rama status window. This window shows whether or not the Light-O-Rama Show Player is
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currently monitoring your schedule to play shows at their scheduled times, and, if so, whether a
show is currently running, what show that is, and what the next show will be.
It also shows various log messages, indicating such things as that a show or a sequence is starting
or stopping, that an error occurred playing a sequence, or that an interactive trigger was detected.
The "Clear Log" button will clear out all existing messages from the display, and "Copy Log" will
copy the log messages to your computer's clipboard, so that you can paste them into a file. Please
note that the log does not retain its messages indefinitely; it will periodically clear earlier messages
out.
If that status window says that Light-O-Rama is "disabled", your scheduled shows will not play. If
you wish to enable them, select "Enable Schedule" from the Control Panel's right-click popup menu.
Similarly, if the status window says that they Light-O-Rama is "enabled", your scheduled shows will
play; if you wish to disable them, select either "Disable Shows Gracefully" or "Disable Shows
Immediately".
The status window can also say that Light-O-Rama is "enabled (only for on demand shows)", in
which case your scheduled shows will not play, but on demand shows will. In this situation, you will
be able to either enable your scheduled shows or disable shows entirely (either gracefully or
immediately).
The status w indow , w ith scheduled show s enabled and a show currently playing
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The status w indow , w ith scheduled show s enabled, but no show currently playing
The status w indow , w ith on dem and show s enabled, but not scheduled show s
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The status w indow , w ith show s disabled
The Popup Menu
Right-clicking on the Light-O-Rama Control Panel's icon in the system tray brings up a popup menu.
This menu contains items to quickly launch other programs in the Light-O-Rama software package,
and to control your display in various ways:
Register (or Upgrade) Light-O-Rama
Sequence Editor
Show Editor
Simple Show Builder
Schedule Editor
Visualizer
Verifier
Status
Hardware Utility
ServoDog Utility
Enable Schedule
Disable Shows Gracefully
Disable Shows Immediately
Show On Demand
Shut Down Show On Demand
Launch at startup
Use Holiday Lights Designer
Use the LOR Visualizer
Use Compressed Sequences
Unload Light-O-Rama
Close Menu
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Help
The Control Panel's right-click popup m enu
Register (or Upgrade) Light-O-Rama
Selecting "Register Light-O-Rama" (or "Upgrade Light-O-Rama") from the Control Panel's right-click
popup menu allows you to register your Light-O-Rama software, or to upgrade to a higher level
license, unlocking various features.
This item will show up as "Register Light-O-Rama" if you are using the unlicensed Demo version of
the software, or "Upgrade" if you are using a license, but it is not the highest possible license level.
If you are using the highest possible license level, this item will not be displayed at all.
Sequence Editor
Selecting "Sequence Editor" from the Control Panel's right-click popup menu launches the Light-ORama Sequence Editor, used to create, modify, and test sequences.
Show Editor
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Selecting "Show Editor" from the Control Panel's right-click popup menu launches the Light-O-Rama
Show Editor, used to create and modify shows.
Simple Show Builder
Selecting "Simple Show Builder" from the Control Panel's right-click popup menu launches the LightO-Rama Simple Show Builder, which is intended as an easier to use, but less flexible, alternative to
the Show Editor and the Schedule Editor.
Schedule Editor
Selecting "Schedule Editor" from the Control Panel's right-click popup menu launches the Light-ORama Schedule Editor, used to schedule shows to be played by the Light-O-Rama Show Player.
Visualizer
Selecting "Visualizer" from the Control Panel's right-click popup menu launches the Light-O-Rama
Visualizer.
Verifier
Selecting "Verifier" from the Control Panel's right-click popup menu launches the Light-O-Rama
Verifier, used to check for certain problems with Light-O-Rama's configuration, schedule, scheduled
shows, and scheduled sequences.
Status
Selecting "Status" from the Control Panel's right-click popup menu opens the Light-O-Rama status
window, which displays information such as whether shows are currently enabled, and what show (if
any) is currently playing.
Hardware Utility
Selecting "Hardware Utility" from the Control Panel's right-click popup menu launches the Light-ORama Hardware Utility, used for various things such as testing controllers and downloading
sequences to them for use in standalone mode.
ServoDog Utility
Selecting "ServoDog Utility" from the Control Panel's right-click popup menu launches the Light-ORama ServoDog Utility, used to configure Light-O-Rama ServoDog controllers.
Enable Schedule
Selecting "Enable Schedule" from the Control Panel's right-click popup menu causes the Light-ORama Show Player to monitor your schedule and to play your shows at their scheduled times.
Note that on demand shows can be played regardless of whether your scheduled shows are enabled
or not.
When scheduled shows are enabled, the light bulb icon in the computer's system tray will be blue.
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Note: If "Enable Schedule" is greyed out, this means that it has already been selected, and the
Show Player is monitoring your schedule. To stop the Show Player from monitoring your schedule,
select "Disable Shows Gracefully" or "Disable Shows Immediately".
Disable Shows Gracefully
Selecting "Disable Shows Gracefully" from the Control Panel's right-click popup menu causes the
Light-O-Rama Show Player to put your current show (if one is running) into shutdown mode, and to
stop monitoring your schedule for shows to be played. When the show goes into shutdown mode,
any song from the Musical section that is currently playing will be allowed to finish, and then the
show's Shutdown section will start.
To instead shut down your show immediately, including abruptly stopping any sequences or song
that might be playing, choose Disable Shows Immediately instead.
When shows are disabled, the light bulb icon in the computer's system tray will be red.
Note: If "Disable Shows Gracefully" is greyed out, this means that the Show Player is not
monitoring your schedule. To have the Show Player start monitoring your schedule, select "Enable
Schedule".
Disable Shows Immediately
Selecting "Disable Shows Immediately" from the Control Panel's right-click popup menu causes the
Light-O-Rama Show Player to immediately stop your current show (if one is running), and to stop
monitoring your schedule for shows to be played.
Stopping your show immediately will abruptly stop your sequences, including any song that
happens to be playing. To have the Show Player stop your show more gracefully, choose Disable
Shows Gracefully instead.
When shows are disabled, the light bulb icon in the computer's system tray will be red.
Note: If "Disable Shows Immediately" is greyed out, this means that the Show Player is not
monitoring your schedule. To have the Show Player start monitoring your schedule, select "Enable
Schedule".
Show On Demand
Selecting "Show On Demand" from the Control Panel's right-click popup menu causes the following
dialog to open:
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The Show On Dem and dialog
Using this dialog, you can choose a show file to play immediately, or at a certain time, without
needing to add it to your schedule. You can choose to let it play until a certain time, or else
indefinitely, in which case it will not stop until you "shut down show on demand", "disable shows
gracefully", "disable shows immediately", or "unload Light-O-Rama".
If a show is already playing at the time the on demand show is supposed to start, the playing show
will be allowed to stop gracefully before the on demand show will start. That is, if a sequence from
its Musical Section is currently playing, that sequence will be allowed to continue to play until its
natural end; also, the sequences from its Shutdown Section, if any exist, will be played (after the
current sequence from the Musical Section ends, or immediately if there is no current sequence
from the Musical Section).
If "Show On Demand" is used when scheduled shows are disabled, it will not enable your scheduled
shows; only your on demand show will play (if desired, though, you can enable your scheduled
shows too, simply by clicking "Enable Schedule"). When this is the case, the light bulb icon in the
computer's system tray will be orange.
Please note that the Show On Demand feature is only available for license level Basic Plus and
higher.
Shut Down Show On Demand
If an on demand show is currently playing, selecting "Shut Down Show On Demand" from the
Control Panel's right-click popup menu will cause the on demand show to stop. It will be allowed to
stop gracefully; that is, if a sequence from its Musical Section is currently playing, that sequence
will be allowed to continue to play until its natural end; also, the sequences from its Shutdown
Section, if any exist, will be played (after the current sequence from the Musical Section ends, or
immediately if there is no current sequence from the Musical Section).
After the on demand show stops, if scheduled shows are enabled, the Show Player will start
whatever show is scheduled for the current time (if any).
"Shut Down Show On Demand" can also be used to cancel an on demand show that has been
requested, but not yet started (either due to its start time not having been reached, or else due to
another show still being in the process of shutting down).
Launch at startup
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Checking "Launch at startup" from the Control Panel's right-click popup menu causes the Light-ORama Control Panel to automatically run whenever your computer starts up. Unchecking it causes
it not to run at startup time, in which case you can start it manually whenever you like.
Use Holiday Lights Designer
Checking "Use Holiday Lights Designer" from the Control Panel's right-click popup menu causes
Light-O-Rama to send lighting commands to Holiday Lights Designer whenever a sequence is
played (whether by the Show Player or the Sequence Editor). Holiday Lights Designer is a third
party add-on that allows you to virtually place Christmas lights and holiday decorations on images of
your home or business. Unchecking it causes Light-O-Rama not to send such commands to
Holiday Lights Designer.
Version 4.0 or above of Holiday Lights Designer
interaction.
is required to take advantage of Light-O-Rama
Use the LOR Visualizer
Checking "Use the LOR Visualizer" from the Control Panel's right-click popup menu causes Light-ORama to send lighting commands to the Light-O-Rama Visualizer. Unchecking it causes Light-ORama not to send such commands.
Use Compressed Sequences
Checking "Use Compressed Sequences" from the Control Panel's right-click popup menu causes
the Light-O-Rama Show Player to create and use compressed sequences if possible, which should
cut down on the time it takes to load. Unchecking it causes it to ignore compressed sequences,
and instead use the regular sequences.
Unload Light-O-Rama
Selecting "Unload Light-O-Rama" from the Control Panel's right-click popup menu will shut down
both the Light-O-Rama Control Panel and the Light-O-Rama Show Player. Your scheduled shows
will not run while these are shut down.
To start the Light-O-Rama Control Panel again, run it from your computer's Start menu. Or, if "
Launch at startup" has been enabled, the Control Panel will automatically run the next time that
your computer starts up.
Close Menu
Selecting "Close Menu" from the Control Panel's right-click popup menu will close the popup menu.
The Light-O-Rama control panel will still remain active.
Help
Selecting "Help" from the Control Panel's right-click popup menu will open up the Light-O-Rama help
files.
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Sequence Editor
The Light-O-Rama Sequence Editor is a tool used to create sequences, which are files that contain
commands to be sent to controllers to produce various lighting effects - to turn lights on and off, make
them twinkle or shimmer, fade up or down, and so forth.
After creating sequences with the Sequence Editor, they can be grouped together into shows, using the
Show Editor. Shows can then be scheduled to run at certain times, using the Schedule Editor, and the
Show Player can be used to monitor the schedule and play those shows at the scheduled times.
A sequence is represented in the Sequence Editor as a grid, with rows being channels and columns
being timings. A cell in the grid represents the lighting effect or effects on that channel at that time. For
example, the following sequence has four channels. At the start of the sequence, the first channel
turns on. It stays on for half a second, then turns off, and the second channel then turns on. Then it
turns off, and the third turns on, and then the third turns off and the fourth turns on. This brings us two
seconds into the sequence, at which point all four channels fade down, for a second. After that, the first
and fourth channels start shimmering, while the second and third fade up:
A sequence w ith four channels, and various lighting effects
Notice that one cell is highlighted with a thick black box - the cell of the first channel from 3 seconds to
3.5 seconds. That is the currently selected cell. Various tools can be applied to the selected cell (or
cells), for example to change the lighting effect used on that channel at that time.
For more detailed information about sequences and the Sequence Editor, please see the help file page
on sequences, and the following topics:
Editing Sequences Using the Keyboard
Editing Sequences Using the Mouse
The Menu Bar
Toolbars
The Right-Click Context Menu
Channel Buttons
Track Bars
Loop Menus
The Channel Configuration Screen
The Animator
The Beat Wizard
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The MIDI Wizard
The Tapper Wizard
The VU Wizard
The Light-O-Ram a Sequence Editor, w ith a sequence
5.3.1
Editing Sequences Using the Keyboard
The keyboard can be used in several ways to help build sequences in the Sequence Editor:
Custom Keyboard Mappings
Selecting a Cell
Selecting Multiple Cells
Modifying Cells
Copying, Cutting and Pasting
Copying and Pasting Timings
Undoing and Redoing
Zooming
Creating and Opening Sequences
Saving Changes
Refreshing the Display
Help
Freeform Play Mode
Opening a Tooltip
Other Keyboard Usage
Please also see Editing Sequences Using the Mouse.
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Custom Keyboard Mappings
Although Light-O-Rama has certain built-in keyboard behaviors -- for example, pushing the S key will
cause a shimmer to be applied to the current selection -- you can change these behaviors. For
example, you could change the S key so that it will cause a fade up to be applied, instead of a
shimmer. Or, you could make it more complex, such as causing a shimmer to be applied, then the
selection to be moved two cells to the right, and then a fade up applied (to the new selection).
For further details on custom keyboard mappings, please see the Keyboard Preferences page. The
remainder of this help file page describes Light-O-Rama's built-in keyboard behaviors.
Selecting a Cell
Sequences are displayed in the Sequence Editor as a grid. Rows represent channels or RGB
channels, and columns represent timings. Cells in the grid therefore represent the lighting effects
that will happen on channels at various points in time while the sequence is being played.
A cell, or a range of cells, can be selected, allowing you to apply various tools to it (such as
specifying what lighting effects should take place in that cell). You can recognize the currently
selected cell (or cells) by a thick black and white border. For example, in the following sequence,
the cell of the third channel between 1 second and 1.5 seconds is selected:
The tim e betw een 1 and 1.5 seconds of the third channel is selected
You can change which cell is selected by using the arrow keys - Up, Down, Left and Right. Page
Up and Page Down can also be used, to go up and down in the sequence by a page at a time.
If the currently selected cell is not the first cell in the currently selected channel (i.e. the cell starting
at time zero), hitting the Home key brings you to the first cell in the currently selected channel. If,
however, the first cell is already selected, then hitting the Home key will bring you to the first
channel in the sequence. So, hitting the Home key twice in a row will bring you to the first cell in
the first channel.
The End key works similarly, but for the last event and the last channel.
Selecting Multiple Cells
A range of cells can be selected by holding down the shift key while using the arrow keys (or Page
Up, Page Down, Home, or End). For example, the following picture has four cells selected, two
each from second and third channels:
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Four cells are currently selected, tw o each in Channel 2 and Channel 3
Modifying Cells
Once you have selected a cell, or a range of cells, you can modify the cell or cells by pressing
keys:
Key
Effect
<Shift>-A
Set the currently selected tool (for the Enter key or mouse click) to the
Intelligent Fade tool
A
Intelligent Fade
<Shift>-C
Set the currently selected effect tool (for the Enter key or mouse click) to
the Custom tool
C
Custom tool (e.g. twinkling fade down)
<Ctrl><Shift>-D
Set the custom tool to fade down
<Shift>-D
Set the currently selected effect tool (for the Enter key or mouse click) to
the Fade Down tool
D
Fade down
<Shift>-E
Turn on regular effects mode for subsequent keystrokes
E
Turn on regular effects mode for the next keystroke only
<Shift>-F
Set the currently selected effect tool (for the Enter key or mouse click) to
the Fill tool
F
Fill
<Shift>-G
Set the currently selected effect tool (for the Enter key or mouse click) to
the Toggle tool
G
Toggle
<Shift>-H
Set the currently selected effect tool (for the Enter key or mouse click) to
the Chase tool
H
Chase
<Ctrl><Shift>-I
Set the custom tool to set intensity
<Shift>-I
Set the currently selected effect tool (for the Enter key or mouse click) to
the Intensity tool
I
Set intensity
<Shift>-K
Turn on or off background effects mode for subsequence keystrokes
K
Turn on background effects mode for the next keystroke only
<Shift>-L
Set the currently selected effect tool (for the Enter key or mouse click) to
the Select tool
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<Shift>-N
Set the currently selected effect tool (for the Enter key or mouse click) to
the On tool
N
On
<Shift>-O
Set the currently selected effect tool (for the Enter key or mouse click) to
the Color Fade tool
O
Color fade
<Shift>-Q
Set the currently selected effect tool (for the Enter key or mouse click) to
the Paint Sequence tool
Q
Paint sequence
<Shift>-R
Turn on or off foreground effects mode for subsequent keystrokes
R
Turn on foreground effects mode for the next keystroke only
<Ctrl><Shift>-S
Set the custom tool to shimmer
<Shift>-S
Set the currently selected effect tool (for the Enter key or mouse click) to
the Shimmer tool
S
Shimmer
<Ctrl><Shift>-T
Set the custom tool to twinkle
<Shift>-T
Set the currently selected effect tool (for the Enter key or mouse click) to
the Twinkle tool
T
Twinkle
<Ctrl><Shift>-U
Set the custom tool to fade up
<Shift>-U
Set the currently selected effect tool (for the Enter key or mouse click) to
the Fade Up tool
U
Fade Up
<Shift>-X
Set the currently selected effect tool (for the Enter key or mouse click) to
the DMX Intensity tool (Note: this key only works if DMX Editing has been
enabled)
X
DMX Intensity (Note: this key only works if DMX Editing has been enabled)
+
Repeat
<Shift>-<Delete> Set the currently selected effect tool (for the Enter key or mouse click) to
the Off tool
<Delete>
Off
<Enter>
Use the currently selected effect tool (from the Tools toolbar)
The selected cells have been changed to tw inkles
Copying, Cutting and Pasting
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The lighting effects in cells can be copied, cut, and pasted using the standard Windows copy, cut
and paste keys, Ctrl-C, Ctrl-X, and Ctrl-V.
Note that the Light-O-Rama Sequence Editor supports two different pasting modes (paste by cell
and paste by time), and a pasting option (paste from foreground). You can choose these settings
using the Clipboards subpanel of the left-hand Tools Panel.
Copying and Pasting Timings
Timings can be copied using Ctrl-Insert, and inserted using Shift-Insert.
Undoing and Redoing
Changes to a sequence can be undone and redone using the standard Windows undo and redo
keys, Ctrl-Z and Ctrl-Y. Note that this includes any changes to the sequence, not merely changes
made using the keyboard.
Zooming
The view of a sequence's grid can be zoomed in and out using the keyboard. Both rows (channels)
and columns (timings) can be zoomed.
To zoom in on channels - i.e. to make them bigger - use Alt-Down, and to zoom out, use Alt-Up.
Alt-Page Down and Alt-Page Up also work, to zoom in and out as much as possible.
To zoom in on timings, use Alt-Right; to zoom out, use Alt-Left. Alt-End and Alt-Home zoom in and
out as much as possible.
Creating and Opening Sequences
The New and Open Dialog can be opened using either Ctrl-N, Ctrl-O, or Ctrl-R. Ctrl-N will open it to
its New Sequence tab, Ctrl-O will open it to its Existing Sequence tab, and Ctrl-R will open it to its
Recent Sequence tab.
Saving Changes
Changes to a sequence can be saved using Ctrl-S. If this is a new sequence that has never before
been saved, this will first prompt you for a filename to save the sequence to.
Refreshing the Display
Occasionally during play, the display of a sequence's grid may seem to blank out. This is typically
caused when your computer happens to do something unrelated to Light-O-Rama, and temporarily
takes the focus away from the Sequence Editor. The sequence itself is not affected, nor are the
actual lights - only the Sequence Editor's display of the sequence is - and the display is typically
returned to normal when play reaches the next screen (or stops). However, if you do not wish to
wait for that, you can hit the F5 key to manually refresh the display.
Help
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The Light-O-Rama help file can be opened by hitting the F1 key.
Freeform Play Mode
The space bar can be used to start and stop the current sequence either in "from selection" mode
or, if a freeform play range has been selected, in freeform play mode. While playing, the up and
down arrows can be used to define a freeform play range. If play is started with "Shift-Space"
instead of just "Space", the freeform play range will be removed, and play will then start in "from
selection" mode.
Opening a Tooltip
If your mouse is over the current sequence's grid, you can open a tooltip describing the cell it is
pointing to by hitting the "P" key. This can be done regardless of whether you have set your display
preferences to disable tooltips.
Other Keyboard Usage
The various menus on the menu bar can be accessed by holding down the Alt key while pressing a
particular key for the menu in question:
Key
Effect
<Alt>-E
The Edit menu
<Alt>-F
The File menu
<Alt>-H
The Help menu
<Alt>-P
The Play menu
<Alt>-T
The Tools menu
<Alt>-V
The View menu
<Alt>-W
The Window menu
After opening a menu, menu items can be selected using their hotkeys (indicated by an underlined
letter). For example, pressing Alt-E followed by K will select "Duplicate Track" from the Edit menu.
Keys such as Up, Down, Left, Right, Enter and Space can also be used to navigate these menus.
Many functions in the Light-O-Rama Sequence Editor cause dialog windows to open up. Those
which have "OK" and "Cancel" buttons can typically have "OK" invoked by hitting the Enter key, and
"Cancel" by hitting the Escape key.
Standard Windows keyboard navigation should work on these dialogs - for example, using the Tab
key to tab between controls, or the arrow keys to choose which radio button in a group is selected.
Hotkeys exist on many of these dialogs, which allow you to select a specific control on the dialog
by holding the Alt key and pressing the key of the underlined letter. For example, in the Channel
Settings dialog (picture follows), the "Name" control can be selected by Alt-N, the "Color" control by
Alt-C, and so forth:
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The Channel Settings dialog
5.3.2
Editing Sequences Using the Mouse
Sequences can be edited in the Light-O-Rama Sequence Editor using the mouse:
Selecting a Cell
Selecting Multiple Cells
Modifying Cells
Other Mouse Usage
See also "Editing Sequences Using the Keyboard".
Selecting a Cell
Sequences are displayed in the Sequence Editor as a grid. Rows represent channels, and columns
represent timings. Cells in the grid therefore represent the lighting effects that will happen on
channels at various points in time while the sequence is being played.
A cell, or a range of cells, can be selected, allowing you to apply various tools to it (such as
specifying what lighting effects should take place in that cell). You can recognize the currently
selected cell (or cells) by a thick black and white border. For example, in the following sequence,
the cell of the third channel between 1 second and 1.5 seconds is selected:
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The tim e betw een 1 and 1.5 seconds of the third channel is selected
Using the mouse, you can change which cell is selected by simply clicking in the cell that you want
to be selected. However, unlike when you select a cell using the keyboard, this will not just select
the cell - it will also apply the current effect tool (from the Tools toolbar) to the cell. So, for example,
it might turn the cell on, or off, or cause it to twinkle, or fade up. So, if you want to just select a cell
without changing its contents, either use the keyboard, or make sure that your current effect tool is
the Selection tool.
Another option is to right-click in the desired cell. This will select the cell, and will not apply the
current tool, but it will also bring up the right-click context menu. One exception: If you already have
multiple cells selected, and you right click on one of those cells, that cell will not become the
currently selected cell. Instead, the whole range of cells will remain selected, and the right-click
context menu will pop up, applying to the entire range of cells.
Selecting Multiple Cells
You can select multiple cells using the mouse in two ways: either click and drag from the first to the
last, or click in the first, move (without necessarily dragging) to the last, and shift-click in the last.
Note that this will not just select the cells; it will also apply the current tool (from the Tools toolbar)
to the cells. For example, it will make them shimmer, or fade down. So, if you want to select
multiple cells without changing their contents, either use the keyboard, or make sure that the
current tool is the Selection tool.
Right-clicking can also be used to select multiple cells, but will bring up the right-click context menu
rather than applying the current tool.
Four cells are selected, tw o each in tw o different channels
Modifying Cells
Simply selecting a cell or a range of cells will apply the current effect tool (from the Tools toolbar) to
the selection.
Another option is to right-click on the cell or cells, which will bring up the right-click context menu.
This menu has a variety of options for modifying the cells.
Other Mouse Usage
Various popup menus and dialogs can be obtained by using the mouse:
Right-clicking on the sequence grid brings up the right-click context menu.
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Left-clicking on a channel button brings up that channel's Channel Settings dialog.
Right-clicking on a channel button brings up that channel's popup menu.
Left or right-clicking on a track bar brings up that track's context menu.
Left or right-clicking on a loop level portion of the grid brings up the Loop Context menu.
Left or right-clicking on a loop level's button brings up part of the Loop Context menu (the
items related to the whole loop level, rather than individual loops).
Additionally, the menu bar and the toolbars can be accessed via the mouse in the standard way for
Windows programs.
5.3.3
Time Format
Whenever the Light-O-Rama Sequence Editor asks you for a length of time, you can generally specify
hours, minutes, seconds, and hundredths of a second. You don't have to specify all of them if you don't
want to.
The general format is:
HH:MM:SS.hh
Where HH is hours, MM is minutes, SS is seconds, and hh is hundredths of a second. You usually do
not have to type all of that in, though; for example, if you are concerned only with seconds, you don't
have to type in anything about hours, minutes, or hundredths of seconds.
The Sequence Editor also uses this same format whenever it displays a length of time to you.
The following examples show how to specify various lengths of time:
5.3.4
Length of Time
Format
Ten seconds
10
Ten and 37/100 seconds
10.37
Three minutes and ten seconds
3:10
Three minutes, ten and 37/100 seconds
3:10.37
Seven hours, three minutes, and ten seconds
7:03:10
Seven hours, three minutes, ten and 37/100
seconds
7:03:10.37
The Menu Bar
The Light-O-Rama Sequence Editor's menu bar gives access to a variety of different functionality. For
detailed help, please refer to the help pages for each individual menu on the menu bar:
The File menu
The Edit menu
The View menu
The Tools menu
The Play menu
The Window menu
The Help menu
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The Sequence Editor's m enu bar
5.3.4.1
The File Menu
The Light-O-Rama Sequence Editor's File menu has menu items related to things like creating, opening,
and saving sequences.
Several of these menu items operate on the "currently selected sequence". Many sequences can be
open simultaneously in the Sequence Editor, but only one is the currently selected sequence. It is
distinguished by its bright blue title bar (as opposed to the pale blue title bar of unselected sequences).
To select a sequence, simply click on its window.
New
Open
Open Recent
Close
Close All Files
Close All Files Except This
Revert to Saved
Save
Save As
Export as Protected
Exit
The Sequence Editor's File m enu
New
Selecting "New" on the Sequence Editor's File menu opens the New and Open dialog, on its "New
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Sequence" tab, which gives a choice between creating a new animation sequence or a new musical
sequence.
"New" has a keyboard hotkey: Ctrl-N.
Open
Selecting "Open" on the Sequence Editor's File menu opens the New and Open dialog, on its "
Existing Sequence" tab, which lets you open an existing sequence using a file browser similar to
Windows Explorer.
"Open" has a keyboard hotkey: Ctrl-O.
Open Recent
Selecting "Open Recent" on the Sequence Editor's File menu opens the New and Open dialog, on
its "Recent Sequence" tab, which lets you open by selecting it from a list of the most recently
opened sequences.
"Open Recent" has a keyboard hotkey: Ctrl-R.
Close
Selecting "Close" from the Sequence Editor's File menu closes the currently selected sequence.
If the sequence has unsaved changes, you will be prompted on whether you wish to save the
changes or not; if the sequence has never been saved before, and you choose to save it, you will
also be prompted to select a filename for the new sequence.
Close All Files
Selecting "Close All Files" from the Sequence Editor's File menu closes all open sequences.
If any of the sequences have unsaved changes, you will be prompted on whether you wish to save
them or not; if any of the sequences have never been saved before, and you choose to save them,
you will also be prompted to select filenames for the new sequences.
Close All Files Except This
Selecting "Close All Files Except This" from the Sequence Editor's File menu closes all open
sequences except the currently selected sequence.
If any of the the sequences being closed have unsaved changes, you will be prompted on whether
you wish to save the changes or not; if a sequence being closed has never been saved before, and
you choose to save it, you will also be prompted to select a filename for the new sequence.
Revert to Saved
Selecting "Revert to Saved" from the Sequence Editor's File menu reloads the currently selected
sequence from its last save. Any changes made to the sequence since the last save will be lost.
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Save
Selecting "Save" from the Sequence Editor's File menu saves the changes that you have made to
the currently selected sequence. If the sequence was newly created and has never been saved
before, Save will also prompt you for a filename to use for the new sequence.
Save has a keyboard hotkey: Ctrl-S.
Save As
Selecting "Save As" from the Sequence Editor's File menu saves the current sequence to a new
filename. The old file will still exist, but will not include any of the changes that you made to the
sequence since the last time that you saved it.
Export as Protected
Selecting "Export as Protected" from the Sequence Editor's File menu can be used to create a
protected sequence based upon the current sequence.
Exit
Selecting "Exit" from the Sequence Editor's File menu closes the Sequence Editor. If any currently
open sequences have changes that have not yet been saved, you will be prompted for whether or not
you want to save them.
5.3.4.1.1 The New and Open Dialog
The Sequence Editor's New and Open dialog is used to create new sequences, or to open existing
sequences. It has three tabs:
"New Sequence", to create a new musical sequence or a new animation sequence;
"Existing Sequence", to open an existing sequence, using a file browser similar to Windows
Explorer;
"Recent Sequence", to open a sequence that had recently been opened, by selecting it from a
list.
While the New and Open dialog is displayed, you can change the selected tab by hitting Control-Tab (to
cycle forward through the tabs) or Control-Shift-Tab (to cycle backward), or simply by mouse clicking on
the desired tab.
The New and Open dialog can be opened, on the appropriate tab, via the File menu's "New", "Open", or "
Open Recent" menu items, and also via the Standard Toolbar's "New Sequence" and "Open Sequence"
buttons.
Also, by default, the New and Open dialog will open whenever the Sequence Editor is started (opening
on the tab that had been used the last time the dialog was used). This behavior can be suppressed by
checking the "Don't show this screen when Light-O-Rama starts" checkbox. If you have suppressed it,
and want to unsuppress it, simply uncheck the box the next time that you use the New and Open
dialog.
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New Sequence
The New and Open dialog's New Sequence tab allows you to create a new musical sequence or a
new animation sequence. Simply select which you want, which will cause either the New Musical
Sequence dialog or the New Animation dialog to open.
The New and Open dialog's "New Sequence" tab
Existing Sequence
The New and Open dialog's Existing Sequence tab lets you choose a sequence to open, using a file
browser similar to Windows Explorer.
This also allows you to import sequences that were created using the Dasher program. Simply
select the Dasher sequence, and you will be prompted on how you wish to import it.
The "Search for files named" box, below the list of files, causes the list to show only those files with
the specified text somewhere in their name. It also supports three wildcard characters, "*", "?" and
"#", meaning "zero or more characters", "exactly one character", and "exactly one digit",
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respectively.
The New and Open dialog's "Existing Sequence" tab
Recent Sequence
The New and Open dialog's Recent Sequence tab lets you choose a sequence to open from a list of
the sequences which had been opened the most recently.
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The New and Open dialog's "Recent Sequence" tab
5.3.4.1.2 The New Animation Dialog
The Sequence Editor's New Animation dialog is used to create a new animation sequence. The New
Animation dialog is opened by selecting "New Animation Sequence" from the New and Open dialog's "
New Sequence" tab. The New and Open dialog, in turn, can be opened in a few ways:
Selecting "New" from the File menu;
Clicking the "New Sequence" button on the Standard toolbar;
Using the keyboard shortcut Ctrl-N.
For detailed help, please refer to the following sections:
Who is the author of this new animation?
How many channels should this animation use?
Automatically set up channels to use standard LOR controllers
How long should this animation be?
How much time should be in between timings?
Use a fixed timing grid
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Use loops.
Save these choices as defaults.
Don't ask me this again.
The New Anim ation dialog
Who is the author of this new animation?
If you wish, you can put your name here. It will be saved with the sequence, and will be displayed
as a part of the information available via "Sequence Info" of the View menu.
Once set, even if set to a blank value, this cannot be changed.
How many channels should this animation use?
Specify the number of channels that you want in this sequence. You can always change this later,
by adding or removing channels, for example via the Channel Configuration screen or via a channel's
right-click popup menu.
Note: All channels specified here will be placed into a single track. More tracks can be added later,
for example via Add New Track or Duplicate Track of the Edit menu.
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Automatically set up channels to use LOR controllers
If you check this box, the channels in your newly created sequence will automatically be set up to
use Light-O-Rama controllers. The first channel will be set up to use unit 1 circuit 1, the next unit 1
circuit 2, and so forth, up through unit 1 circuit 16, and then on to unit 2, and so forth. All such
channels will be set up to use the regular LOR network.
How long should this animation be?
This allows you to specify the duration of the sequence. You will be able to change the value later,
using "Change Total Time" in the Edit menu.
The time can include hours, minutes, seconds, and hundredths of a second. For details on the
format used to specify various lengths of time, please see Time Format.
How much time should be in between timings?
This allows you to tell the Sequence Editor to automatically insert timings into the new sequence.
Timings are the spots in time where you can easily place lighting effects - for example, turn a string
of lights on, or have it twinkle, or have it fade down.
If you don't know how far apart you want timings to be, just take a guess. You can always insert,
delete, or move timings later. Note that although the New Animation dialog only allows you to set
timings up at equal lengths from each other, timings in general can be any length from each other.
For example, you could later add a timing three seconds away from another, and a third timing half a
second away from that one.
If you select "Some other value", you can enter any length you want, rather than one of the defaults.
For details on the format used to specify various lengths of time, please see Time Format.
Use a fixed timing grid
Unless you chose "Don't add any timings" in response to the question "How much time should be in
between timings?", then if this box is checked, the sequence's initial timing grid will be a fixed
timing grid. Otherwise, it will be a freeform timing grid.
Use loops.
If you check the "Use Loops" checkbox, the newly created sequence will automatically include a
loop level, which can be used to insert loops into the sequence.
If you create an animation sequence without having selected "Use Loops", and you later decide that
you do want loops in the sequence, you can add a loop level by selecting "Turn on Loops" from the
Edit menu.
Save these choices as defaults.
If you turn this checkbox on, your answers to the questions in this dialog will be saved so that
whenever you create a new animation sequence in the future, those answers will automatically show
up in this dialog as the default answers.
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Don't ask me this again.
If you turn this checkbox on, then whenever you create new animation sequences in the future, you
will not be presented with this dialog. Instead, the default answers to the questions will be used.
If you later decide that you want to change these defaults, you can do so by going to the New
Animation Preferences dialog, from Preferences submenu of the Edit menu.
5.3.4.1.3 The New Musical Sequence Dialog
The Sequence Editor's New Musical Sequence dialog is used to create a new musical sequence. The
New Musical Sequence dialog is opened by selecting "New Musical Sequence" from the New and Open
dialog's "New Sequence" tab. The New and Open dialog, in turn, can be opened in a few ways:
Selecting "New" from the File menu;
Clicking the "New Sequence" button on the Standard toolbar;
Using the keyboard shortcut Ctrl-N.
After doing one of these things, but before the New Musical Sequence dialog opens, you will be
prompted to select the audio or video file that you want to build the new sequence based off of. After
you select such a file, then the New Musical Sequence dialog will open.
For detailed help, please refer to the following sections:
Author of this new sequence
Musical Information
Channel Setup
Initial Timing
Save as defaults.
Don't ask me this again.
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The New Musical Sequence dialog
Author of this new sequence
If you wish, you can put your name here. It will be saved with the sequence, and will be displayed
as a part of the information available via "Sequence Info" of the View menu.
Once set, even if set to a blank value, this cannot be changed.
Musical Information
If you wish, you can put the name of the artist, song, and album of the associated song here. It will
be saved with the sequence, and will be displayed as a part of the information available via "
Sequence Info" of the View menu.
If you are basing the sequence on an MP3 file, and the file is tagged with this information, it will
automatically be placed into this section (though you can still change or delete it if you wish).
You can change this information later, via "Sequence Info" of the Edit menu.
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Channel Setup
In this section, you can either specify the number of channels that you want in this sequence, or
specify that the channels should be set up based upon a channel configuration file.
If you specify the number of channels, you can also check the "Using standard LOR controllers"
checkbox, which will cause the channels in the new sequence to be automatically set up to use
Light-O-Rama controllers. The first channel will be set up to use unit 1 circuit 1, the next unit 1
circuit 2, and so forth, up through unit 1 circuit 16, and then on to unit 2, and so forth. All such
channels will be set up to use the regular LOR network.
Unless you use a channel configuration file, all channels specified here will be placed into a single
track. More tracks can be added later, for example via Add New Track or Duplicate Track of the
Edit menu.
You can always change the number of channels or their settings later, by adding or removing
channels, for example via the Channel Configuration screen or via a channel's right-click popup menu
.
Initial Timing
This allows you to tell the Sequence Editor to automatically insert timings into the new sequence.
Timings are the spots in time where you can easily place lighting effects - for example, turn a string
of lights on, or have it twinkle, or have it fade down.
In addition to placing timings a certain length of time apart (a tenth of a second, a half second, a
second, or "some other value"), add adding no timings at all ("Don't add any timings"), you can
instruct the Sequence Editor to use various wizards to insert timings based upon the song itself:
The MIDI Wizard can insert timings and effects based upon the beat of a MIDI song, as well
as based on the individual notes played by different instruments in the song.
The Tapper Wizard allows you to tap the keyboard or mouse while the song plays, and will
record the times at which you tap.
The Beat Wizard attempts to determine the tempo of the song, and insert timings and effects
based upon it.
The VU Wizard looks for peaks in the song, much like a VU meter, and inserts timings and
effects based upon them.
Not all of these wizards are available for every type of media file; for example, the MIDI Wizard can
only be used with MIDI files. Any wizards that cannot be used with the type of media file being used
will be greyed out.
If you select "Some other value", you can enter any length you want, rather than one of the defaults.
For details on the format used to specify various lengths of time, please see Time Format.
If you choose to have equally spaced timings, then you will be given the option to use a fixed timing
grid or a freeform timing grid, by checking or unchecking the "Use a fixed timing grid" box.
Otherwise, a freeform timing grid will be used.
Note that you can always insert, delete or move timings later, in a variety of ways.
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Save as defaults.
If you turn this checkbox on, your answers to most of the questions in this dialog will be saved so
that whenever you create a new musical sequence in the future, those answers will automatically
show up in this dialog as the default answers.
The Musical Information section - i.e. the artist name, album name, and song name - will not be
saved as defaults (though if you use an MP3 tagged with this information, it will automatically be
placed into that section).
Don't ask me this again.
If you turn this checkbox on, then whenever you create new musical sequences in the future, you
will not be presented with this dialog. Instead, the default answers to the questions will be used.
If you later decide that you want to change these defaults, you can do so by going to the New
Musical Sequence Preferences dialog, from Preferences submenu of the Edit menu.
5.3.4.2
The Edit Menu
The Light-O-Rama Sequence Editor's Edit menu contains menu items that let you modify sequences in
a variety of ways, as well as to set your preferences for the behavior of the Sequence Editor.
Most of these menu items apply to the currently selected sequence, or to the active track of the
currently selected sequence. There can be many sequences open in the Sequence Editor
simultaneously, but only one is the currently selected sequence. It can be distinguished by its bright
blue title bar (as opposed to the pale blue title bar of unselected sequences). You can select a
sequence simply by clicking on its window.
Undo and Redo
Enable/Disable Undo Recording
Cut, Copy, Paste, and Paste Multiple
Set Paste Mode
Copy and Paste Timings
Select Columns, Select Rows, and Select All
Change Track Name
Skew Track
Add New Track
Duplicate Track
Change Total Time
Timings
Insert Multiple Timings
Subdivide Timings
Delete Extraneous Timings
Lock Timings
Drag Events with Timings
Confirm Long Timing Drags
Turn on Loops
Sequence Info
Media File
Windows Command
Export and Import Channel Configuration
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Preferences
The Sequence Editor's Edit m enu
Undo and Redo
These allow you to undo and redo changes that you make to a sequence. A wide variety of changes
can be undone and redone - changing lighting effects, moving timings, inserting channels, and many
more. The next change to be undone or redone is named in the menu item:
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The next item s to be undone or redone are nam ed on the m enu
There is a limit to how many changes will be remembered for the purposes of undo and redo, so if
you make many changes to a sequence and then start undoing them all, you may eventually reach
a point where you can't undo any more, even though you haven't undone all of the changes that you
made.
Also, you will not be able to undo any changes made before the last time that you saved the
sequence.
A related option is to use "Revert to Saved" from the File menu. This will reload the sequence as it
was the last time that you saved, getting rid of all changes since that time.
Undo and redo have keyboard hotkeys: Ctrl-Z and Ctrl-Y, respectively.
Enable/Disable Undo Recording
Certain very large operations in the Sequence Editor could take a very long time to do. For
example, skewing a track involves changing all of the timings, effects, and loops in the track; in a
large sequence with many channels, this could take a prohibitively long time. Much of the time
spent is actually due to recording the changes so as to later be able to undo and redo them.
For situations like this, you can disable undo recording before making such a change, which will
speed up how long the change will take. You will not be able to undo any changes after doing so
(except for changes that you make after re-enabling it later), so it is strongly suggested that you
save your sequence before disabling undo recording.
Cut, Copy, Paste, and Paste Multiple
When editing a sequence, you can select an area using your mouse or keyboard, and cut or copy
the lighting effects in that area. You can then paste the contents of that area to another spot - even
to a spot within a different sequence. Note that this copies only the lighting effects, not the timings see "Copy and Paste Timings" for how to copy timings.
"Paste Multiple" allows you to paste the cut or copied events multiple times in a row - even to the
end of the sequence:
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The Paste Multiple dialog
The Sequence Editor supports four different pasting modes - "paste by time", "paste by cell", "
repeat to fit" and "stretch to fit" - and a pasting option, "paste from foreground". Which of these is
selected will affect how the pasted effect events will look.
Cut, copy, and paste have keyboard hotkeys: Ctrl-X, Ctrl-C, and Ctrl-V, respectively.
Set Paste Mode
When a set of lighting effects is copied (or cut) in the Sequence Editor, it can be pasted in several
different manners: "paste by cell", "paste by time", "stretch to fit", and "repeat to fit". You can
control which paste mode is used via the "Set Paste Mode" submenu of the Edit menu, or via the
Clipboards subpanel of the left-hand Tools panel.
There is also a pasting option, "paste from foreground". This can be also controlled via "Set Paste
Mode" or the Clipboards subpanel.
Copy and Paste Timings
You can select a set of timings using the keyboard or the mouse, and use "Copy Timing" to copy
them. After that, you can paste the timings to another point in the sequence (or even to another
sequence) using "Paste Timing". Note that this copies only the timings, not any lighting effects
(see "Cut, Copy, Paste, and Paste Multiple" for information on copying lighting effects).
For example, if you copy timings that are at 3 seconds, 3.5 seconds, and 5 seconds, and paste
those timings starting at 7 seconds, you will wind up with timings at 7 seconds, 7.5 seconds, and 9
seconds.
Paste Timing allows you to optionally choose to paste the timings multiple times in a row:
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The Paste Tim ing Multiple dialog
You can also copy and paste timings via the right-click context menu, in a few ways. Depending on
the situation, using one of them may be more convenient than doing so via the Edit menu. For
example, one of the options on that menu allows you to paste the timings once to the exact spot
that you right-clicked on, getting rid of the need for the Paste Timing Multiple dialog.
Copy Timing and Paste Timing have keyboard hotkeys: Shift-Del and Shift-Ins, respectively.
Select Columns, Select Rows, and Select All
These menu items allow you to select an entire column or set of columns (representing time) or an
entire row or set of rows (representing channels), or both.
You can also select columns or rows from the right-click context menu.
Change Track Name
Tracks can optionally be given names. They can be set when the track is created, or via this menu
item. The track's name (if any) will be displayed on its track bar, among other places.
Skew Track
Skewing a track will move all of its events, timings, and loops by some specified amount of time. A
track can be skewed either to the left - i.e. shifting its events (and such) earlier in time - or to the
right - i.e. shifting them later in time.
After selecting "Skew Track" from the Edit menu, a window will open up, allowing you to choose the
size and direction of the skewing:
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The Skew Track dialog
After completing this dialog, the active track will be skewed by the amount, and in the direction, that
you chose.
Here is an example of a simple sequence, before and after skewing to the left by one-quarter
second:
A sim ple sequence, before skew ing
The sam e track, after skew ing to the left by 1/4 second
Add New Track
This menu item allows you to add a new track, with new channels, to a sequence, using the Add
New Track dialog.
Tip: To use the same channel in more than one track, do not simply set two channels in different
tracks to point to the same hardware controller (i.e. to have the same unit number, circuit number, et
cetera). Doing so will likely cause unexpected and undesired results, as the two channels compete
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for control over the same circuit. Instead, copy the channel to a new track or to an existing track.
Or, if you want to share all the channels in a track with another track, duplicate the track.
Duplicate Track
This menu item instructs the Sequence Editor to duplicate all of the channels in the current track to
a new track. The channels will be shared between the two tracks.
The Duplicate Track dialog
Change Total Time
This menu item allows you to change the duration of the active track. Note that all tracks in a
musical sequence (as opposed to an animation sequence) must have the same length, so changing
the length of one track in a musical sequence will automatically change the length of all of them.
For information on the format used to specify an amount of time, please see Time Format.
The Change Total Tim e dialog
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Timings
This submenu of the Sequence Editor's Edit menu has various timing-related functions:
Insert Multiple Timings
Subdivide Timings
Delete Extraneous Timings
Switch Timing Grid
Change Timing Grid Name
Lock Timings
Drag Events with Timings
Confirm Long Timing Drags
Insert Multiple Timings
This allows you to insert multiple timings into the current selection, to divide it into equally-sized
parts. For example, if you select an area whose time range is from 6 to 8 seconds, and use "Insert
Multiple Timings" to insert three equally spaced timings, then the new timings will be inserted at 6.5,
7, and 7.5 seconds, splitting the selection into four equally spaced parts of half a second each.
See also Subdivide Timings, which divides each selected cell into equally-sized parts, as opposed
to dividing the entire selection into equally-sized parts.
Subdivide Timings
This allows you to insert multiple timings into the current selection, dividing each selected cell into
equally-sized parts. For example, if you select three cells, from 2 to 3 seconds, 3 to 3.6 seconds,
and 3.6 seconds to 4 seconds, and use "Subdivide Timings" to subdivide into two cells, you will end
up with six cells, from 2 to 2.5, 2.5 to 3, 3 to 3.3, 3.3 to 3.6, 3.6 to 3.8, and 3.8 to 4.
See also Insert Multiple Timings, which divides the entire selection into equally-sized parts, as
opposed to dividing each selected cell into equally-sized parts.
Delete Extraneous Timings
The purpose of timings is to allow you to easily select a time range to apply a lighting effect to.
Sometimes, a sequence winds up having timings which are not necessary for any of the existing
lighting effects - for example, everything that was on before the timing is also on after the timing,
everything twinkling before is also twinkling afterwards, and so forth.
"Delete Extraneous Timings" lets you automatically get rid of all such timings. Deleting these
timings is not really necessary - it makes no difference to how your lights will behave - but it may
make your sequence easier to understand and to edit by reducing clutter. It may also be useful, for
example, when using the Tapper Wizard's "Snap to Existing Timings" functionality.
The following pictures are a before-and-after of deleting extraneous events. Note that the timing
event at one second in the first picture is not necessary - every channel that is on before it is on
after it, every one that is twinkling before it is twinkling after it, and so forth. The second picture after deleting extraneous events - therefore does not have this timing. However, the way that the
lights operate will be the same in both cases.
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Before deleting extraneous tim ings
After deleting extraneous tim ings
Switch Timing Grid
Selecting this menu item opens a dialog window allowing you to switch which timing grid is currently
used by the active track. You can switch to an existing timing grid simply by selecting it from the
dropdown list, or switch to a new fixed or freeform timing grid, or a new freeform grid with copies of
all the timings in the current grid, by clicking on the appropriate button:
The Sw itch Tim ing grid dialog
Change Timing Grid Name
This menu item allows you to change the name of the current timing grid. The main purpose of
giving a name to a timing grid is so that they can be easily distinguished when listed in places such
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as the Tracks and Timings toolbar's timings dropdown list.
Lock Timings
Each timing in a sequence is a particular point in time (since the beginning of the sequence), and is
represented by a vertical grey line. If "Lock Timings" is off (unchecked), and the current timing grid
is a freeform timing grid, you can change the time of a timing by hovering over its line with your
mouse (which will change your mouse cursor from a "pointer" cursor to an "east-west" cursor), and
clicking and dragging the line to the left or the right.
If "Lock Timings" is on (checked), you cannot do this. This prevents you from accidentally changing
the time of a timing while you're trying to modify the lighting effects in a cell between two timings.
See also "Drag Events with Timings", which controls whether or not effect events that start or end at
the dragged timing will be dragged along with it.
Drag Events with Timings
Timings in a sequence can be dragged with the mouse to change the time that they are at (unless
the Lock Timings option is turned on). If "Drag Events with Timings" is turned on, and any effect
events start or end at the same time as the timing being dragged, they will be dragged along with it.
If not, only the timing will move; the effect events will remain unchanged.
Confirm Long Timing Drags
If you change the time of a timing by dragging it with your mouse (as described in "Lock Timings"),
and at some point in your drag you went past the previous timing or the next timing, the Sequence
Editor guesses that you might not have actually intended to change the timing's time; rather, you
might have accidentally clicked on the timing's line and dragged it while intending to do something
else, like modifying the lighting effects near the timing.
In this case, the Sequence Editor will ask if you really want to change the timing, unless you turn off
(i.e. uncheck) "Confirm Long Timing Drags", in which case it will simply move the timing without
asking.
Turn on Loops
Animation sequences (but not musical sequences) can contain loops: When a certain point in the
sequence - the end of a loop - is reached during play, play continues at the start of the loop instead
of continuing straight through, until the loop has been done a certain number of times (which you
can choose).
When an animation sequence is created using the New Animation dialog, you have the option to say
that loops will be used in the sequence. Doing so will cause a white "loop level" row to be present
above all of the grey "channel" rows in the sequence.
If you did not choose to use loops in the New Animation dialog, you will not get a loop level row in
your sequence. However, if you later decide that you do want to use loops, you can use "Turn on
Loops" to add a loop level to the sequence.
Sequence Info
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This brings up a dialog displaying various information about the sequence, allowing you to change
some of it:
Created By: The creator of the sequence as specified in the New Animation dialog or the
New Musical Sequence dialog. This value cannot be edited.
Created At: The date and time at which the sequence was created. This value cannot be
edited.
Modified By: If you modify a file that was created by someone else, you can enter your name
here, if you wish.
Music Artist: For musical sequences, the artist who performed the song.
Music Title: For musical sequences, the name of the song.
Music Album: For musical sequences, the name of the album that the song is from.
The Edit Sequence Info dialog for a m usical sequence
Media File
This menu item allows you to specify the audio or video file that should be used with the current
sequence. This may be useful, for example, if you have changed the directory that you store your
media files in.
It is available only for musical sequences, not animation sequences.
Windows Command
Selecting "Windows Command" from the Sequence Editor's Edit menu will open up a dialog allowing
you to specify an arbitrary Windows shell command to be executed whenever the sequence is run
(whether by the Sequence Editor or by the Show Player). This dialog also allows you to choose
how the window for the command will be opened - for example, whether it will be maximized or not.
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The Window s Shell Com m and dialog.
Export and Import Channel Configuration
Every channel in a sequence has various information associated with it, such as its name, display
color, and hardware information such as the unit number of the controller and the circuit number of
the string of lights on that controller.
You can set up this information in various ways, such as via the Channel Configuration screen.
However, it may be the case that you often want to do this the exact same way, for several different
sequences, using the same channel names, hardware assignments, et cetera. Rather than
manually setting it up every time, you can use the Export and Import Channel Configuration menu
items.
Once you have the correct channel information set up for a particular sequence, you can choose
"Export Channel Configuration" to save the channel information to a channel configuration file. When
you create another sequence and you want to use the same controllers and the same circuits, you
can simply choose "Import Channel Configuration" and select the channel configuration file that you
previously exported to.
The saved channel configuration information also includes the animation associated with the
exported sequence, so you will not have to redraw it every time.
If your exported sequence contains more channels (or tracks) than the sequence that you are
importing to, new channels or tracks will automatically be created in the latter sequence during the
import (or, if the channels in a track of the configuration file are copies of channels in earlier tracks of
the configuration file, copies of the corresponding channels from the earlier tracks of the sequence
will be put into the later tracks of the sequence). On the other hand, if the exported sequence
contains less channels (or tracks), the extras in the sequence that you are importing to will simply
remain unchanged.
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When exporting and importing from and to sequences with more than one track, there are two
potential minor side effects:
First, if a track in the sequence contains only channels that are copies of channels in earlier tracks
of the sequence, and the channel configuration does not contain a track at the corresponding
position, then the track will be removed from the sequence. Note that the channels from the track
are not removed from the sequence - they are only removed from the track (and, since the track then
contains no channels, the track is removed from the sequence). The channels will still be present in
earlier tracks of the sequence.
Second, if a track in the sequence contains a channel which is not a copy of a channel of an earlier
track in the sequence, and the channel configuration file does not contain a channel at the
corresponding position (other than copies of channels from earlier tracks), then the channel will be
"pushed down" towards the bottom of the track.
Preferences
The Preferences submenu of the Edit menu allows you to open various preference dialogs that affect
how the Sequence Editor will behave:
Clipboard Preferences
Display Preferences
DMX Preferences
Holiday Lights Designer Preferences
Keyboard Preferences
Network Preferences
New Animation Preferences
New Musical Sequence Preferences
Play Preferences
Visualizer Preferences
Video Preferences
Zoom Preferences
For detailed help on each, please refer to their individual help file pages.
5.3.4.2.1 The New Track Dialog
The Sequence Editor's New Track dialog is used to create a new track in a sequence. You can open
the New Track dialog in a few ways:
Via "Add New Track" on the Edit menu. This will create a new track with all new channels.
Via "Copy to New Track" on a channel button's popup menu. This will create a new track that
shares the selected channel with the old track, and optionally includes new channels as well.
Via "Move to New Track" on a channel button's popup menu. This will create a new track, move
the selected channel from the old track to the new, and optionally add new channels to the new
track as well.
Important Note: If you want a single channel shared by multiple tracks, do not simply set up different
channels in the different tracks to have the same unit ID, circuit ID, et cetera. Doing so will likely cause
unexpected and undesired results, as the different channels vie for control over the same physical string
of lights. Instead, copy the channel from one track to another, or duplicate a track (which shares all
channels in it with the new duplicate track).
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For detailed help on the New Track dialog, please see the following sections:
What is this track's name?
How long should this track be?
What timings should be used?
How much time should be in between timings?
Move the display to show the newly created track
The New Track dialog
What is this track's name?
If you want the track to have a name, enter it here. The track's name will show up on its track bar,
and in various other places where tracks are listed.
If you do not wish to have a track name, you can simply leave this field blank. If you change your
mind later, you can always go back and add a name (or change an existing one) by using "Change
Track Name" on the Edit menu.
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How long should this track be?
For animation sequences, this allows you to specify the duration of the track. You can choose to
use the duration of an existing track, or manually enter a time. For the format used for entering
times, please see Time Format.
For musical sequences, this question is greyed out. All tracks in a musical sequence must have
the same duration, and so the duration of the new track will automatically be set to the duration of
the other tracks in the sequence.
How many channels should this track use?
Use this box to specify the number of new channels that this track should have.
If you have opened the New Track dialog by copying or moving a channel to a new track, this
question will ask you how many channels this track should have in addition to the one that you are
copying or moving. So, for example, if you want the track only to contain the copied channel, enter
"0" in this box.
What timings should be used?
This allows you to instruct the Sequence Editor to automatically insert timings into the new track, or
else to use an existing timing grid. You can choose from among various preset durations (such as
half a second between timings), to manually enter a duration (see Time Format for how to specify an
amount of time), not to insert timings at all, or, for musical sequences, to use various wizards to
insert timings or effects based upon the song itself - the MIDI Wizard, the Tapper Wizard, the Beat
Wizard, and the VU Wizard. Not all of these wizards will be available for any given sequence which is available depends upon the type of media file being used.
Note that you can always go back later and add, delete or move timings, in a number of different
ways.
Move the display to show the newly created track
If this box is checked, then when the new track is created, the display will automatically move to
show the new track. To get back to the other tracks in your sequence, scroll up.
5.3.4.2.2 Preference Dialogs
The Preferences submenu of the Edit menu of the Sequence Editor gives access to various preference
dialogs which can be used to control the behavior of the Sequence Editor and other parts of the Light-ORama software package:
Clipboard Preferences
Display Preferences
DMX Preferences
Holiday Lights Designer Preferences
Keyboard Preferences
Network Preferences
New Animation Preferences
New Musical Sequence Preferences
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Play Preferences
Video Preferences
Visualizer Preferences
Zoom Preferences
The Preferences subm enu of the Sequence Editor's Edit m enu
5.3.4.2.2.1 Clipboard Preferences
The Clipboard Preferences menu of the Preferences submenu of the Sequence Editor's Edit menu
enables you to control certain aspects of clipboard behavior:
Automatically Reload
Automatically Resave
The Clipboard Preferences m enu
Automatically Reload
If this menu item in the Clipboard Preferences menu is checked, then whenever you paste from a
saved clipboard, that clipboard's save file will be reloaded so as to pick up any changes to it that
may have been made outside of the Sequence Editor.
Automatically Resave
If this menu item in the Clipboard Preferences menu is checked, then whenever you copy new
contents to a saved clipboard, that clipboard will automatically be resaved immediately. If it is
unchecked, the changes will not be saved until either you manually save them via the clipboard's
popup menu, or until the Sequence Editor is closed.
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5.3.4.2.2.2 Display Preferences
The Sequence Editor's Display Preferences dialog (which can be opened from the Preferences submenu
of the Edit menu) gives control over some aspects of how the Sequence Editor looks:
General Preferences
View Channel Buttons by Default
View Fades as Ramps by Default
View Time Scale by Default
View Wave Form by Default
Tooltip Preferences
Enable tooltips
Seconds before opening
Use Channel Colors
Seconds before closing automatically
Manually close tooltips on mouseover
Manually close tooltips on click
Animation Redraw Throttling
Advanced OpenGL Settings
The Display Preferences dialog
General Preferences
View Channel Buttons by Default
View Fades as Ramps by Default
View Time Scale by Default
View Wave Form by Default
View Channel Buttons by Default
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If this box is checked, the channel buttons for each channel in a sequence will be displayed
whenever a sequence is created or opened.
If you don't want to change this default, but want to temporarily change whether or not channel
buttons are displayed, you can use "Channel Buttons" from the View menu, or "View Channel
buttons" from the Standard toolbar, or click on the thick grey vertical bar to the left of the sequence's
grid (and, if channel buttons are currently visible, to the right of them).
A sequence w ith channel buttons displayed
The sam e sequence, w ith channel buttons hidden
View Fades as Ramps by Default
If this box is checked, fades and intensities will be displayed as ramps by default, whenever a
sequence is opened or created. This means that a cell with a fade or an intensity will be displayed
as partially filled in, based upon how bright the fade or intensity is, rather than as shades of the
channel's color.
If you don't want to change this default, but want to temporarily change whether fades are displayed
as ramps or as colors, you can use the Fades submenu of the View menu, or "View Fades as
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Ramps" from the Standard toolbar.
A sequence, w ith fades displayed using colors
The sam e sequence, w ith fades displayed as ram ps
View Time Scale by Default
If this box is checked, then whenever a sequence is created or opened, a time scale will be
displayed at the top of the sequence.
If you don't want to change this default, but want to temporarily change whether a time scale is
displayed or not, you can use "Time Scale" from the View menu, or "View Time Scale" from the
Standard toolbar.
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A sequence, w ith a tim e scale displayed
The sam e sequence, w ith no tim e scale displayed
View Wave Form by Default
If this box is checked, then whenever a musical sequence is created or opened, a wave form of the
song will be displayed near the top of the sequence (except for sequences using certain types of
media files, such as MIDI files and video files). This setting has no effect on the display of musical
sequences using those types of media files, or of animation sequences.
If you do not want to change this default, but want to temporarily change whether wave form is
displayed or not, you can use "Wave Form" from the View menu, or "View Wave Form" from the
Standard toolbar.
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A sequence, w ith a w aveform displayed
The sam e sequence, w ith no w aveform displayed
Tooltip Preferences
Enable tooltips
Seconds before opening
Seconds before closing automatically
Manually close tooltips on mouseover
Manually close tooltips on click
Enable tooltips
If this box is checked, when the mouse is over a sequence grid, a tooltip displaying information
about the cell being pointed to can be displayed. You can control more specific behaviors of the
tooltip via other tooltip preferences.
Seconds before opening
If tooltips are enabled, this text box controls how many seconds it will take before the tooltip pops
up, when the mouse is kept still over a sequence grid.
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You do not have to specify a whole number; for example, you can set it to three-quarters of a
second by entering "0.75".
Use Channel Colors
If tooltips are enabled, this checkbox controls whether or not tooltips associated with channels will
display the color of the channel.
Seconds before closing automatically
If tooltips are enabled, this checkbox and text box control whether or not they will automatically
close themselves a certain amount of time after being opened. If the checkbox is checked, they will
automatically close after the number of seconds specified in the text box.
You do not have to specify a whole number; for example, you can set it to three-quarters of a
second by entering "0.75".
Manually close tooltips on mouseover
If tooltips are enabled, selecting this option will make them close when you roll your mouse over
them. The other option is to make them close when you click on them.
Manually close tooltips on click
If tooltips are enabled, selecting this option will make them close when you click on them. The
other option is to make them close when you roll your mouse over them.
Animation Redraw Throttling
During play, the Animator will only redraw the animation every so often, suppressing more frequent
redraw requests. This is done to try to ensure that it does not take up too much of the computer's
CPU time. However, it means that very fast events may not get displayed by the Animator (although
they will still affect your actual lights).
The amount of throttling that the Animator will do is configurable. By default, it is set to "Low",
which means that it doesn't throttle very much, and therefore the animation should be as smooth as
possible. The cost of this smoothness is that the Animator will use more of your computer's CPU
time.
So, if you notice that the Animator is having a hard time keeping up with your sequence, making the
animation and perhaps even the sequence itself choppy or sluggish, it may be because the
Animator is using too much CPU time for your computer. In this case, you may want to try
changing this setting to "Medium", which will cause the Animator to allow redrawings less
frequently, thereby decreasing the amount of CPU time it uses. "High" will decrease CPU utilization
even further.
Advanced OpenGL Settings
This button opens up the Advanced OpenGL Settings dialog, which can be used experimentally to
try to resolve various strange graphics issues. However, this is not recommended, and often other
steps (such as updating your graphics card's driver) will resolve graphics issues in a better manner.
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The Advanced OpenGL Settings dialog (which can be accessed from the Display Preferences dialog)
can be used, experimentally, to try to resolve various strange graphics issues, such as a blank area
appearing where the grid of a sequence should be, or the grid appearing offset from where it should be
(e.g. the rows of the grid do not properly line up with the channel buttons).
However, this is not recommended. Typically, such issues can be better resolved in other ways, such
as updating your computer's graphics card's drivers. Some people have also had luck resolving such
issues by doing things such as disabling advanced Windows themes (such as "Aero"), by disabling
"hardware acceleration" in their graphics card's settings, or by changing their Windows display settings
from 32 bit color to 16 bit color.
The Advanced OpenGL Settings dialog can be used as another option to these methods, but, again, it is
not suggested. Changing the settings using this dialog could conceivably cause other strange graphics
issues, or cause the Sequence Editor to run slowly.
The dialog allows you to choose between two options: "Use the default Windows pixel format" (which is
recommended), and "Use a specific pixel format". If you chose to use a specific pixel format, then you
can choose it from the dropdown list immediately below that option.
The list of pixel formats does not include all possible pixel formats that are available on your computer;
instead, it only includes those that seem to meet the requirements of the Light-O-Rama Sequence
Editor. It also includes brief descriptions of each of them; the meanings of these descriptions are
beyond the scope of this help file. If you would like to know what they mean, please consult OpenGL
documentation.
In either case, whether you choose to use the default Windows pixel format or a specific pixel format, a
preview picture will be displayed at the bottom of the dialog, drawn using that pixel format. If the picture
does not look as its description says it should, then the chosen pixel format will probably not work
correctly on your computer.
Some pixel formats may be more efficient than others, so even if a pixel format seems to work, it may
cause the Sequence Editor to run more slowly than normal. So, if you choose to change the pixel
format in use, and the Sequence Editor then seems choppy or slow, you may want to try another pixel
format.
After you choose a pixel format and exit the dialog, you may have to close the Sequence Editor and
restart it before your changes will fully take effect.
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The Advanced OpenGL Settings dialog
5.3.4.2.2.3 DMX Preferences
By default, the DMX intensity tool is not available for use in the Sequence Editor. This means that no
toolbar icon will be shown for it on the Tools toolbar, nor a menu item in the Tools menu, nor will a
keyboard shortcut be available for it. To enable these things, turn on "Allow DMX Editing" in the DMX
Preferences submenu of the Preferences menu of the Edit menu:
The DMX Preference m enu
Note: DMX communication settings are controlled through the Network Preferences dialog, not through
DMX Preferences.
5.3.4.2.2.4 Holiday Lights Designer Preferences
Holiday Lights Designer is a third-party application, by Holidaysoft , that can be used to virtually
place lights and decorations on images of your home or business. Light-O-Rama can send Holiday
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Lights Designer commands during play to make those virtual lights behave as your real lights would
during a show. The Holiday Lights Designer Preferences dialog (in the Preferences submenu of the
Sequence Editor's Edit menu) is used to set up how Light-O-Rama interacts with Holiday Lights
Designer .
The Holiday Lights Designer Preferences dialog
To use this dialog, enter the IP address and port that Holiday Lights Designer listens to in the "HLD
Host" and "HLD Port" fields, and the port that Light-O-Rama should listen to in the "Local Port" field. If
Holiday Lights Designer is running on the same machine as Light-O-Rama, setting the HLD Host to
127.0.0.1 will likely work.
Similar settings may need to be made in the configuration of Holiday Lights Designer
itself.
Some older versions of Holiday Lights Designer support shimmers and twinkles only as full intensity
shimmers and twinkles; custom shimmers and twinkles (such as faded shimmers) are not supported. If
your sequence contains such an effect, and it is sent to a version of Holiday Lights Designer without
support for it, Holiday Lights Designer will simply ignore the effect. However, you could uncheck the
"HLD supports faded shimmers and twinkles" box; this causes Light-O-Rama to send Holiday Lights
Designer all shimmers and twinkles as if they were full intensity shimmers and twinkles, allowing
these older versions of Holiday Lights Designer to at least partially display these effects. Note that
this does not affect the behavior of your actual lights; it only affects what is displayed in Holiday Lights
Designer .
Additionally, commands will only be sent from Light-O-Rama to Holiday Lights Designer if "Control
Holiday Lights Designer" is turned on in the Sequence Editor's Play menu, or if "Holiday Lights Designer
On" is enabled in the Light-O-Rama Control Panel.
All of these settings will be used not only when sequences are played using the Sequence Editor, but
also when shows are played using the Show Player.
5.3.4.2.2.5 Keyboard Preferences
In the Sequence Editor, you can use the keyboard to make changes to a sequence; there are several
built-in functions that can be performed by striking certain keys. For example, you can turn the currently
selected cell (or cells) on by hitting the "N" key. However, you can also change these behaviors change what keys perform what functions. You can even make a single key perform multiple functions for example, you could set up the "N" key to expand the selection to the right by three cells and down
by two cells, and then turn the entire (newly expanded) selection on.
To control the behaviors of the keys, select Keyboard Preferences from the Preferences submenu of the
Edit menu. Doing so will open the Keyboard Preferences dialog:
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The Keyboard Preferences dialog
The Keyboard Preferences dialog has four sections:
The "Active Keyboard Map" section allows you to choose what set of keyboard operations should
be used;
The "Maps" section allows you to define new sets of keyboard operations, or to delete existing
sets;
The "Keys" section allows you to define what keys should perform what operations in the currently
active set of keyboard operations;
The bottom section displays all keys in the current set of keyboard operations, and the operations
that they perform.
Active Keyboard Map
The "Active Keyboard Map" section allows you to choose which keyboard map should currently be
used. You can choose to use the default keyboard map for the current version of software, to use
the default keyboard map from a specific (perhaps earlier) version of software, or to use a custom
keyboard map that you have defined.
Use the Default Keyboard Map
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Choosing this option will cause the Sequence Editor to use its default keyboard map. Moreover, if
you have this option selected, and later upgrade to a new version of software which has a different
default keyboard map, the Sequence Editor will then use that new default keyboard map.
Use the Keyboard Map from a Particular Version
Choosing this option will cause the Sequence Editor to use the default keyboard map from some
specific version of the software. Moreover, if you have this option selected, and later upgrade to a
new version of software which has a different default keyboard map, the Sequence Editor will then
continue to use the default map from the specific version that you have selected.
Use a Custom Keyboard Map
Choosing this option will cause the Sequence Editor to use a keyboard map that you yourself have
defined. Moreover, if you have this option selected, and later upgrade to a new version of software
which has a different default keyboard map, the Sequence Editor will then continue to use the
custom map that you have selected.
Your custom keyboard maps are automatically saved to your "KeyMaps" directory (in your Light-ORama data directory). If you would like to share one of your custom maps with another user, you
can simply give them a copy of that map's file. When they place it into their own "KeyMaps"
directory, it will be available for them as a custom keyboard map.
Note that this option is not available until you have defined at least one custom keyboard map,
which you can do through either "Duplicate Map" or "New Empty Map".
Maps
The "Maps" section allows you to create new custom keyboard maps (either duplicating the current
map or else creating an empty map), or to remove maps that you have previously created.
Duplicate Map
Using this button, you can create a new custom keyboard map which uses the exact same key
mappings as the currently selected map does. You can then modify the key mappings as you
desire, using "New Key", "Edit Key", or "Remove Key".
The new map will show up in the dropdown list under "Use a Custom Keyboard Map", and in fact will
automatically be selected when you create it.
New Empty Map
Using this button, you can create a new custom keyboard map which does not contain any key
mappings at all - that is, no key will cause anything to happen when you press it. You can then add
keys to it via "New Key", and later edit or remove them via "Edit Key" or "Remove Key".
The new map will show up in the dropdown list under "Use a Custom Keyboard Map", and in fact will
automatically be selected when you create it.
Remove Map
If you have currently selected a custom keyboard map (via "Use a Custom Keyboard Map"),
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pressing this key will delete the map.
Note that if there is a chance that you will want to use the custom keyboard map again in the future,
you should not remove it. Instead, simply switch to using a different custom map, or to a default
map, leaving the map in the "Use a Custom Keyboard Map" list, thus enabling you to switch back to
it when you desire. If you remove it, you will not be able to switch back to it in the future.
Keys
If you have specified that a custom keyboard map should be used (via "Use a Custom Keyboard
Map"), then the "Keys" section allows you to add new keys to it, edit existing keys within it, and
remove existing keys from it.
New Key
This button (which is available only when a custom keyboard map has been selected, via "Use a
Custom Keyboard Map") opens up the New Key Mapping dialog, which allows you to choose a key
and set its operation or operations:
The New Key Mapping dialog
To use the New Key Mapping dialog, press the key that you want to use (and, if you want, the Alt,
Ctrl, and/or Shift keys), and then select the operation that you want it to perform from the dropdown
list:
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The New Key Mapping dialog, having selected a key and an operation
In the above example, Alt-Shift-F7 has been mapped to "Move Right" - that is, to move the selection
to the right one cell.
You can use the green "+" button to assign multiple operations to a single key. They will be
executed in the order that you list them. In the following example, Alt-Shift-F7 has been mapped to
"Move Right, Move Down, Apply Shimmer". That is, the selection will be moved one square to the
right, then one square down, and then the Shimmer tool will be applied to the new selection.
The New Key Mapping dialog, having selected a key and m ultiple operations
When multiple operations have been selected, you can delete any of them via the red "X" button
next to it.
Edit Key
This button allows you to change the operation or operations that are in use for a certain key. It is
available only when a custom keyboard map has been selected (via "Use a Custom Keyboard Map")
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and a particular key mapping from that map has been selected (by clicking on it in the list of key
mappings at the bottom of the Keyboard Preferences dialog).
Pressing the button brings up the Edit Key Mapping dialog:
The Edit Key Mapping dialog
The Edit Key Mapping dialog can be used similarly to the New Key Mapping dialog, except that only
the operations can be changed (or added to or removed from), not the key itself.
Remove Key
This button allows you to remove a certain key from the current keyboard map. It is available only
when a custom keyboard map has been selected (via "Use a Custom Keyboard Map") and a
particular key mapping from that map has been selected (by clicking on it in the list of key
mappings at the bottom of the Keyboard Preferences dialog).
Operations
The following operations can be assigned to keys (in a custom keyboard map):
Operation
Apply Chase
Apply Color Fade
Apply Current Tool
Apply DMX Intensity
Apply
Apply
Apply
Apply
Fade Down
Fade Up
Fill
Intelligent Fade
Apply Intensity
Apply Off
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Apply the Chase tool to the current selection
Apply the Color Fade tool to the current selection
Apply the current tool to the current selection
Apply the DMX Intensity tool to the current
selection
Apply the Fade Down tool to the current selection
Apply the Fade Up tool to the current selection
Apply the Fill tool to the current selection
Apply the Intelligent Fade tool to the current
selection
Apply the Set Intensity tool to the current
selection
Apply the Off tool to the current selection
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Apply On
Apply Paint Sequence
Apply Shimmer
Apply Toggle
Apply Twinkle
Change Custom: Fade Down
Change Custom: Fade Up
Change Custom: Intensity
Change Custom: Shimmer
Change Custom: Twinkle
Change Effects: Regular
Change Effects: Toggle Background
Change Effects: Toggle Foreground
Clear Freeform Range
Copy
Copy Timing
Cut
Expand Down
Expand End
Expand Left
Expand Page Down
Expand Page Up
Expand Right
Expand Start
Expand Up
Help
Move Down
Move End
Move Left
Move Page Down
Move Page Up
Move Right
Move Start
Move Up
New Sequence
Next Keystrike: Background Effects
Apply the On tool to the current selection
Apply the Paint Sequence tool to the current
selection
Apply the Shimmer tool to the current selection
Apply the Toggle tool to the current selection
Apply the Twinkle tool to the current selection
Change the current custom tool to be a fade down
tool
Change the current custom tool to be a fade up
tool
Change the current custom tool to be a set
intensity tool
Change the current custom tool to be a shimmer
tool
Change the current custom tool to be a twinkle
tool
Disable Foreground Effects and Background
Effects
Enable Background Effects if it is currently
disabled, or disable it if enabled
Enable Foreground Effects if it is currently
disabled, or enable it if disabled
Clear the freeform play range (if one exists)
Copy the effects from the current selection
Copy the timings from the current selection
Cut the effects from the current selection
Expand the current selection down one channel
Expand the current selection to the end of the
track's time if it is not already; if it is already,
expand it to the end of the track's channels also
Expand the current selection left one cell
Expand the current selection down one screen
Expand the current selection up one screen
Expand the current selection right one cell
Expand the current selection to the start of the
track's time if it is not already; if it is already,
expand it to the start of the track's channels also
Expand the current selection up one channel
Open the help file
Move the current selection down one channel
Move the current selection to the end of the
track's time if it is not already; if it is already,
move it to the end of the track's channels also
Move the current selection left one cell
Move the current selection down one screen
Move the current selection up one screen
Move the current selection right one cell
Move the current selection to the start of the
track's time if it is not already; if it is already;
move it to the start of the track's channels also
Move the current selection up one channel
Create a new sequence
Apply Background Effects to the next effect tools
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Next Keystrike: Foreground Effects
Next Keystrike: Regular Effects
Open Existing Sequence
Open Recent Sequence
Paste
Paste Timing
Redo
Refresh
Repeat
Save Sequence
Select Chase
Select Color Fade
Select Custom Tool
Select DMX Intensity
Select Fade Down
Select Fade Up
Select Fill
Select Intelligent Fade
Select Intensity
Select Off
Select On
Select Paint Sequence
Select Select
Select Shimmer
Select Toggle
Select Twinkle
Start Freeform Play
Tooltip
Undo
Zoom
Zoom
Zoom
Zoom
Zoom
Zoom
Zoom
Zoom
Rows In
Rows In Fully
Rows Out
Rows Out Fully
Time In
Time In Fully
Time Out
Time Out Fully
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keystrike (or the next effect tools operation of this
keystrike)
Apply Foreground Effects to the next effect tools
keystrike (or to the next effect tools operation of
this keystrike)
Apply Regular Effects to the next effect tools
keystrike (or to the next effect tools operation of
this keystrike)
Open an existing sequence
Open a recent sequence
Paste from the current clipboard to the current
selection
Paste timings to the current selection
Redo the last operation that was undone
Refresh the display
Apply the Repeat tool to the current selection
Save the current sequence
Make the Chase tool be the current tool
Make the Color Fade tool be the current tool
Make the current custom tool be the current tool
Make the DMX Intensity tool be the current tool
Make the Fade Down tool be the current tool
Make the Fade Up tool be the current tool
Make the Fill tool be the current tool
Make the Intelligent Fade tool be the current tool
Make the Set Intensity tool be the current tool
Make the Off tool be the current tool
Make the On tool be the current tool
Make the Paint Sequence tool be the current tool
Make the Select tool be the current tool
Make the Shimmer tool be the current tool
Make the Toggle tool be the current tool
Make the Twinkle tool be the current tool
Start play using the freeform play range
Open up a tooltip appropriate to where the mouse
cursor is currently pointing on the sequence grid
Undo the last operation
Zoom in on rows (channels)
Zoom in on rows (channels) as far as possible
Zoom out on rows (channels)
Zoom out on rows (channels) as far as possible
Zoom in on time (columns)
Zoom in on time (columns) as far as possible
Zoom out on time (columns)
Zoom out on time (columns) as far as possible
5.3.4.2.2.6 Visualizer Preferences
The Visualizer Preferences dialog (in the Preferences submenu of the Sequence Editor's Edit menu)
allows you to set up the host address and port that will be used to send lighting commands to the LightO-Rama Visualizer.
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Please also see the Play Menu's "Control Visualizer" menu item.
The Visualizer Preferences dialog
5.3.4.2.2.7 Netw ork Preferences
Light-O-Rama software running on a computer can control several types of hardware controllers. To do
so, most of these types must be hooked up to the computer using a serial port (adapters such as the
USB-RS485 are available from Light-O-Rama if your computer does not have a serial port). The
Sequence Editor's Network Preferences dialog, available from the Preferences submenu of the Edit
menu, can be used to configure the serial ports on your computer to support different types of hardware
controllers.
Light-O-Rama controllers can be controlled on up to sixteen different networks, each using a different
serial port (referred to as the "regular network" and three auxiliary networks, "Aux A", "Aux B", "Aux C",
and so on, up to "Aux O".
If you have any Dasher controllers, they must be on their own serial port (referred to as the "Dasher
port"). Similarly, X10 controllers must be on their own serial port as well (the "X10 port").
Native DMX devices can be controlled on up to sixteen different universes, each using a different DMX
adapter (such as an ENTTEC Open DMX USB adapter).
Light-O-Rama can control hardware on all of these ports (as well as on Digital IO cards and BSOFT
Digital IO cards, which do not use serial ports) simultaneously.
For details on how to use the Network Preferences dialog, please refer to the following individual
sections:
Light-O-Rama Networks
The Serial Ports
Connection Speed
List Networks in Channel Configuration
Compatibility
DMX Universes
Adapter
Protocol
DMX Listener Port
Dasher Port
X10 Port
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The Netw ork Preferences Dialog
Light-O-Rama Networks
Up to sixteen different networks for Light-O-Rama controllers can be specified here, each with a
different serial port. The communications speed of each can be set independently. If you only want
to use a single Light-O-Rama network (which is perfectly sufficient for many users' needs), you can
choose to simplify the behavior of the Sequence Editor in various ways by turning off "List networks
in channel configuration". Finally, if you own certain old Light-O-Rama controllers, you should use
the "Compatibility" section to let Light-O-Rama know so that it can support them correctly.
The Serial Ports
In the dropdown box for each Light-O-Rama network, choose the serial port that you wish to use for
that network. Make sure that they do not conflict with each other, or with the Dasher port or the X10
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port.
If you don't want to use all sixteen possible networks, you can simply set some of them to "(None)".
Using only a single Light-O-Rama network is perfectly sufficient for the needs of many users.
Connection Speed
Light-O-Rama can communicate with Light-O-Rama controllers using various communication
speeds. These speeds can be set independently for each Light-O-Rama network.
If you do not have extraordinary needs, "Average (Recommended)" is suggested.
If your controllers are hooked to your computer using a very long or poor quality communications
cable, you may need to set the speed to "Long Range (Slower)".
If you have many circuits with very fast action you may need to set the speed to "Short Range
(Faster)". This setting is not supported if you are using Light-O-Rama Easy Light Linkers for
wireless communications.
List Networks in Channel Configuration
Although Light-O-Rama supports up to sixteen separate networks of Light-O-Rama controllers, the
needs of many users will be met adequately with a single network. If this is the case for you, you
may wish to turn off this checkbox. Doing so will simplify using the Sequence Editor a little, by
disabling the dropdown boxes which let you assign a network to a channel (for example, on the
Channel Configuration screen or the Channel Settings dialog). Instead, the "Regular" network will
automatically be used.
Compatibility
If you are using Light-O-Rama MC-P controllers purchased prior to November 15, 2003, then you
should enable Old MC-P Compatibility mode by checking its compatibility box. If you do not check
this box, then you will see odd behavior on circuits 9 through 16 of such controllers.
Old MC-P Compatibility mode only affects controllers on the regular LOR network. Controllers on
auxiliary networks are unaffected.
Enabling Old MC-P Compatibility mode may have a significant effect on communications speed for
the regular network. For this reason, it is strongly recommended that you do not enable it without
reason. Also, if you do enable it, consider moving any other controllers (which do not need Old MCP Compatibility mode) off of the regular network, and onto one or more auxiliary networks.
DMX Universes
For a channel to control a DMX device, the device must be assigned to a universe (which can be
done, for example, through the Sequence Editor's Channel Configuration Screen). That universe is a
number between 1 and 16. The Network Preferences dialog can then be used to assign a DMX
adapter (such as an ENTTEC Open DMX USB) to that universe, as well as to specify the particular
type of DMX protocol that the adapter uses.
The Network Preferences dialog can also be used to set the DMX listener port, which is the TCP/IP
port that the LOR Comm Listener will listen on for DMX commands.
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DMX Adapter
Each DMX universe to be used must be assigned a DMX adapter, such as an ENTTEC Open DMX
USB adapter. Each adapter can only be assigned to one universe.
For each universe, the Network Preferences dialog presents a dropdown list of DMX adapters
available on the system. Note that the Network Preferences dialog cannot detect adapters that are
currently in use, and so if (for example) you have an LOR USB485 adapter that is currently assigned
to an LOR network, which you want to instead assign to a DMX universe, you may have to first
unassign it from the LOR network and then stop/start the Sequence Editor (and possibly the
Hardware Utility and the Show Player) before it will appear in the Network Preferences dialog's list of
DMX adapters.
Also note that there are different types of DMX protocol; the type to use depends upon the type of
adapter, and can also be specified via the Network Preferences dialog.
DMX Protocol
There are different flavors of DMX protocol; for each DMX adapter that you use, you must use the
Network Preferences dialog to specify the appropriate DMX protocol to use for that adapter. The
protocol depends upon the type of DMX adapter:
Adapter Type
ENTTEC DMX USB Pro
ENTTEC Open DMX USB
LOR USB485
LOR USB485B
Lynx
Protocol
ENTTEC DMX USB Pro
Raw DMX
Raw DMX
Raw DMX
Lynx
It is possible that other types of USB DMX adapters may work, but they may not, and if they do you
may have to experiment to find the appropriate protocol to use.
DMX Listener Port
The Network Preferences dialog can be used to specifiy the DMX listener port, which is the TCP/IP
port that the LOR Comm Listener will listen on for commands to be sent to DMX devices.
Setting the DMX listener port to 0 will disable the listener.
Dasher Port
If you are using any Dasher controllers, they must be hooked to your computer on their own serial
port. Set the serial port used for Dasher controllers here. Make sure that it does not conflict with
any of the ports used for Light-O-Rama networks, or with the X10 port.
If you are not going to use any Dasher controllers, simply set the Dasher port to "(None)".
X10 Port
If you are using any X10 controllers, they must be hooked up to your computer on their own serial
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port. Set the serial port used for X10 controllers here. Make sure that it does not conflict with any
of the ports used for Light-O-Rama networks, or with the Dasher port.
If you are not going to use any X10 controllers, simply set the X10 port to "(None)".
5.3.4.2.2.8 New Animation Preferences
The Sequence Editor's New Animation dialog is used to create new animation sequences. When a new
animation sequence is created, it allows you to specify things like the name of the author of the
sequence and how many channels the sequence will use.
You can change the default answers to most of these questions, so that you don't have to type them in
every time, by selecting "New Animation Preferences" from the Preferences submenu of the Edit menu.
For more detailed help, please refer to the help page for the New Animation dialog.
The New Anim ation dialog
5.3.4.2.2.9 New Musical Sequence Preferences
The Sequence Editor's New Musical Sequence dialog is used to create new musical sequences. When
a new musical sequence is created, it allows you to specify things like the name of the author of the
sequence and how many channels the sequence will use.
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You can change the default answers to most of these questions, so that you don't have to type them in
every time, by selecting "New Musical Sequence Preferences" from the Preferences submenu of the
Edit menu.
For more detailed help, please refer to the help page for the New Musical Sequences dialog.
5.3.4.2.2.10 Play Preferences
The Sequence Editor can be used not only to create and edit sequences, but also to test them by
playing them. The Play Preferences dialog of the Preferences submenu of the Edit menu allows control
over certain aspects of how it plays them.
Note: These settings only affect play in the Sequence Editor. They do not affect play of Shows, via the
Show Player.
The following options can be set in the Play Preferences dialog:
Vary the Color of Channel Buttons during Play by Default
Also Vary Their Font Colors
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Loop at the End of a Sequence by Default
Highlight Current Event during Play by Default
Highlight Current Time during Play by Default
Use Play Range for Wizards
Vary the Color of Channel Buttons during Play by Default
Channels can be assigned colors. When a lighting effect is shown by the Sequence Editor in a
sequence's grid, that color (or one based on it) will be used. This doesn't affect your actual lights,
but it might be helpful to set the channels in your sequence to have the same colors as the real
lights that will be hooked up to them.
When the Sequence Editor plays a sequence, it can vary the colors of the channel buttons to show
the lighting effect taking place on that channel at that instant. For example, during a fade up, the
color of the channel button will gradually fade from the default light grey up to the color assigned to
that channel.
If you prefer not to see the channel buttons' colors vary this way during play, you can uncheck "Vary
the color of channel buttons during play by default", and the channel buttons will simply remain light
grey during play, regardless of what lighting effects occur.
If you do not want to change this preference as a default, but do want to temporarily change it, you
can do so via "Vary Color of Channel Buttons" on the Play menu, or by the "View Channel Button
Colors" button on the Standard toolbar.
See also "Also Vary Their Font Colors".
Also Vary Their Font Colors
If you have channel buttons set up to change color during play, the color of the text on them can
also change during play, to try to keep a high contrast between the button color and the text color,
so as to keep the text readable. However, some users have found the changing font colors to be
distracting. So, the "Also vary their font colors" option in the Play Preferences dialog allows you to
control whether or not the font colors will be changed during play, by default.
If you do not want to change this preference as a default, but do want to temporarily change it, you
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can do so via "Vary Color of Channel Button Fonts" on the Play menu.
See also "Vary the Color of Channel Buttons during Play by Default".
Loop at the End of a Sequence by Default
Normally, when the Sequence Editor plays a sequence, play stops automatically when the end of
the sequence is reached (or the end of the selection, or of the currently visible screen; please see "
Play Range" on the Play menu for details). However, if "Loop at End" is selected from the Play
menu, then play will instead automatically loop back to the beginning of the play range whenever
the end of the play range is reached. To stop playing a sequence when it is looping like this, you
must manually stop it, for example via the Stop button on the Standard toolbar.
On the Play Preferences menu, you can set whether or not "Play at End" is enabled by default
whenever the Sequence Editor starts up by choosing a value for "Loop at the end of a sequence by
default".
Note that this does not affect the play of your sequences during a show (via the Show Player), nor
should it be confused with loops within a sequence.
Highlight Current Event during Play by Default
If the "Highlight Current Event" option on the Play menu is enabled, then when the Sequence Editor
plays a sequence, it will highlight the timings that are closest to the current time with thick black
lines, moving them across the sequence's grid as play progresses. For example, if a sequence has
timings every half a second, and the current time is 37 and 37/100 seconds, then a thick black
border will be made on the timings at 37 seconds and at 37.5 seconds.
On the Play Preferences menu, you can set whether or not "Highlight Current Event" is enabled by
default whenever the Sequence Editor starts up by choosing a value for "Highlight current event
during play by default".
Highlight Current Time during Play by Default
If the "Highlight Current Time" option on the Play menu is enabled, then when the Sequence Editor
plays a sequence, it will draw a dashed vertical line at the current time, which will move across the
sequence's grid as play progresses.
On the Play Preferences menu, you can set whether or not "Highlight Current Time" is enabled by
default whenever the Sequence Editor starts up by choosing a value for "Highlight current time during
play by default".
Use Play Range for Wizards
The Beat Wizard, Tapper Wizard and VU Wizard can each be used on an entire song or on only a
portion of a song. You can choose which is done from within the wizards themselves, but the "Use
Play Range for Wizards" option on the Play Preferences dialog allows you to set which will be done
by default.
If this option is enabled, then when one of these wizards is opened, it will be set to use the freeform
play range (if there is one), or the play range from the Play menu otherwise. If this option is
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disabled, the wizard will be set to use the entire song.
One exception is when one of these wizards is opened directly from the New Musical Sequence
dialog. In this case, the wizard will always default to using the entire song, regardless of how this
option is set.
5.3.4.2.2.11 Video Preferences
Musical sequences are associated with a song or other sound effect, from either an audio file (such as
an MP3) or a video file (such as a WMV file). If a musical sequence is associated with a video file,
Light-O-Rama can display the video during play. Or, for an audio file, Light-O-Rama can display a
visualization.
The Video Preferences dialog, of the Preferences submenu of the Sequence Editor's Edit menu, can be
used to control whether and how video is displayed during play.
Note: These settings affect not only play of sequences in the Sequence Editor, but also play of shows
by the Show Player.
The following options can be set via the Video Preferences dialog:
Display Videos
Display Audio Visualizations
Use Full Screen Mode
Select Monitor
The Video Preferences dialog
Display Videos
If "Show Videos" is enabled on the Video submenu of the View menu, and a musical sequence
based on a video file is played by the Sequence Editor, Light-O-Rama will display the video during
play.
You can control whether "Show Videos" is enabled by default via this setting on the Video
Preferences menu. This also affects play during shows, by the Show Player.
Display Audio Visualizations
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If "Show Audio Visualizations" is enabled on the Video submenu of the View menu, and a musical
sequence based on an audio file is played by the Sequence Editor, Light-O-Rama will display a
visualization of the audio during play.
You can control whether "Show Audio Visualizations" is enabled by default via this setting on the
Video Preferences menu. This also affects play during shows, by the Show Player.
Use Full Screen Mode
If "Full Screen" is enabled on the Video submenu of the View menu, and a video or audio
visualization is displayed for a musical sequence being played by the Sequence Editor, Light-ORama will display the video or visualization during play.
You can control whether "Full Screen" is enabled by default via this setting on the Video
Preferences menu. This also affects play during shows, by the Show Player.
Select Monitor
If you have more than one monitor hooked up to your computer, you can use this button to select
which monitor Light-O-Rama will use when it displays videos or audio visualizations. This also
affects play during shows, by the Show Player.
5.3.4.2.2.12 Zoom Preferences
When a sequence is displayed in the Sequence Editor, it is represented as a grid. Columns represent
time, and rows represent channels. You can zoom the display of either or both of these dimensions in
or out for any particular sequence, in a variety of ways (such as by using the keyboard, or various
buttons on the Standard toolbar).
Whenever you set the zoom level for a particular sequence, that zoom level will always be used for that
sequence (unless you change it again). However, whenever the Sequence Editor creates a new
sequence, it will use some default zoom level settings. If you prefer some particular zoom level, you
probably do not want to zoom in or out every time that you create a sequence. So, the Zoom
Preferences submenu (of the Preferences submenu of the Edit menu) allows you to save your current
zoom level settings as defaults, by selecting "Save Zoom Preferences".
Later, when the Sequence Editor creates a new sequence, it will default to the zoom level settings that
you had saved.
If you change the zoom level on a sequence, and want to get back to your saved default zoom level
settings, the Zoom Preferences submenu also provides a way to do this, by selecting "Restore Zoom
Preferences".
The Zoom Preferences subm enu
5.3.4.3
The View Menu
The Light-O-Rama Sequence Editor's View menu contains items that enable you to customize how the
Sequence Editor appears and how it displays sequences, as well as to view certain information about
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sequences.
The following items appear on the Sequence Editor's View menu:
Channel Buttons
Channel Button Colors
Time Scale
Wave Form
Animation
Video
Show Videos
Show Audio Visualizations
Full Screen
Fades
Sequence Info
Track Info
Cell Info
Zoom Rows
Zoom Columns
Tool Bars
Tools Panel
Refresh
The View m enu
Channel Buttons
If this option is enabled, the channel buttons of the active sequence will be displayed. Multiple
sequences can be open in the Sequence Editor at the same time, and this option can be set
independently for each of them.
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You can also control this using the "View Channel Buttons" button on the Standard toolbar, or by
clicking on the thick grey vertical bar between the sequence's grid and the channel buttons.
You can control whether or not this option is enabled by default via "View Channel Buttons by
Default" on the Display Preferences dialog.
A sequence, w ith channel buttons displayed
The sam e sequence, w ithout channel buttons displayed
Channel Button Colors
This menu enables control over the colors of channel buttons while the sequence is not playing
(note: for control over them while playing, see "Vary Color of Channel Buttons" on the Play menu).
There are three options: "None", "Cell", and "Full":
None: If this option is selected, channel buttons will all show the same grey color, except for
those of RGB channels, which will show black.
Cell: If this option is selected, each channel button will show the color of its channel at the
time of the start of the currently selected cell or cells.
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Full: If this option is selected, each channel button will show the full color of its channel.
Time Scale
If this option is enabled, a time scale will be displayed at the top of each sequence. Multiple
sequences can be open in the Sequence Editor at the same time, and this option can be set
independently for each of them.
Clicking and dragging on the time scale will set the freeform play range; clicking without dragging
will clear the freeform play range (if one had been set).
You can also control this using the "View Time Scale" button on the Standard toolbar.
You can control whether or not this option is enabled by default via "View Time Scale" on the
Display Preferences dialog.
A sequence, w ith a tim e scale displayed at its top
The sam e sequence, w ith no tim e scale displayed
Wave Form
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This submenu of the View menu can be used to display a waveform of the audio of a musical
sequence (although this is not supported for all types of media files). Three modes can be selected:
full height, half height, and off.
Changing between full height and half height will cause all waveforms in all open sequences to be
displayed in the new manner, and Light-O-Rama will remember the choice for future waveforms.
Changing between either of those and "off" will only update the currently active sequence. To control
whether waveforms are off or not by default, use View Wave Form by Default of the Display
Preferences dialog.
You can also toggle between "off" and whichever of "half height" and "full height" was last selected
by using the View Wave Form button on the Standard Toolbar.
A sequence, w ith a w ave form displayed at full height
The sam e sequence, w ith the w ave form displayed at half height
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The sam e sequence, w ith no w ave form displayed
Animation
If this option is enabled, the animation of the current sequence will be displayed. Multiple
sequences can be open in the Sequence Editor at the same time, and this option can be set
independently for each of them.
The anim ation for a sequence
Video
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This submenu of the View menu enables you to specify if and how the Sequence Editor will display
videos during play:
Show Videos
Show Audio Visualizations
Full Screen
Show Videos
If this option is enabled, then whenever the Sequence Editor plays a musical sequence based on a
video file, the video will be displayed during play.
You can control whether or not this option is on by default via "Display Videos" on the Video
Preferences dialog. That also controls whether videos will be displayed during shows by the Show
Player.
Show Audio Visualizations
If this option is enabled, then whenever the Sequence Editor plays a musical sequence based on an
audio file, a visualization of the audio will be displayed during play.
You can control whether or not this option is on by default via "Display Audio Visualizations" on the
Video Preferences dialog. That also controls whether visualizations will be displayed during shows
by the Show Player.
Full Screen
If this option is enabled, then whenever the Sequence Editor displays a video or an audio
visualization, it will do so in full screen mode.
You can control whether or not this option is on by default via "Use Full Screen Mode" on the Video
Preferences dialog. That also controls whether full screen mode will be used during shows by the
Show Player.
Fades
When fade or intensity lighting effects are displayed in the Sequence Editor, they are displayed in
one of two ways: "as ramps" or "as colors". You can use the Fades submenu of the View menu to
control which is used.
When viewed "as colors", fades and intensities will be displayed as gradually varying shades
between light grey (which indicates that the channel is off, i.e. the intensity is zero) and the color
assigned to the channel (which indicates an intensity of 100%, i.e. full brightness).
When viewed "as ramps", they are instead displayed as partially filling in their cells with the color of
the channel, to a degree based upon the intensity.
Neither of these settings have any effect on the behavior of your actual lights; they only affect how
the Sequence Editor displays these lighting effects in a sequence's grid.
You can control which is used by default via "View Fades as Ramps by Default" on the Display
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Preferences menu.
A sequence w ith fades view ed using colors
The sam e sequence, w ith fades view ed as ram ps
Sequence Info
Selecting "Sequence Info" from the View menu will cause various information about the active
sequence to be displayed:
Sequence info
Track Info
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Selecting "Track Info" from the View menu will cause various information about the active track in the
active sequence to be displayed:
Track info
Cell Info
Selecting "Cell Info" from the View menu will cause various information about the currently selected
cell to be displayed.
To use "Cell Info", there must be only a single cell currently selected. However, if the cell contains
multiple lighting effects, all of them will be displayed, and if any of them fall partially outside of the
cell, their entire lengths will be indicated, not just the portions that coincide with the cell:
Cell info
Zoom Rows
When the Sequence Editor displays a sequence, it is represented as a grid. Rows in the grid
represent channels. You can zoom in and out on the channels by using the Zoom Rows submenu
of the View menu.
You can also accomplish this using the zoom buttons on the Standard toolbar.
Whatever zoom level you set for a sequence will always be used for that sequence (until you change
it again), but if you have a zoom level that you like, you may want to save it using the Zoom
Preferences menu. Doing so will cause the Sequence Editor to use that zoom level by default
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whenever you create a sequence.
See also "Zoom Columns", to zoom time in and out.
Zoom Columns
When the Sequence Editor displays a sequence, it is represented as a grid. Columns in the grid
represent time, bound by timings. You can zoom time in and out by using the Zoom Columns
submenu of the View menu.
You can also accomplish this using the zoom buttons on the Standard toolbar.
Whatever zoom level you set for a sequence will always be used for that sequence (until you change
it again), but if you have a zoom level that you like, you may want to save it using the Zoom
Preferences menu. Doing so will cause the Sequence Editor to use that zoom level by default
whenever you create a sequence.
See also "Zoom Rows", to zoom channels in and out.
Tool Bars
The Light-O-Rama Sequence Editor has two toolbars: the Standard toolbar and the Tools toolbar.
You can control whether each of these is displayed using the Tool Bars submenu of the View menu.
Tools Panel
You can control whether or not the Sequence Editor displays the Tools panel via the "Tools Panel"
menu item on the View menu.
Refresh
Occasionally during play, the display of a sequence's grid may seem to blank out. This is typically
caused when your computer happens to do something unrelated to Light-O-Rama, and temporarily
takes the focus away from the Sequence Editor. The sequence itself is not affected, nor are the
actual lights - only the Sequence Editor's display of the sequence is - and the display is typically
returned to normal when play reaches the next screen (or stops). However, if you do not wish to
wait for that, you can select "Refresh" from the View menu, or simply hit the F5 key, to manually
refresh the display.
5.3.4.4
The Tools Menu
The Light-O-Rama Sequence Editor's Tools menu contains items enabling you to choose which lighting
effects will be applied when you edit sequences (via the mouse or the keyboard), settings for those
effects, and several wizards that can be used to change sequences in various ways.
The following options are available on the Tools menu:
Effect Tools
Select
Toggle
Twinkle
Shimmer
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On
Off
Set Intensity
Fade Up
Fade Down
Intelligent Fade
Fill
Chase
Color Fade
Paint Sequence
DMX Intensity
Custom
Effect Tool Settings
Custom Settings
Background Effects
Foreground Effects
Intensity Tool Settings
Intensity Tool Options
Fade Tool Settings
Fade Tool Options
Load Intensities and Fades from Current Sequence
Channel Configuration
Wizards
Beat Wizard
MIDI Wizard
Tapper Wizard
VU Wizard
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The Tools Menu
Effect Tools
The first group of items on the Tools menu enables you to choose the tool that will be used
whenever you select a cell or cells using the mouse, or hit the enter key on the keyboard. The
selected tool will generally apply a lighting effect to the selected cell or cells (an exception to this is
the Fill tool, which applies a fill to the cell that you click on, and any cell that you then drag to,
rather than to the selected cell or cells).
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Only one of these tools can be enabled at any given time; enabling one will automatically disable the
others.
You can also choose the current effect tool using the Tools toolbar.
The following effect tools can be enabled:
Select
Toggle
Twinkle
Shimmer
On
Off
Set Intensity
Fade Up
Fade Down
Intelligent Fade
Fill
Chase
Color Fade
Paint Sequence
DMX Intensity
Custom
Select
If this effect tool is enabled on the Tools menu, then clicking on a cell or cells in a sequence's grid
will simply select those cells. No lighting effect will be applied, nor will any be applied by hitting the
enter key.
Toggle
If this effect tool is enabled on the Tools menu, then clicking on a cell or cells in a sequence's grid,
or hitting the enter key, will turn individual parts of the selection on or off. Each portion of the
selection that had been on will be turned off, and every other portion will be turned on. Note that the
latter includes not just portions of the selection that had been off, but also those that had been
twinkles, fades, shimmers, and intensities.
Twinkle
If this effect tool is enabled on the Tools menu, then clicking on a cell or cells in a sequence's grid,
or hitting the enter key, will apply the twinkle effect to the selected cells, making the selected
channels blink on and off randomly during the selected time.
Shimmer
If this effect tool is enabled on the Tools menu, then clicking on a cell or cells in a sequence's grid,
or hitting the enter key, will apply the shimmer effect to the selected cells, making the selected
channels rapidly blink on and off in unison during the selected time.
On
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If this effect tool is enabled on the Tools menu, then clicking on a cell or cells in a sequence's grid,
or hitting the enter key, will apply the on effect to the selected cells, making the selected channels
turn on at full brightness during the selected time.
Off
If this effect tool is enabled on the Tools menu, then clicking on a cell or cells in a sequence's grid,
or hitting the enter key, will apply the offeffect to the selected cells, making the selected channels
turn completely off during the selected time.
Set Intensity
If this effect tool is enabled on the Tools menu, then clicking on a cell or cells in a sequence's grid,
or hitting the enter key, will apply the set intensity effect to the selected cells, making the selected
channels turn on at a specified percentage of their full brightness during the selected time.
The exact percentage of brightness used can be chosen via the Intensity Tool Settings dialog.
Fade Up
If this effect tool is enabled on the Tools menu, then clicking on a cell or cells in a sequence's grid,
or hitting the enter key, will apply the fade up effect to the selected cells, making the selected
channels gradually increase in brightness during the selected time.
The exact levels of brightness that the fade will start and end at can be chosen via the Fade Tool
Settings dialog.
Fade Down
If this effect tool is enabled on the Tools menu, then clicking on a cell or cells in a sequence's grid,
or hitting the enter key, will apply the fade down effect to the selected cells, making the selected
channels gradually decrease in brightness during the selected time.
The exact levels of brightness that the fade will start and end at can be chosen via the Fade Tool
Settings dialog.
Intelligent Fade
The Intelligent Fade tool is similar to the Fade Up and Fade Down tools, but it can create either a
fade up effect or a fade down effect, as well as applying a fill. It will create a fade up when you use it
by clicking and dragging left-to-right, or a fade down when clicking or dragging right-to-left (or, if you
are using the keyboard, fade up or fade down depends upon whether you expanded the selection
left-to-right or right-to-left).
If you click without dragging, it will apply a fill. That is, if you click on an empty area of the grid, it
will change that area to be a fade from the preceding intensity to the following intensity. For
example, if a fade up from 10% to 40% is followed by the lights being off, which is followed by a fade
up from 20% to 80%, then clicking on the area where the lights are off will make it into a fade down
from 40% to 20%.
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Fill
The Fill tool can be used to create smooth fades from one effect to another. For example, if a fade
up from 10% to 40% is followed by the lights being off, which is followed by a fade up from 20% to
80%, then applying the Fill tool on the area where the lights are off will make it into a fade down from
40% to 20%:
Before a fill...
... and after a fill
It can also be used in a similar manner on RGB channels to smoothly fade from one color to
another.
Before a fill...
... and after a fill
The Fill tool does not do anything when used on cells that are not completely off.
When used with the mouse, the Fill tool works slightly differently than other effect tools. With most
tools, clicking a cell will change the selected area of the sequence grid to be that cell, and dragging
(with the mouse still clicked) will expand the selection. Only after the mouse button is let up will the
tool be applied to the selection.
The Fill tool, on the other hand, is applied to the effect that you click on, immediately when you click
down, and to any effect that you subsequently drag to (with the mouse still clicked down). It does
not change the selected area of the sequence grid in any way. This fact, plus the fact that the Fill
tool does not affect effects other than off effects, hopefully makes it easy to apply a wide range of
fills quickly, simply by clicking and dragging to the appropriate spots.
The Intelligent Fade tool and the Color Fade tool can also be used to apply fills in certain situations.
Chase
The Chase tool can be used to take a pattern and "chase" it through several channels over a time
range. For example:
Before a chase...
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... and after a chase
Exactly what is chased, and where it is chased to, depends upon how you click-and-drag (or, if
using the keyboard, how you expanded the selection). The lighting effects in the corner that you
started dragging from will be chased to the corner that you finished dragging to so that, for example,
you could chase effects "up" or "down" through channels.
The effects that are chased will include everything up to and including the last non-off lighting effect
in the channel that you start dragging from (or, if dragging backwards, everything from the first nonoff lighting effect).
The Chase tool can also be used on RGB channels:
Before an RGB chase...
... and after an RGB chase
The Chase tool pays attention to the Paste from Foreground clipboard option, so that you can chase
a pattern without overwriting existing effects with "off" effects. For example, consider the following
sequence, and imagine that you want to chase the second fade up in the first channel:
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Before chasing the second fade
If you did not have "Paste from Foreground" turned on, the chase would overwrite the ends of the
existing fades in some of the other channels:
After chasing the second fade, w ithout "Paste from Foreground"
But with "Paste from Foreground" turned on, the existing effects would be kept in place:
After chasing the second fade, w ith "Paste from Foreground"
Color Fade
The Color Fade tool can be used to apply colors to RGB channels. Selecting the Color Fade tool
opens the Color Fade tool window, which enables you to specify the colors to be used (note,
however, that the colors as displayed on your screen will not necessarily match those shown by
your actual lights; you may have to experiment to determine colors that wind up looking the way you
want, and different RGB devices may show different colors when sent the same intensities):
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The Color Fade tool w indow
With the Color Fade tool selected, clicking and dragging an area of an RGB channel or multiple
RGB channels will cause that area to become those colors:
Applying a color fade to an RGB channel
If you drag backwards, however, the colors will be applied in reverse order (this also happens if you
are using the keyboard, and expand the selection from right to left instead of left to right):
Applying a color fade to an RGB channel by dragging backw ards
Clicking (as opposed to clicking-and-dragging) on an empty area will cause the Color Fade tool to
perform a fill, smoothly fading from the preceding color to the following color:
Before clicking the em pty area...
... and after clicking the em pty area
The Color Fade tool window gives several ways to select the colors to be used:
The "Choose" buttons on either side will open a color picker dialog to specify the color for that
side
The "Copy" button on either side will copy the color from the opposite side
The "Swap" button will move the two colors to their opposite sides
The "Random" buttons on either side will choose a random color for that side
The "Random button in the middle will choose random colors for both sides
The Color Fade tool window also enables you to choose what kind of effect should be applied. For
example, here is a twinkling color fade:
A tw inkling color fade
A note regarding DMX color effects: The Color Fade tool allows you to specify that DMX effects
should be used. However, as of the time of this writing, LOR hardware does not support DMX effects
which change intensity (for example, a fade up), and so unless the underlying DMX effects caused
by using the Color Fade tool stay at a constant intensity, they will be automatically converted to
regular fades when they are sent to the controllers. That is, for example, a DMX fade from 0 to 255
will be converted to a regular fade from 0% to 100%. So, the Color Fade tool will not give as finegrained control over DMX as you may think.
However, if you make your sequence using DMX fades now, and in the future LOR hardware is
updated to support them, then your sequence will take already be set up to advantage of this.
Paint Sequence
The Paint Sequence tool can be used to paint some or all of the effects from another sequence into
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the current sequence, in a variety of ways.
When this tool is selected, the Paint Sequence dialog will open:
The Paint Sequence dialog
To select a sequence to paint from, first click on the "Add New Sequence" button. This will open up
a file browser, allowing you to select the sequence in question. After you do so, it will be added to
the "Sequence" dropdown list. Many sequences can be added to the dropdown list, and after a
sequence is in the list, you can choose to paint from it simply by selecting it in the list (rather than
by clicking "Add New Sequence" every time).
If the Paint Sequence tool is applied to a time range in a sequence, it will paste effects from the first
track of the sequence selected via the Paint Sequence dialog into that time range of the other
sequence. All channels in the Paint Sequence dialog's sequence's first track are used, regardless
of how many channels are selected in the sequence which is being painted into.
The exact way that the effects are painted depends upon the selected "Mode", and whether or not
the "From Foreground" option is selected. These are handled much like the similar modes and
options for pasting from clipboards. For example, if the "Repeat" option is selected, the effects will
be painted by repeating them over and over again until the entire selected time range has been filled
(or, if the selected time range is shorter than the sequence being painted from, however much of the
effects fit in that time range will be used).
Note that the pasted effects truly become a part of the sequence that they are painted into; they are
not linked back to the original sequence that they were painted from. That is, if you ever change the
effects in the sequence that they were painted from, this change will not automatically be reflected
in the sequence that you painted into.
Also, once a sequence has been added to the dropdown list via the "Add New Sequence" button,
painting from that sequence will use the effects as they were at the time the sequence was added.
That is, if you change the effects that are in a sequence in the dropdown list, and save that
sequence, painting from that sequence will still use the old effects. If you want to use the new
effects, then select that sequence in the dropdown list, and then click the "Reload Sequence"
button.
As an example, consider the following sequences, the first selected in the Paint Sequence dialog,
and the second to be painted into:
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The sequence being painted from
The sequence being painted into, before painting
If the area from 1.00 second to 6.00 seconds on channel "Unit 01.3" is selected in the sequence
being painted into, and the selected Mode is "Repeat", with "From Foreground" turned off, the
results will be the following:
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The sequence being painted into, after painting
Note that all eight channels from the first sequence were painted into the second sequence, despite
the fact that only one channel was selected - the channel selection merely indicates the location to
start pasting channels into.
Also note that because the selected time range was five seconds long, while the length of the
sequence being painted from was only four seconds, the entire four seconds were painted (to time
1.00 through 5.00), followed by another copy of the first second (from time 5.00 to time 6.00). This
is because the "Repeat" mode was selected; other modes will behave differently, as described in the
similar clipboard modes.
DMX Intensity
If this effect tool is enabled on the Tools menu, then clicking on a cell or cells in a sequence's grid,
or hitting the enter key, will apply the DMX intensity effect to the selected cells, allowing for 256
possible intensities (between 0 and 255), rather than 101 (between 0 and 100).
This tool is only available if DMX editing has been enabled.
Custom
If this effect tool is enabled on the Tools menu, then clicking on a cell or cells in a sequence's grid,
or hitting the enter key, will apply the current custom tool effect to the selected cells, for example
making the selected channels twinkle while gradually decreasing in brightness during the selected
time.
Effect Tool Settings
The Tools menu contains several settings that affect the behavior of the currently selected effect tool
:
Custom Settings
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Background Effects
Foreground Effects
Intensity Tool Settings
Intensity Tool Options
Fade Tool Settings
Fade Tool Options
Load Intensities and Fades from Current Sequence
Custom Settings
This submenu of the Tools menu allows you to select the behavior of the current custom tool. For
example, to make the current custom tool into a twinkling fading down tool, check "Twinkle" and
"Fade Down" from this submenu.
Background Effects
Enabling this item on the Tools menu will turn on background effects mode, which causes the
current effect tool to apply only to those portions of the selection which are currently off.
Background effects mode can also be turned on via the Tools toolbar, or by hitting Shift-A on the
keyboard.
At most one of background effects mode and foreground effects mode can be enabled at the same
time. Enabling one will automatically disable the other. However, using the keyboard, you can
temporarily turn on either of them (and also regular effects mode) for the next keystroke only, using
the A, O, and E keys, respectively.
Foreground Effects
Enabling this item on the Tools menu will turn on foreground effects mode, which causes the
current effect tool to apply only to those portions of the selection which are not currently off.
Foreground effects mode can also be turned on via the Tools toolbar, or by hitting Shift-O on the
keyboard.
At most one of background effects mode and foreground effects mode can be enabled at the same
time. Enabling one will automatically disable the other. However, using the keyboard, you can
temporarily turn on either of them (and also regular effects mode) for the next keystroke only, using
the A, O, and E keys, respectively.
Intensity Tool Settings
This item on the Tools menu opens or closes the Intensity Tool Settings dialog, which allows you to
choose what percentage of full brightness will be used when you apply the set intensity tool to cells
in a sequence.
The dialog has ten preset values that you can select from. If you want to use a value that is not
among these ten, use the Intensity Tool Options dialog to change the available preset values (by
choosing it from the Tools menu, or by pressing the "Edit" button on the Intensity Tool Settings
dialog). The values of the presets can also be set using Load Intensities and Fades from Current
Sequence on the Tools menu.
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The Intensity Tool Settings dialog, w ith 70% intensity selected
Intensity Tool Options
This item on the Tools menu opens the Intensity Tool Options dialog, which allows you to set the
values of the available presets on the Intensity Tool Settings dialog.
The Intensity Tool Options dialog can also be opened by clicking the "Edit" button on the Intensity
Tool Settings dialog.
The Intensity Tool Options dialog
Fade Tool Settings
This item on the Tools menu opens or closes the Fade Tool Settings dialog, which allows you to
choose what percentages of full brightness will be used when you apply the fade up tool or fade
down tool to cells in a sequence.
The dialog has ten preset values that you can select from, and the values for fade up and fade down
can be selected independently. If you want to use a value that is not among these ten, use the
Fade Tool Options dialog to change the available preset values (by choosing it from the Tools menu,
or by pressing the "Edit" button on the Fade Tool Settings dialog). The values of the presets can
also be set using Load Intensities and Fades from Current Sequence on the Tools menu.
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The Fade Tool Settings dialog, w ith fade up 50%-75% and fade dow n 100%-0% selected
Fade Tool Options
This item on the Tools menu opens the Fade Tool Options dialog, which allows you to set the values
of the available presets on the Fade Tool Settings dialog.
The Fade Tool Options dialog can also be opened by clicking the "Edit" button on the Fade Tool
Settings dialog.
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The Fade Tool Options dialog
Load Intensities and Fades from Current Sequence
This item on the Tools menu can be used to automatically set the preset values available in the
Intensity Tool Settings dialog and the Fade Tool Settings dialog, based upon the most commonly
used values in the current sequence.
Channel Configuration
This item on the Tools menu opens the Channel Configuration screen, which enables you to modify
the settings of all of the channels in the current sequence (such as their names, colors, unit IDs,
and circuit IDs).
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The Channel Configuration screen
Note that only channels, and not RGB channels, are displayed in the Channel Configuration screen.
However, the three constituent channels of an RGB channel (that is, the red, green, and blue
channels of that RGB channel) are displayed in the Channel Configuration screen.
Wizards
The Tools menu can be used to launch several wizards that enable you to make changes to
sequences in various ways:
Beat Wizard
MIDI Wizard
Tapper Wizard
VU Wizard
Beat Wizard
This item on the Tools menu opens the Beat Wizard, which can be used to try to determine the
tempo of a song, and insert timings and effects based upon it into the current sequence.
The Beat Wizard is only available for musical sequences, and not all types of media files are
supported. Notably, video files and MIDI files are not supported.
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The Beat Wizard
MIDI Wizard
This item on the Tools menu opens the MIDI Wizard, which can be used to insert timings and
effects into a sequence based upon the tempo of a MIDI file, or upon the individual notes played by
instruments in that MIDI file.
The MIDI Wizard is only supported for musical sequences based upon MIDI files.
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The MIDI Wizard
Tapper Wizard
This item on the Tools menu opens the Tapper Wizard, which can play the sequence's song and
record you as you tap along with it, and insert timings and effects based upon your taps into the
current sequence.
The Tapper Wizard is only supported for musical sequences.
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The Tapper Wizard
VU Wizard
This item on the Tools menu opens the VU Wizard, which can be used to insert timings and effects
based upon it into the current sequence based upon audio peaks in the song, much like a VU
meter.
The VU Wizard is only available for musical sequences, and not all types of media files are
supported. Notably, video files and MIDI files are not supported.
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The VU Wizard
5.3.4.5
The Play Menu
The Light-O-Rama Sequence Editor's Play menu contains menu items enabling you to play open
sequences and to affect the behavior of the Sequence Editor during play.
The following items are available on the Play menu:
Start This Sequence
Start All Sequences
Stop
Lights Off Now
Play Again
Play Range
Full Sequence
Selection
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From Selection
To Selection
Visible Screen
Loop at End
Lights Off at End
Control Lights
Control Holiday Lights Designer
Control Visualizer
Move Grid with Play
Vary Color of Channel Buttons
Vary Color of Channel Button Fonts
Highlight Current Event
Highlight Current Time
Speed
The Play m enu
Start This Sequence
Selecting this item from the Play menu will cause the currently active sequence to start playing.
You can also start play by using the Play button on the Standard toolbar.
Start All Sequences
Selecting this item from the Play menu will cause all open sequences to start playing. However,
only one musical sequence can be playing at a time, so if you have more than one musical
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sequence open, you will instead be told that you have to close all but one if you want to play all
open sequences.
You can also start play by using the Play button on the Standard toolbar.
Stop
Selecting this item from the Play menu will stop all playing sequences.
You can also stop play by using the Stop button on the Standard toolbar, or by simply waiting until
the sequences naturally complete (unless "Loop at End" is enabled).
Lights Off Now
This item from the Play menu will turn off any lights that had previously been turned on during play.
It is only available when "Lights Off at End" is turned off, and play is stopped, and lights had been
sent commands since the last time it was used.
Play Again
Selecting this item from the Play menu will play the same thing that you last asked it to play. An
example of how this could be useful:
If you are working on some particular section of a sequence, you might set the play range to "
Selection", and select the cells in the time range that you are currently interested in. When you
start play, only that time range will be played. You might then notice something that you want to
change about the lighting effects in that portion of the sequence. Doing so would change what time
range was selected, so if you simply started play a second time, the portion of the sequence played
would be different than your original selection.
You could re-select the original selection before starting play, but it would be easier to simply use
"play again". It would play the same time range as you had originally selected, even though a
different time range is now selected.
The Play Again button on the Standard toolbar also does this same thing.
Play Range
When playing a sequence in the Sequence Editor, you can choose what portion of the sequence will
be played by setting the play range in the Play menu. The following play range modes are
supported:
Full Sequence
Selection
From Selection
To Selection
Visible Screen
Additionally, freeform play mode can be used to play any time range that you specify. Freeform
play mode is not available on the Play Range menu; instead, please refer to its help page for details
on how to use it.
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Full Sequence
If you set the Sequence Editor's play range to "Full Sequence", then whenever it plays a sequence,
it will start at the beginning of the sequence, and stop at the end of the sequence.
Selection
If you set the Sequence Editor's play range to "Selection", then whenever it plays a sequence, it will
play only that time range of the sequence which is currently selected (i.e. the cells that are
currently surrounded by a thick black border).
Note that all channels in the sequence will be played, even those outside of the current selection.
Only the time range is set by this option.
From Selection
If you set the Sequence Editor's play range to "From Selection", then whenever it plays a sequence,
it will play the time range from the start of the current selection (i.e. the cells that are currently
surrounded by a thick black border) to the end of the sequence.
Note that all channels in the sequence will be played, even those outside of the current selection.
Only the time range is set by this option.
To Selection
If you set the Sequence Editor's play range to "To Selection", then whenever it plays a sequence, it
will play the time range from the start of the sequence to the end of the current selection (i.e. the
cells that are currently surrounded by a thick black border).
Note that all channels in the sequence will be played, even those outside of the current selection.
Only the time range is set by this option.
Visible Screen
If you set the Sequence Editor's play range to "Visible Screen", then whenever it plays a sequence,
it will play only that time range of the sequence that is currently displayed.
Note that all channels in the sequence will be played, even those currently above or below the visible
portion of the sequence. Only the time range is set by this option.
Loop at End
If "Loop at End" is enabled in the Play menu of the Sequence Editor, then whenever it plays a
sequence and reaches the end of the play range, instead of stopping, it will automatically loop back
to the beginning of the play range and continue playing. The sequence can still be stopped
manually, via "Stop" on the Play menu or the Stop button of the Standard toolbar.
You can control whether or not "Loop at End" is enabled by default via "Loop at the End of a
Sequence by Default" on the Play Preferences dialog.
Note that this should not be confused with loops within a sequence.
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Lights Off at End
If "Lights Off at End" is enabled in the Play menu of the Sequence Editor, then whenever it plays a
sequence and reaches the end of play, it will automatically turn off all lights in that sequence. If it is
disabled, then any lights that happen to be on at the very end of the sequence will remain on.
Control Lights
If "Control Lights" is enabled in the Play menu of the Sequence Editor, then whenever it plays a
sequence, the Sequence Editor will send lighting effect commands to your controllers, causing your
actual lights to be used.
Note that you will additionally need to have the channels in your sequence set up appropriately with
information such as the unit IDs and circuit IDs of the controllers that are hooked up to your
computer.
Control Holiday Lights Designer
If "Control Holiday Lights Designer" is enabled in the Play menu of the Sequence Editor, then
whenever it plays a sequence, the Sequence Editor will send lighting effect commands to Holiday
Lights Designer , a third party add-on by Holidaysoft which can be used to virtually place lights
and decorations on images of your home or business.
Please also see the Holiday Lights Designer Preferences dialog.
Control Visualizer
Enabling "Control Visualizer" is enabled in the Play menu of the Sequence Editor causes lighting
effect commands to be sent to the Light-O-Rama Visualizer.
Please also see the Visualizer Preferences dialog.
Move Grid with Play
If "Move Grid with Play" is enabled in the Play menu of the Sequence Editor, then whenever a
sequence is played, the portion of the sequence's grid that is currently displayed will change as play
progresses so that the current time is always displayed. Otherwise, the grid's display will simply
remain static.
Vary Color of Channel Buttons
If "Vary Color of Channel Buttons" is enabled in the Play menu of the Sequence Editor, then
whenever it plays a sequence, the color of a channel button will vary based upon the lighting effect
taking place on that channel at that moment during the sequence.
You can control whether or not "Vary Color of Channel Buttons" is enabled by default via "Vary the
Color of Channel Buttons during Play by Default" on the Play Preferences dialog.
Vary Color of Channel Button Fonts
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If "Vary Color of Channel Button Fonts" is enabled in the Play menu of the Sequence Editor, then if "
Vary Color of Channel Buttons" is also enabled, then whenever it plays a sequence, the color of the
text of a channel button will vary to try to give a readable contrast with the color of the channel
button at that moment.
This setting has no effect if "Vary Color of Channel Buttons" is not enabled.
You can control whether or not "Vary Color of Channel Button Fonts" is enabled by default via "Also
vary their font colors" on the Play Preferences dialog.
Highlight Current Event
If "Highlight Current Event" is enabled in the Play menu of the Sequence Editor, then whenever it
plays a sequence, the timings closest to the current time will be highlighted with thick black lines,
moving as play progresses.
You can control whether or not "Highlight Current Event" is enabled by default via "Highlight Current
Event during Play by Default" on the Play Preferences dialog.
Highlight Current Time
If "Highlight Current Time" is enabled in the Play menu of the Sequence Editor, then whenever it
plays a sequence, the current time will be highlighted with a dashed vertical line, moving as play
progresses.
You can control whether or not "Highlight Current Time" is enabled by default via "Highlight Current
Time during Play by Default" on the Play Preferences dialog.
Speed
The Speed submenu of the Play menu can be used to instruct the Sequence Editor to play
sequences at different speeds - quarter speed, half speed, normal speed, double speed, or
quadruple speed.
Slower speeds may be useful, for example, when you are trying to precisely adjust the time at which
a lighting effect takes place; faster speeds may be useful to get a quick overview of how the
sequence looks.
5.3.4.6
The Window Menu
The Window menu of the Light-O-Rama Sequence Editor enables you to control how the windows for the
open sequences are arranged on your screen. It also shows a list of the open sequences, which can be
used to select which one is currently active.
The following menu items are available:
Tile Horizontally
Tile Vertically
Cascade
Arrange Icons
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Minimize All Windows
The Open Sequence List
The Window m enu
Tile Horizontally
When the Sequence Editor has multiple sequences open at once, this option from the Window
menu will cause their windows to take up all available space, not overlapping with each other, and to
be placed next to each other horizontally.
Tile Vertically
When the Sequence Editor has multiple sequences open at once, this option from the Window
menu will cause their windows to take up all available space, not overlapping with each other, and to
be placed above and below each other.
Cascade
When the Sequence Editor has multiple sequences open at once, this option from the Window
menu will cause their windows to overlap with each other in an organized way.
Arrange Icons
If the Sequence Editor has any sequences open with their windows minimized, this option from the
Window menu will order their icons neatly.
Minimize All Windows
Selecting this option from the Window menu of the Sequence Editor will cause the windows for all
open sequences to become minimized.
The Open Sequence List
At the bottom of the Window menu of the Sequence Editor is a list of all of the sequences that are
currently open. Clicking on one, or hitting the key of the number displayed next to it, will cause it to
become the active sequence.
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The Help Menu
The Help menu of the Light-O-Rama Sequence Editor brings up help and other information about Light-ORama.
The following options are available on the Help menu:
Contents
Index
Search
Visit Light-O-Rama on the Web
About the Light-O-Rama Editor
Register (or Upgrade) Light-O-Rama
The Help m enu
Contents
This option on the Help menu opens up the table of contents of the Light-O-Rama help files.
Index
This option on the Help menu opens up the index of the Light-O-Rama help files.
Search
This option on the Help menu opens up the search menu of the Light-O-Rama help files.
Visit Light-O-Rama on the Web
This option on the Help menu opens the Light-O-Rama website in your browser window.
About the Light-O-Rama Editor
This option on the Help menu brings up an "About" box displaying some information about the LightO-Rama Sequence Editor.
Register (or Upgrade) Light-O-Rama
Use this item on the Help menu to register your Light-O-Rama software, or to upgrade to a higher
level license, unlocking various features.
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This item will show up as "Register Light-O-Rama" if you are using the unlicensed Demo version of
the software, or "Upgrade" if you are using a license, but it is not the highest possible license level.
If you are using the highest possible license level, this item will not be displayed at all.
5.3.5
Toolbars
The Light-O-Rama Sequence Editor has three toolbars: the Standard toolbar, the Tools toolbar, and the
Tracks and Timings toolbar.
The Standard toolbar has buttons for a variety of different functions, such as creating, opening, and
saving sequences, setting various display options, and playing sequences.
The Tools toolbar enables you to choose which lighting effect tool is currently in use, and set certain
options regarding them.
The Tracks and Timings toolbar has dropdown boxes to allow you to quickly choose which track is
displayed, and which timing grid it is displayed with, and it additionally has buttons with popup menus,
with various track and timing grid-related menu items.
If desired, these toolbars can be hidden (and later unhidden) by using the "Tool Bars" item on the View
menu.
The Standard toolbar
The Tools toolbar
The Tracks and Tim ings Toolbar
5.3.5.1
The Standard Toolbar
The Light-O-Rama Sequence Editor's Standard toolbar contains buttons for several functions and
options. From left to right, they are:
New Sequence
Open Sequence
Close Sequence
Save Sequence
Cut
Copy
Paste
Repeat
Undo
Redo
View Animation
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View Fades as Ramps
View Channel Buttons
Vary Channel Button Colors
View Time Scale
View Waveform
Zoom Channels Out
Zoom Channels In
Zoom Time Out
Zoom Time In
Play
Play Again
Stop
Lights Off Now
If desired, the toolbar can be hidden (or unhidden) via "Tool Bars" on the View menu.
The Standard toolbar
New Sequence
This button on the Standard toolbar can be used to create a new sequence. Clicking on it opens
the New and Open dialog, on its "New Sequence" tab.
Open Sequence
This button on the Standard toolbar can be used to open a sequence. Clicking on it opens the New
and Open dialog, on whichever of its "Existing Sequence" tab or its "Recent Sequence" tab was
most recently used.
Close Sequence
This button on the Standard toolbar can be used to close an open sequence. Please see "Close"
on the File menu for details.
Save Sequence
This button on the Standard toolbar can be used to save changes to an open sequence. Please see
"Save" on the File menu for details.
Cut
This button on the Standard toolbar can be used to cut effects from a sequence. Please see "Cut,
Copy, Paste, and Paste Multiple" on the Edit menu for details.
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Copy
This button on the Standard toolbar can be used to copy effects from a sequence. Please see "Cut,
Copy, Paste, and Paste Multiple" on the Edit menu for details.
Paste
This button on the Standard toolbar can be used to paste effects into a sequence. Please see "Cut,
Copy, Paste, and Paste Multiple" on the Edit menu for details.
Repeat
The Repeat tool can be used to automatically place a copy of the selected area immediately after
the selected area. For example, consider the following:
Before repeating
Then pressing the Repeat button will make the following:
After repeating once
And you can repeat as many times as you like thereafter; for example, pressing Repeat three more
times will make the following:
After repeating four tim es
The Repeat tool pays attention to your current "Paste from Foreground" setting. For example,
before repeating:
Before repeating
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And after repeating, with "Paste from Foreground" enabled:
After repeating, w ith "Paste from Foreground" enabled
Undo
This button on the Standard toolbar can be used to undo changes to a sequence. Please see "
Undo and Redo" on the Edit menu for details.
Redo
This button on the Standard toolbar can be used to redo previously undone changes to a sequence.
Please see "Undo and Redo" on the Edit menu for details.
View Animation
This button on the Standard toolbar can be used to control whether the animation for a sequence is
displayed. This can be set independently for different open sequences. Please see "View
Animation" on the View menu for details.
View Fades as Ramps
This button on the Standard toolbar can be used to control whether fades are displayed as gradual
changes in color or as ramps. Please see "Fades" on the View menu for details.
View Channel Buttons
This button on the Standard toolbar can be used to control whether the channel buttons for a
sequence are displayed. This can be set independently for different open sequences. Please see "
View Channel Buttons" on the View menu for details.
Vary Channel Button Colors
This button on the Standard toolbar can be used to control whether the channel buttons for a
sequence will change color during play, based upon the lighting effects happening on those
channels. Please see "Vary Color of Channel Buttons" on the Play menu for details.
View Time Scale
This button on the Standard toolbar can be used to control whether a time scale is displayed at the
top of an open sequence. This can be set independently for different open sequences. Please see "
View Time Scale" on the View menu for details.
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View Waveform
This button on the Standard toolbar can be used to control whether the audio waveform is displayed
at the top of an open musical sequence. This can be set independently for different open musical
sequences. Please see "View Waveform" on the View menu for details.
Zoom Channels Out
This button on the Standard toolbar can be used to zoom a sequence's rows (representing its
channels) out, making them shorter. Please see "Zoom Rows" on the View menu for details.
Zoom Channels In
This button on the Standard toolbar can be used to zoom a sequence's rows (representing its
channels) in, making them taller. Please see "Zoom Rows" on the View menu for details.
Zoom Time Out
This button on the Standard toolbar can be used to zoom a sequence's columns (representing the
duration from one timing to the next) out, making them thinner. Please see "Zoom Columns" on the
View menu for details.
Zoom Time In
This button on the Standard toolbar can be used to zoom a sequence's columns (representing the
duration from one timing to the next) in, making them wider. Please see "Zoom Columns" on the
View menu for details.
Play
This button on the Standard toolbar can be used to start play of an open sequence or sequences. If
only a single sequence is open, it will be played; if more than one sequence is open, a popup menu
will open, asking if you want to play all of the sequences or just the currently active sequence.
Please see "Start This Sequence" and "Start All Sequences" on the Play menu for details.
Play Again
This button on the Standard toolbar can be used to start play in the same way as it was last started.
Please see "Play Again" on the Play menu for details.
Stop
This button on the Standard toolbar can be used to stop a playing sequence. Please see "Stop" on
the Play menu for details.
Lights Off Now
This button on the Standard toolbar can be used to manually turn off lights. Please see "Lights Off
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Now" on the Play menu for details.
5.3.5.2
The Tools Toolbar
The Light-O-Rama Sequence Editor's Tools toolbar contains buttons which enable you to choose which
effect tool is currently selected, as well as buttons to modify the behavior of those tools. From left to
right, they are:
Select
Toggle
Twinkle
Shimmer
On
Off
Set Intensity
Fade Up
Fade Down
Intelligent Fade
Fill
Chase
Color Fade
Paint Sequence
DMX Intensity
Custom
Custom Twinkle
Custom Shimmer
Custom Set Intensity
Custom Fade Up
Custom Fade Down
Background Effects
Foreground Effects
Intensity Settings
Fade Settings
If desired, the Tools toolbar can be hidden (or unhidden) via "Tool Bars" on the View menu.
The Tools toolbar
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Select
This button on the Tools toolbar chooses the Select tool as the currently active effect tool. It is
equivalent to "Select" from the Tools menu. Please refer to that help page for details.
Toggle
This button on the Tools toolbar chooses the Toggle tool as the currently active effect tool. It is
equivalent to "Toggle" from the Tools menu. Please refer to that help page for details.
Twinkle
This button on the Tools toolbar chooses the Twinkle tool as the currently active effect tool. It is
equivalent to "Twinkle" from the Tools menu. Please refer to that help page for details.
Shimmer
This button on the Tools toolbar chooses the Shimmer tool as the currently active effect tool. It is
equivalent to "Shimmer" from the Tools menu. Please refer to that help page for details.
On
This button on the Tools toolbar chooses the On tool as the currently active effect tool. It is
equivalent to "On" from the Tools menu. Please refer to that help page for details.
Off
This button on the Tools toolbar chooses the Off tool as the currently active effect tool. It is
equivalent to "Off" from the Tools menu. Please refer to that help page for details.
Set Intensity
This button on the Tools toolbar chooses the Set Intensity tool as the currently active effect tool. It
is equivalent to "Set Intensity" from the Tools menu. Please refer to that help page for details.
Fade Up
This button on the Tools toolbar chooses the Fade Up tool as the currently active effect tool. It is
equivalent to "Fade Up" from the Tools menu. Please refer to that help page for details.
Fade Down
This button on the Tools toolbar chooses the Fade Down tool as the currently active effect tool. It is
equivalent to "Fade Down" from the Tools menu. Please refer to that help page for details.
Intelligent Fade
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This button on the Tools toolbar chooses the Intelligent Fade tool as the currently active effect tool.
It is equivalent to "Intelligent Fade" from the Tools menu. Please refer to that help page for details.
Fill
This button on the Tools toolbar chooses the Fill tool as the currently active effect tool. It is
equivalent to "Fill" from the Tools menu. Please refer to that help page for details.
Chase
This button on the Tools toolbar chooses the Chase tool as the currently active effect tool. It is
equivalent to "Chase" from the Tools menu. Please refer to that help page for details.
Color Fade
This button on the Tools toolbar chooses the Color Fade tool as the currently active effect tool. It is
equivalent to "Color Fade" from the Tools menu. Please refer to that help page for details.
Paint Sequence
This button on the Tools toolbar chooses the Paint Sequence tool as the currently active effect tool.
It is equivalent to "Paint Sequence" from the Tools menu. Please refer to that help page for details.
DMX Intensity
This button on the Tools toolbar chooses the DMX Intensity tool as the currently active effect tool. It
is equivalent to "DMX Intensity" from the Tools menu. Please refer to that help page for details.
Note: The DMX Intensity button is only present if DMX editing has been enabled.
Custom
This button on the Tools toolbar chooses the current custom tool as the currently active effect tool.
When this button is selected, the exact meaning of the current custom tool can be selected via the
five buttons to its right - Custom Twinkle, Custom Shimmer, Custom Set Intensity, Custom Fade Up
, and Custom Fade Down.
For example, to use a tool that will shimmer the lights while fading them down, select this button,
Custom Shimmer, and Custom Fade Down.
Custom Twinkle
When the Custom button is selected, this button on the Tools toolbar makes the current custom
tool some sort of twinkle tool.
For example, to use a tool that will twinkle the lights while fading them down, select the Custom
button, this button, and Custom Fade Down.
Custom Shimmer
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When the Custom button is selected, this button on the Tools toolbar makes the current custom
tool some sort of shimmer tool.
For example, to use a tool that will shimmer the lights while fading them down, select the Custom
button, this button, and Custom Fade Down.
Custom Set Intensity
When the Custom button is selected, this button on the Tools toolbar makes the current custom
tool some sort of set intensity tool.
For example, to use a tool that will twinkle the lights at some intensity other than full intensity,
select the Custom button, Custom Twinkle, and this button.
Custom Fade Up
When the Custom button is selected, this button on the Tools toolbar makes the current custom
tool some sort of fade up tool.
For example, to use a tool that will twinkle the lights while fading them up, select the Custom
button, Custom Twinkle, and this button.
Custom Fade Down
When the Custom button is selected, this button on the Tools toolbar makes the current custom
tool some sort of fade down tool.
For example, to use a tool that will twinkle the lights while fading them down, select the Custom
button, Custom Twinkle, and this button.
Background Effects
This button on the Tools toolbar can be used to enable background effects mode. It is equivalent to
"Background Effects" from the Tools menu. Please refer to that help page for details.
Foreground Effects
This button on the Tools toolbar can be used to enable foreground effects mode. It is equivalent to "
Foreground Effects" from the Tools menu. Please refer to that help page for details.
Intensity Settings
This button on the Tools toolbar can be used to open or close the Intensity Tool Settings dialog. It
is equivalent to "Intensity Tool Settings" from the Tools menu. Please refer to that help page for
details.
Fade Settings
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This button on the Tools toolbar can be used to open or close the Fade Tool Settings dialog. It is
equivalent to "Fade Tool Settings" from the Tools menu. Please refer to that help page for details.
5.3.5.3
The Track and Timings Toolbar
The Tracks and Timings toolbar consists of four controls, two related to tracks and two related to timings
:
The track button
The track dropdown
The timings button
The timings dropdown
The Tracks and Tim ings toolbar
The Track Button
Clicking on the Track and Timings toolbar's track button brings up a popup menu with various trackrelated items:
Change Track Name
Add new Track
Duplicate Track
Delete Track
The track button's popup m enu
Change Track Name
This menu item on the track button's popup menu can be used to change the name of the current
track. For details, please see the Change Track Name menu item on the Edit menu.
Add New Track
This menu item on the track button's popup menu can be used to add a new track to the sequence.
For details, please see the Add New Track menu item on the Edit menu.
Duplicate Track
This menu item on the track button's popup menu can be used to add a new track with all the same
channels as the current track. For details, please see the Duplicate Track menu item on the Edit
menu.
Delete Track
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This menu item on the track button's popup menu can be used to delete the current track from the
sequence. There must be at least one track in a sequence, so this menu item will be unavailable if
there is only one track.
The Track Dropdown
The Tracks and Timings toolbar's track dropdown gives a list of the tracks in the sequence. It
displays the currently active track; selecting another track from the dropdown makes that track
active, and updates the display to show that track if it is not already being shown.
The Timings Button
Clicking on the Tracks and Timings toolbar's timings button brings up a popup menu with various
timings-related items:
Change Timing Grid Name
Add New Fixed Grid
Add New Freeform Grid
Duplicate to New Freeform Grid
Delete Timing Grid
The tim ings button's popup m enu
Change Timing Grid Name
This menu item on the timings button's popup menu can be used to change the name of the current
timing grid. The main purpose of giving a timing grid a name is to make it easier to distinguish
timing grids when they are listed in places such as the Tracks and Timings toolbar's timings
dropdown.
Add New Fixed Grid
This menu item on the timings button's popup menu can be used to add a new fixed timing grid to
the sequence. After you select this item, you will be asked to specify the length of time between
timings - for example, to make the timings a quarter second apart, enter "0.25".
Add New Freeform Grid
This menu item on the timings button's popup menu can be used to add a new freeform timing grid
to the sequence. After you select this item, you will be prompted to enter a name for the new timing
grid.
Duplicate to New Freeform Grid
This menu item on the timings button's popup menu can be used to create a new freeform timing
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grid, initially populating it with the same timings as are in the current timing grid.
Note that this can be done regardless of whether the current timing grid is a freeform grid or a fixed
grid.
Delete Timing Grid
This menu item on the timings button's popup menu can be used to delete the current timing grid
from the sequence. Any tracks in the sequence that use this timing grid will automatically be
switched to use some other timing grid from the sequence.
There must be at least one timing grid in a sequence, so this menu item will be unavailable if there
is only one timing grid.
The Timings Dropdown
The Tracks and Timings toolbar's timings dropdown gives a list of the timing grids in the sequence.
It displays the timing grid currently in use on the active track; selecting another timing grid from the
dropdown changes the track to use that timing grid instead.
5.3.6
The Tools Panel
On the left-hand side of the Light-O-Rama Sequence Editor is a Tools panel, with three subpanels ("
Saved Tools", "Recent Tools", and "Clipboards"):
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The Tools Panel
You can hide or show any individual subpanel by clicking on the arrows at its top right. For example,
with the "Recent Tools" subpanel hidden:
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The Tools Panel, w ith the Recent Tools subpanel hidden
The Tools Panel can be partially hidden by clicking on the pin in its top right. This will cause the Tools
Panel to collapse down to a narrow bar on the left, with a wrench icon on a tab:
The Tools Panel, hidden
Moving your mouse over that tab will cause the panel to be shown again, at which time you can use its
various items. After you are done with it, and move your mouse away from the panel, it will collapse
back down to be hidden again. If you instead want it to remain open, you can click on its pin icon again.
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You can also hide the Tools panel completely, so that not even the narrow bar with the wrench will be
displayed, via "Tools Panel" on the View menu. This can also be used to show the Tools panel again
after having hidden it.
Whether the panel is visible or hidden, collapsed or open, and whether its individual subpanels are, is
remembered in between runs of the Sequence Editor - that is, they will start up in the same states that
they were in when you last used the Sequence Editor.
For details on the subpanels, please see their individual sections of the help file:
Saved Tools
Recent Tools
Clipboards
5.3.6.1
Saved Tools
The Saved Tools list of the Sequence Editor's left-hand side Tools Panel is a list of effect tools that you
have saved for future use. Once on the Saved Tools list, a tool will remain there, even when you use the
Sequence Editor again in the future, unless and until you remove it from the list.
Clicking on a tool listed in the Saved Tools list makes that tool active.
The Saved Tools list, w ith four saved color fades and five other saved tools
To put a tool on the Saved Tools list, right-click on its entry in the Recent Tools list, and select "Save
Tool" from the popup menu that will open.
To remove a tool from the Saved Tools list, right-click on its entry in the Saved Tools list, and select
"Remove Tool" from the popup menu that will open.
5.3.6.2
Recent Tools
The Recent Tools list of the Sequence Editor's left-hand side Tools Panel is a list of the effect tools that
you have used most recently (with some exceptions, noted below). Clicking on a tool listed in the Saved
Tools list makes that tool active.
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The Recent Tools list, w ith several color fades interspersed w ith several other tools
Not all tools that you use will be added to the Recent Tools list; a tool is only added to the list if you
cannot get back to that tool in a single click via the Tools toolbar. For example, if you use the Toggle
tool or the Twinkle tool, they will not be added to the list, because you could get back to them in a
single click, by clicking the Toggle button or the Twinkle button, respectively. But if you use the Fade
Up tool or a custom tool such as a twinkling intensity, it will be added, because it would take more than
one mouse click to get back to it - a click to change to the "base" form of the tool itself, and one or more
additional clicks to select the proper intensity values.
If you find a tool that you want to keep for future use, you can add it to the Saved Tools list by rightclicking on its entry in the Recent Tools list, and selecting "Save Tool" from the popup menu that will
open.
5.3.6.3
Clipboards
Clipboards are used to copy (or cut) and paste lighting effects from some channels (or RGB channels) to
others. In the Light-O-Rama Sequence Editor, you can have multiple different clipboards at once,
allowing you to keep several different copied sets of effects pastable simultaneously. You can also save
clipboards so that their contents will still be available to you even when you use the Sequence Editor
again in the future, lock clipboards so that they cannot be copied to (thus preventing accidental
overwriting of their contents), and set various options on how pasting behaves (paste by cell, paste by
time, stretch to fit, repeat to fit, and paste from foreground).
Clipboards can be managed through the Clipboards subpanel of the left-hand Tools Panel:
The Clipboards subpanel
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Adding New Clipboards
By default, the Sequence Editor has a single clipboard, as in the picture above. However, the "Add
New Clipboard" button can be used to quickly create multiple clipboards:
The Clipboards subpanel, w ith three clipboards
When multiple clipboards exist, you can select which one is currently in use simply by selecting the
radio button to the left of its name.
Locking and Unlocking Clipboards
A clipboard can be locked or unlocked; a locked clipboard cannot be copied to (though it can still be
pasted from). This is so as to prevent accidentally overwriting copied effects that you want to keep
available. If you attempt to copy to a locked clipboard, a beep will occur to alert you that something
is amiss.
You can lock an unlocked clipboard by pressing the "unlocked" button to the right of its name; the
button will then change to "locked":
A locked clipboard
To unlock a locked clipboard, press the "locked" button, which will then change to "unlocked".
Saving Clipboards
Clipboards can be saved for later use, so that their contents will be available to you whenever you
use the Sequence Editor in the future; any saved clipboards will be automatically loaded for you
when you start up the Sequence Editor. To save a clipboard, right-click on the its name, which will
open up a popup menu:
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The clipboard popup m enu
Select "Save Clipboard" from the popup menu; you will be prompted to give the clipboard a name
(unless you have done so before), and the clipboard will then be moved to a different section in the
top of the list of clipboards, in a different color, indicating that it is a saved clipboard:
Clipboards, w ith a saved clipboard
A clipboard will be automatically locked upon being saved; you can, of course, unlock it if you wish.
If you do unlock the clipboard, and make changes to it, the changes will automatically be resaved
immediately, unless you turn off "Automatically Resave" in the Clipboard Preferences menu, in
which case they will not be saved until the Sequence Editor closes, or until you select "Save
Clipboard" again.
Renaming Clipboards, and Other Uses of the Popup Menu
The clipboard popup menu (for a clipboard that has not been saved) also gives you the ability to
rename the clipboard, remove the clipboard from the list, and to lock or unlock the clipboard:
The clipboard popup m enu
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For a saved clipboard, the popup menu gives you the option to "unsave" the clipboard, thus moving it
back into the "Other Clipboards" section (and making it so that the clipboard will not be
automatically loaded the next time that you start the Sequence Editor), and to lock or unlock the
clipboard.
Loading Clipboards
Any saved clipboard will be automatically loaded whenever you start the Sequence Editor. However,
if you had previously saved a clipboard, but had removed it from the saved list, you can later
manually open it up again via the Clipboards subpanel's "Load Clipboard" button.
If you wish to reload the contents of a saved clipboard (for example, if a third party tool has changed
the clipboard's save file outside of the Sequence Editor), this will automatically be done if "
Automatically Reload" is checked on the Clipboard Preferences menu. Otherwise, you can do so
by selecting "Reload Clipboard" from the clipboard's popup menu.
Paste Mode
Towards the bottom of the Clipboards subpanel are controls that let you choose between four
different paste modes: "Paste by Cell", "Paste by Time", "Stretch to Fit", and "Repeat to Fit".
"Paste by cell" pastes the effects based upon the relative durations of the copied cells and the cells
where they will be pasted; "paste by time" pastes them based only upon the duration of the copied
effects; "stretch to fit" stretches the effects to fit into the area that you select; "repeat to fit" repeats
as many copies of the effects as necessary to fit them into the area that you select.
Paste by Cell
Paste by Cell pastes effects based upon the relative durations of the copied cells and the cells
where they will be pasted. For example, consider timings at 0 seconds, 1 second, and 2 seconds.
Between 0 and 1 is a fade up, and between 1 and 2 is a fade down:
Events to be copied
These events will be copied, and pasted to the time starting at 5 seconds. There are timings at 5
seconds, 7 seconds, and 7.5 seconds:
Where they w ill be pasted to
If "Paste by Cell" is selected, then there will be a fade up from 5 to 7, and a fade down from 7 to 7.5:
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After pasting by cell
Paste by Time
Paste by Time pastes effects based upon their durations as they were copied. For example,
consider timings at 0 seconds, 1 second, and 2 seconds. Between 0 and 1 is a fade up, and
between 1 and 2 is a fade down:
Events to be copied
These events will be copied, and pasted to the time starting at 5 seconds. There are timings at 5
seconds, 7 seconds, and 7.5 seconds:
Where they w ill be pasted to
If "Paste by Time" is selected, then there will be a fade up from 5 to 6, and a fade down from 6 to 7.
The timings at 7 and 7.5 are ignored; only the original lengths of the events are used:
After pasting by tim e
Stretch to Fit
Stretch to Fit stretches (or compresses) effects to fit into the area that you have selected, without
regards to any timings within that area. For example, consider timings at 0 seconds, 1 second, and
2 seconds. Between 0 and 1 is a fade up, and between 1 and 2 is a fade down:
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Events to be copied
These events will be copied, and pasted to the time starting at 5 seconds, with the area between 5
seconds and 7.5 seconds selected. There are timings at 5 seconds, 7 seconds, and 7.5 seconds:
Where they w ill be pasted to
If "Stretch to Fit" is selected, then since the copied effects totalled two seconds in length, and since
the area being pasted to is two and a half seconds in length, each effect will be stretched to 125% of
its original length (since 2.5 seconds is 125% of 2 seconds). Therefore, there will be a fade up from
5 seconds to 6.25 seconds, and a fade down from 6.25 seconds to 7.5 seconds:
After stretching to fit
Repeat to Fit
Repeat to Fit repeats (or cuts off) effects to fit into the area that you have selected, without regards
to any timings within that area. For example, consider timings at 0 seconds, 1 second, and 2
seconds. Between 0 and 1 is a fade up, and between 1 and 2 is a fade down:
Events to be copied
These events will be copied, and pasted to the time starting at 5 seconds, with the area between 5
seconds and 7.5 seconds selected. There are timings at 5 seconds, 7 seconds, and 7.5 seconds:
Where they w ill be pasted to
If "Repeat to Fit" is selected, then since the copied effects totalled two seconds in length, and since
the area being pasted to is two and a half seconds in length, there will be one full copy of the copied
effects for the first two seconds, followed by the first half second of a second copy of the effects.
That is, there will be a fade up from 5 seconds to 6 seconds, a fade down from 6 seconds to 7
seconds, and the first half of a fade up from 7 seconds to 7.5 seconds:
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After repeating to fit
Paste from Foreground
At the bottom of the Clipboards subpanel is a checkbox labeled "Paste from Foreground". This
checkbox controls whether or not copied "off" effects will overwrite existing effects when pasted. For
example, consider the following portion of a sequence, and imagine that the simple chase on the left
will be copied and pasted on top of the twinkling on the right:
Before pasting the chase on top of the tw inkling
If "Paste from Foreground" is turned off, then the entire copied area - including the off effects - will be
pasted:
After pasting, w ithout "Paste from Foreground"
But if "Paste from Foreground" is turned on, then the off effects are not pasted, leaving some of the
cells twinkling:
After pasting, w ith "Paste from Foreground"
"Paste from Foreground" also affects the behavior of the Chase tool and the Repeat tool, in similar
fashion.
5.3.7
The Right-Click Context Menu
In the Light-O-Rama Sequence Editor, sequences are represented using a grid. Rows in the grid
represent channels, and columns in the grid represent the duration between timings. Cells in the grid
are used to display what lighting effects are set in the sequence for that point in time on those channels.
Right-clicking on the grid brings up a popup menu. This menu contains several items which allow you to
modify the currently selected cells, in a variety of ways. For example, you can insert lighting effects,
cut, copy, and paste (both effects and timings), and delete or resize timings.
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The following items are available on this right-click context menu:
Fade Down
Fade Up
On
Off
Set Intensity
Shimmer
Toggle
Twinkle
Fill
Background Effects
Foreground Effects
Select Row(s)
Select Column(s)
Cut
Copy
Paste
Paste Multiple
Copy Timing
Paste Timing at...
Paste Timing at (centisecond)
Paste Timing Multiple
Insert Timing at...
Insert Timing at (centisecond)
Insert Multiple Timings
Subdivide Timings
Delete Timing at (centisecond)
Delete Selected Timings
Resize Timings to...
Resize Timings to Equal Times
Clear Freeform Play Range
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The right-click context m enu
Fade Down
This item on the right-click context menu will insert a fade down effect into the currently selected
cell or cells.
Fade Up
This item on the right-click context menu will insert a fade up effect into the currently selected cell or
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cells.
On
This item on the right-click context menu will insert an on effect into the currently selected cell or
cells.
Off
This item on the right-click context menu will insert an off effect into the currently selected cell or
cells.
Set Intensity
This item on the right-click context menu will insert a set intensity effect into the currently selected
cell or cells.
Shimmer
This item on the right-click context menu will insert a shimmer effect into the currently selected cell
or cells.
Toggle
This item on the right-click context menu will toggle the effects in the currently selected cell or cells
between on and off. Any that had been off will be turned on; all others will be turned off (note that
this includes not just those that had been on, but also, for example, those that had been shimmers
or fades).
Twinkle
This item on the right-click context menu will insert a twinkle effect into the currently selected cell or
cells.
Fill
This item on the right-click context menu will apply a fill to every off event in the currently selected
cell or cells.
Background Effects
This submenu of the right-click context menu can be used to insert various effects (such as fades
and shimmers) into the currently selected cell or cells, using background effects mode.
Note that this does not turn on background effects mode permanently; it merely enables it for this
one insertion.
Foreground Effects
This submenu of the right-click context menu can be used to insert various effects (such as fades
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and shimmers) into the currently selected cell or cells, using foreground effects mode.
Note that this does not turn on foreground effects mode permanently; it merely enables it for this one
insertion.
Select Row(s)
This item on the right-click context menu changes the selection so that any rows that are in the
selection become completely selected. That is, the selection will stay on the same row or rows, but
from time zero to the end of the track.
Select Column(s)
This item on the right-click context menu changes the selection so that any column or columns that
are in the selection become completely selected. That is, the selection will stay on the same time
range, but from the first channel to the last.
Cut
This item on the right-click context menu will cut the effects from the currently selected cell or cells.
Please see "Cut, Copy, Paste, and Paste Multiple" on the Edit menu for details.
Copy
This item on the right-click context menu will copy the effects from the currently selected cell or
cells. Please see "Cut, Copy, Paste, and Paste Multiple" on the Edit menu for details.
Paste
This item on the right-click context menu will paste effects into the sequence, starting at the start of
the currently selected cell or cells. Please see "Cut, Copy, Paste, and Paste Multiple" on the Edit
menu for details.
Paste Multiple
This item on the right-click context menu opens a dialog that can be used to paste several copies
of effects into the sequence, starting from the currently selected cell or cells. For example, you can
choose to paste the effects three times in a row horizontally, and two times in a row vertically.
Please see "Cut, Copy, Paste, and Paste Multiple" on the Edit menu for details.
Copy Timing
This item on the right-click context menu will copy the timings from the currently selected cell or
cells. Please see "Copy and Paste Timings" on the Edit menu for details.
Paste Timing at ...
This item on the right-click context menu can be used to paste copied timings into the sequence. It
opens a dialog asking you for the time that you want to paste the timings to (defaulting to the time
that you right-clicked when opening the context menu). Please see "Copy and Paste Timings" on
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the Edit menu for details, and Time Format for details on how to enter times.
Paste Timing at (centisecond)
This item on the right-click context menu can be used to paste copied timings into the sequence,
starting at the time that you right-clicked when opening the context menu. Please see "Copy and
Paste Timings" on the Edit menu for details.
Paste Timing Multiple
This item on the right-click context menu can be used to paste copied timings into the sequence,
multiple times in a row. Please see "Copy and Paste Timings" on the Edit menu for details.
Insert Timing at ...
This item on the right-click context menu can be used to insert a timing into the sequence. It opens
a dialog asking you for the time that you want to insert a timing at (defaulting to the time that you
right-clicked when opening the context menu). Please see Time Format for details on how to enter
times.
Insert Timing at (centisecond)
This item on the right-click context menu can be used to insert a timing into the sequence at the
time that you right-clicked when opening the context menu.
Insert Multiple Timings
This item on the right-click context menu can be used to insert multiple evenly-spaced timings into
the selected cell or cells, based on the length of the entire selection. See "Insert Multiple Timings"
on the Timings submenu of the Edit menu for details.
Also see "Subdivide Timings" for similar, but different, functionality.
Subdivide Timings
This item on the right-click context menu can be used to insert multiple evenly-spaced timings into
each selected cell, based on the length of the cell. See "Subdivide Timings" on the Timings
submenu of the Edit menu for details.
Also see "Insert Multiple Timings" for similar, but different, functionality.
Delete Timing at (centisecond)
This item on the right-click context menu can be used to delete the timing closest on the left to the
time that you right-clicked when opening the context menu.
Delete Selected Timings
This item on the right-click context menu can be used to delete the timings inside the currently
selected cells. Note that the two timings on the edges of the currently selected cells are not
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deleted.
Resize Timings to ...
This item on the right-click context menu can be used to change the duration of time between the
selected timings. It will not allow any of the timings to be pushed beyond the next timing in the
sequence. Please see Time Format for details on how to enter times.
Note that the length of the sequence will not be affected, nor the positions of the timings past the
selected range. So, if you choose to resize some timings such that their total length decreases,
this will cause the cell just past them to increase in size (since the last selected timing is moved
earlier, while the next timing remains the same).
Resize Timings to Equal Times
This item on the right-click context menu can be used to change the duration of time between the
selected timings so that all such durations are equal (or as close to equal as possible). For
example, if you select two cells with durations of 0.2 seconds and 0.8 seconds, and use "Resize
Timings to Equal Times", they will both change to 0.5 seconds.
Clear Freeform Play Range
If a track has a freeform play range selected, this item on the right-click context menu can be used
to remove it.
5.3.8
Channel and RGB Channel Buttons
In the Light-O-Rama Sequence Editor, sequences are represented using a grid. Rows in the grid
represent channels and RGB channels, and columns in the grid represent the duration between timings.
Cells in the grid are used to display what lighting effects are set in the sequence for that point in time on
those channels and RGB channels.
In each row, to the left of the grid, there is a button associated with the channel or RGB channel for that
row. The button is labeled with the name of the channel or RGB channel:
Som e channel buttons (on the left)
Buttons for regular channels are shown in grey, as in the above picture. Those for RGB channels are
shown in black, as in the first row of the following:
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A sequence w ith an RGB channel follow ed by several norm al channels
Left-clicking on such a button brings up the Channel Settings dialog if for a channel, and the RGB
Channel Settings dialog if for an RGB channel, from which you can modify various settings such as a
channel's name, color, unit ID, and circuit ID.
Right-clicking brings up the channel button's popup menu, giving access to various channel-related
functionality.
Left-clicking on the small button to the left of an RGB channel's button (with the red, green, and blue
stripes) expands the view so that the constituent channels of that RGB channel can be seen (and
clicking it again collapses the view by hiding them):
A sequence w ith an RGB channel follow ed by several norm al channels, w ith the RGB channel's
constituent channels displayed
Channels or RGB channels can be moved up or down in a sequence by clicking and dragging their
buttons.
Between the channel/RGB channel buttons and the grid is a thick grey vertical bar. Dragging the bar left
or right changes the width of the channel/ RGB channel buttons; clicking on it (without dragging) hides
them, and clicking it again unhides them. This latter can also be done via "Channel Buttons" on the
View menu.
During play, the color of a channel or RGB channel button will vary along with the lighting effects
happening on that channel or RGB channel. For example, during a fade, the button will gradually
change in color, and during a twinkle, the button will blink between its usual light grey and the channel's
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color. If you do not wish to see this, you can turn this behavior off permanently via "Vary the color of
channel buttons during play by default" on the Play Preferences dialog, or temporarily via either "Vary
Color of Channel Buttons" on the Play menu or the Vary Channel Button Colors button of the Standard
toolbar.
The color of the text on the button can also vary during play, to try to give a readable contrast with the
color of the button itself. However, some users have found this distracting, and so you can control
whether this happens or not permanently via the "Also vary their font colors" on the Play Preferences
dialog, or temporarily via the "Vary Color of Channel Button Fonts" item on the Play menu.
When not playing, the color of a button can behave in three different ways, controlled from the Channel
Button Colors submenu of the View menu: They can either all show the same grey (or black for RGB
channels), or their individual full colors, or their colors at the time of the start of the current selection.
5.3.8.1
Channel Settings
The Sequence Editor's Channel Settings dialog allows you to set various properties of a channel in your
sequence, such as its name, color, unit ID and circuit ID.
You can access the Channel Settings dialog by clicking on the channel's button, or right-clicking and
selecting "Change Channel Settings" from the popup menu.
Not all settings are available for all channel types; for example, X10 controllers do not use circuit IDs,
and only channels representing subsequences can specify the name of a sequence file. The controls for
unavailable settings will be greyed out.
The Channel Configuration screen allows you to do the same sort of things as the Channel Settings
dialog, but can be used on all of the channels in your sequence at the same time.
The Channel Settings dialog
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RGB Channel Settings
The Sequence Editor's RGB Channel Settings dialog allows you to set various properties of an RGB
channel in your sequence, such as its name and the unit and circuit IDs of its constituent channels.
You can access the RGB Channel Settings dialog by clicking on the RGB channel's button, or rightclicking and selecting "Change RGB Channel Settings" from the popup menu.
The RGB Channel Settings dialog
In the above picture, notice that the settings for the green and blue channels are greyed out, so that their
settings cannot be modified (directly). This is because the "Automatically link channel settings"
checkbox is checked. When it is checked, any change to the red channel's settings will be
automatically reflected in the green and blue channels. For example, setting the red channel's unit ID to
02 will cause both the green and blue channels to automatically change to unit ID 02, and setting the red
channel's circuit ID to 4 will cause the green channel's circuit ID to become 5, and the blue's to become
6.
To modify the green and blue channels' settings independently of those of the red channel, uncheck the
"Automatically link channel settings" checkbox.
The "Use LOR legacy mode" checkbox, if checked, will limit the available circuit IDs from 1 to 16 (as
opposed to the standard 1 to 512). This is to support older controllers, which might each have several
different unit IDs, each of which have circuit IDs from 1 to 16, instead of having a single unit ID with many
circuit IDs.
5.3.8.3
Channel and RGB Channel Buttons' Popup Menus
In the Sequence Editor, right-clicking on a channel or RGB channel button brings up a popup menu of
items regarding that channel or RGB channel. These include:
Change Name
Change Color
Change Channel Settings / Change RGB Channel Settings
Insert Device
Insert Device Above
Insert Device Below
Insert Channels
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Insert Channel Above
Insert Channel Below
Insert Multiple Channels Above
Insert Multiple Channels Below
Insert RGB Channels
Insert RGB Channel Above
Insert RGB Channel Below
Insert Multiple RGB Channels Above
Insert Multiple RGB Channels Below
Convert to RGB Channel
Convert to Group
Duplicate Children to New Group
Degroup
Delete Channel / Delete RGB Channel
Remove Channel from Track / Remove RGB Channel from Track
Copy to Other Track
Copy to New Track
Copy to Track Number...
Move
Move Up
Move Down
Move to New Track
Move to Track Number...
The channel button popup m enu
Change Name
This option from the channel/RGB channel button popup menu can be used to change the name of
the channel or RGB channel. The name will be displayed in various places, including on the channel
or RGB channel's button.
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Change Color
This option from the channel button popup menu can be used to change the color assigned to the
channel (it is unavailable for RGB channels). Note that this has no effect on your actual lights, and
that it is not necessary to set the color of the channel to match the color of the actual lights hooked
up to the channel. However, doing so may be convenient. For example, the Sequence Editor will
use the assigned color to display lighting effects in the sequence's grid.
Change Channel Settings / Change RGB Channel Settings
This option from the channel/RGB channel button popup menu opens the Channel Settings dialog or
the RGB Channel Settings dialog, which can be used to modify various properties of the channel or
RGB channel, such as a channel's name, color, unit ID and circuit ID.
Insert Device
This submenu of the channel/RGB channel button popup menu can be used to insert channels and/
or RGB channels representing a particular device (such as a Cosmic Color Device or an LOR/CTB
device) above or below the selected channel or RGB channel.
Insert Device Above
Insert Device Below
Insert Device Above
This option from the channel/RGB channel button popup menu opens up the Insert Device dialog,
allowing you to specify settings of a new device (such as a Cosmic Color Device or an LOR/CTB
device) to be inserted into the sequence above the selected channel or RGB channel.
Insert Device Below
This option from the channel/RGB channel button popup menu opens up the Insert Device dialog,
allowing you to specify settings of a new device (such as a Cosmic Color Device or an LOR/CTB
device) to be inserted into the sequence above the selected channel or RGB channel.
Insert Channels
This submenu of the channel/RGB channel button popup menu can be used to insert a channel, or
multiple channels, above or below the selected channel or RGB channel.
Insert
Insert
Insert
Insert
Channel Above
Channel Below
Multiple Channels Above
Multiple Channels Below
Insert Channel Above
This option from the channel/RGB channel button popup menu creates a new channel and inserts it
into the sequence above the selected channel or RGB channel.
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Insert Channel Below
This option from the channel/RGB channel button popup menu creates a new channel and inserts it
into the sequence below the selected channel or RGB channel.
Insert Multiple Channels Above
This option from the channel/RGB channel button popup menu can be used to create multiple new
channels at once, and insert them into the sequence above the selected channel or RGB channel.
You will be prompted for how many channels you want to create.
Insert Multiple Channels Below
This option from the channel/RGB channel button popup menu can be used to create multiple new
channels at once, and insert them into the sequence below the selected channel or RGB channel.
You will be prompted for how many channels you want to create.
Insert RGB Channels
This submenu of the channel/RGB channel button popup menu can be used to insert an RGB
channel, or multiple RGB channels, above or below the selected channel or RGB channel.
Insert
Insert
Insert
Insert
RGB Channel Above
RGB Channel Below
Multiple RGB Channels Above
Multiple RGB Channels Below
Insert RGB Channel Above
This option from the channel/RGB channel button popup menu creates a new RGB channel and
inserts it into the sequence above the selected channel or RGB channel.
Insert Channel Below
This option from the channel/RGB channel button popup menu creates a new RGB channel and
inserts it into the sequence below the selected channel or RGB channel.
Insert Multiple Channels Above
This option from the channel/RGB channel button popup menu can be used to create multiple new
RGB channels at once, and insert them into the sequence above the selected channel or RGB
channel. You will be prompted for how many RGB channels you want to create.
Insert Multiple Channels Below
This option from the channel/RGB channel button popup menu can be used to create multiple new
RGB channels at once, and insert them into the sequence below the selected channel or RGB
channel. You will be prompted for how many RGB channels you want to create.
Convert to RGB Channel
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This option from the channel button popup menu opens the Convert to RGB Channel dialog, which
allows you to convert existing channels into RGB channels. It is not available from the popup
menus for RGB channel buttons.
Convert to Group
This option from the channel button popup menu opens the Convert to Channel Group dialog, which
allows you to group existing channels (and RGB channels, et cetera) into a new channel group.
Duplicate Children to New Group
This option from the channel button popup menu can be used to create an entirely new channel
group that contains the same channels, RGB channels, and so forth as the selected channel group.
Degroup
This option from the channel button popup menu "degroups" the selected channel group. That is, all
of the channel group's children are moved to the channel group's parent (unless the parent already
contains them), and the channel group itself is removed from the parent.
Delete Channel / Delete RGB Channel
This option from the channel/RGB channel button popup menu deletes the selected channel or RGB
channel. Note that this will completely delete the channel or RGB channel from the sequence, not
just from the current track. If you want to remove the channel or RGB channel from the current track
but still keep it in other tracks, use "Remove Channel from Track / Remove RGB Channel from Track
" instead.
Remove Channel from Track / Remove RGB Channel from Track
This option from the channel/RGB channel button popup menu removes the selected channel or
RGB channel from the track. If the channel or RGB channel is shared with other tracks, it will
remain in those other tracks. If you instead want to delete a channel or RGB channel from the
sequence completely, removing it from all tracks, use "Delete Channel / Delete RGB Channel"
instead.
Copy to Other Track
This submenu of the channel/RGB channel button popup menu can be used to share the selected
channel or RGB channel either to a new track or to an existing track:
Copy to New Track
Copy to Track Number...
Copy to New Track
This item on the "Copy to Other Track" submenu of the channel/RGB channel button popup menu
will create a new track (via the New Track dialog) and share the selected channel or RGB channel
with that track.
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Copy to Track Number...
This item on the "Copy to Other Track" submenu of the channel/RGB channel button popup menu
will share the selected channel or RGB channel with another existing track in the sequence. You
will be prompted to select which track.
Move
This submenu of the channel/RGB channel button popup menu can be used to move the selected
channel or RGB channel up or down within its track, or to another track. Note that a channel or
RGB channel can also be moved up or down within its track by clicking and dragging its channel
button.
Move Up
Move Down
Move to New Track
Move to Track Number...
Move Up
This item on the "Move" submenu of the channel/RGB channel button popup menu will move the
selected channel or RGB channel one slot up in its track.
Move Down
This item on the "Move" submenu of the channel/RGB channel button popup menu will move the
selected channel or RGB channel one slot down in its track.
Move to New Track
This item on the "Move" submenu of the channel/RGB channel button popup menu will create a new
track (via the New Track dialog) and move the selected channel or RGB channel to that track.
Move to Track Number...
This item on the "Move" submenu of the channel/RGB channel button popup menu will move the
selected channel or RGB channel to another existing track in the sequence. You will be prompted
to select which track.
5.3.8.3.1 Insert Device
The Insert Device dialog can be used to add several channels and/or RGB channels to a sequence,
automatically populated with various settings such as their unit IDs and circuit IDs. The dialog can be
opened by right-clicking on a channel or RGB channel's button, and selecting either "Insert Device Above
" or "Insert Device Below" from the popup menu (which will cause the new device's channels to be
inserted above or below the clicked channel, respectively).
At the top of the dialog is a text box where you can specify the base name of the unit. This name will be
used to create the names of the channels; additional information, such as the circuit number, may also
be included in the names. Under the text box is a check box allowing you to specify whether or not the
unit ID (and network, if applicable) are to be included.
Under the "name" section of the dialog is a dropdown list of the available devices, and under that is a
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checkbox enabling you to choose whether the device should be added as a channel group or as raw
channels and/or RGB channels.
CMB16D
Cosmic Color Device
DIO32
iDMX1000
LOR/CTB (8 Channel)
LOR/CTB (16 Channel)
LOR/CTB (32 Channel)
RGB Device (Non-CCD)
Servo Dog
CMB16D
The CMB16D choice for the Insert Device dialog will add sixteen channels, with device type Light-ORama, a network and unit ID that you specify, and circuit numbers from 1 to 16. The name of a
channel will default to "CMB" followed by an indication of the unit and circuit (such as "CMB 03.7"
for unit 03 and circuit 7).
Insert Device: CMB16D
Cosmic Color Device
The Cosmic Color Device choice for the Insert Device dialog has both a basic and an advanced
mode. In basic mode, it will add fifty RGB channels followed by seven regular channels. All will
have device type Light-O-Rama, and a specified network and unit ID.
The circuit numbers of the first RGB channel will be red = 1, green = 2, blue = 3, the next RGB
Channel will have red = 4, green = 5, blue = 6, and so on, up to the fiftieth RGB channel, which will
have red = 148, green = 149, blue = 150. The seven regular channels, which represent the macro
channels of the Cosmic Color Device, start at circuit 151 and go through 157.
The names of the RGB channels will default to "CCD" followed by an indication of the unit ID and the
pixel number (such as "CCD 03 p7" for unit ID 03 pixel 7). The names of the macro channels will
indicate which macro channels they represent, instead of having a pixel number, such as "CCD 03
LR", meaning "Cosmic Color Device, unit 03, Logical Resolution". The full list of abbreviations such
as "LR" for "Logical Resolution" is:
LR: Logical Resolution
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MM: Macro Mode
MS: Macro Submode
ME: Macro Effect
CM: Color Mode
CS: Color Speed
CI: Color Intensity
Insert Device: Cosm ic Color Device (basic m ode)
To use advanced mode, click on the "Show Advanced Options" button:
Insert Device: Cosm ic Color Device (advanced m ode)
The "Resolution" dropdown controls the number of pixels - i.e. the number of RGB channels - that
will be created. Also, macro channels will only be created if the resolution is set to 50 pixels.
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When "Unit ID Mode" is set to "Native Mode", all channels and RGB channels on the Cosmic Color
Device use a single unit ID (as described above, in basic mode). If it is set to "Legacy Mode",
however, circuit IDs will be limited from 1 to 16, and multiple unit IDs will be used. For example, if
the selected unit ID is 01, and 50 pixels are chosen, then instead of having unit 01 circuits 1 through
157, the channels and RGB channels to be created will have unit 01 circuits 1 through 16, unit 02
circuits 1 through 16, ..., unit 09 circuits 1 through 16, and unit 0A circuits 1 through 13. The names
of all channels and RGB channels will still indicate the base unit ID, though - for example, the fiftieth
pixel will be labelled "CCD 01 p50" despite its constituent channels actually using unit ID 09 rather
than 01.
When "Channel Mode" is set to "Triples", the circuit IDs are as described above in the "basic mode"
section - i.e. the first pixel will have circuit IDs 1, 2, and 3 for red, green, and blue, respectively, the
second will have 4, 5, and 6, and so on. If it is set to "Sequential", the circuit IDs will instead be
assigned to all of the red channels first, then all of the green channels, then all of the blue channels.
For example, with 50 pixels and native unit ID mode, the first pixel will have circuit IDs 1, 51, and
101 for red, green, and blue, respectively, the second will have 2, 52, and 102, and so on.
DIO32
The DIO32 choice for the Insert Device dialog will add 32 channels, with device type Light-O-Rama
and a specified network. If "Unit ID Mode" is set to "Native Mode", then the specified unit ID will be
used for all 32 channels, which will have circuits 1 through 32. If it is instead set to "Legacy Mode",
then the first sixteen channels will have the specified unit ID and circuits 1 through 16, and the last
sixteen channels will have the next unit ID and circuits 1 through 16.
The names of the channels will default to "DIO" followed by an indication of the unit and circuit, such
as "DIO 03.7" for unit ID 03, circuit 7.
Insert Device: DIO32
iDMX1000
The iDMX1000 choice for the Insert Device dialog will add anywhere from 16 to 512 channels, in
multiples of 16, with device type Light-O-Rama and a specified network. If "Unit ID Mode" is set to
"Native Mode", then a single (specified) unit ID will be used for all channels, with circuit IDs ranging
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from 1 to the number of channels. If it is set to "Legacy Mode", then circuit IDs will be limited from 1
to 16, and multiple unit IDs will be used (assuming more than 16 channels are selected), starting at
the specified unit ID.
The names of the channels will default to "iDMX" followed by an indication of the unit and circuit,
such as "iDMX 03.7" for unit 03 circuit 7.
Insert Device: iDMX1000
LOR/CTB (8 Channel)
The LOR/CTB (8 Channel) choice for the Insert Device dialog will add eight channels, with device
type Light-O-Rama and a specified network and unit ID, and circuit IDs ranging from 1 to 8.
The names of the channels will default to "Unit" followed by an indication of the unit and circuit, such
as "Unit 03.7" for unit 03 circuit 7.
Insert Device: LOR/CTB (8 Channel)
LOR/CTB (16 Channel)
The LOR/CTB (16 Channel) choice for the Insert Device dialog will add sixteen channels, with device
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type Light-O-Rama and a specified network and unit ID, and circuit IDs ranging from 1 to 16.
The names of the channels will default to "Unit" followed by an indication of the unit and circuit, such
as "Unit 03.7" for unit 03 circuit 7.
Insert Device: LOR/CTB (16 Channel)
LOR/CTB (32 Channel)
The LOR/CTB (32 Channel) choice for the Insert Device dialog will add thirty-two channels, with
device type Light-O-Rama and a specified network and unit ID, and circuit IDs ranging from 1 to 32.
The names of the channels will default to "Unit" followed by an indication of the unit and circuit, such
as "Unit 03.7" for unit 03 circuit 7.
Insert Device: LOR/CTB (32 Channel)
RGB Device (Non-CCD)
The RGB Device (Non-CCD) choice for the Insert Device dialog will add anywhere from 1 to 16 RGB
channels, with device type Light-O-Rama and a specified network and base unit ID. Note, though,
that you do not specify the number of RGB channels; instead, you specify the number of underlying
channels, with three channels corresponding to a single RGB channel. For example, to add 16
RGB channels, select 48 channels.
The reason for specifying the number of channels instead of the number of RGB channels is
because the number of channels per unit ID can also be specified (so that, for example, 48 channels
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with 16 channels per unit ID will cause three unit IDs to be used, starting from the specified base).
If the "Channel Mode" option is set to "Triples", then the circuit IDs will be 1 for the red channel of
the first RGB channel, 2 for the green channel of the first RGB channel, 3 for the blue channel of the
first RGB channel, 4 for the red channel of the second RGB channel, and so on. If it is instead set
to "Sequential", then they will instead be 1 for the red channel of the first RGB channel, 2 for the red
channel of the second RGB channel, 3 for the red channel of the third RGB channel, and so on
through all of the red channels, then through the green channels, then the blue channels.
The RGB channel names will default to "RGB" followed by an indication of the base unit ID plus the
pixel number; for example, "RGB 03 p7" for the seventh pixel of the RGB device whose base unit ID
is 03.
Insert Device: RGB Device (non-CCD)
Servo Dog
The Servo Dog choice for the Insert Device dialog will add eight channels, with device type Light-ORama and a specified network and unit. The circuit IDs will range from 1 to 8.
The names of the channels will default to "SD" followed by an indication of the unit and circuit, such
as "SD 03.7" for unit 03 circuit 7.
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Insert Device: Servo Dog
5.3.8.3.2 Convert to RGB Channel
The Convert to RGB Channel dialog enables you to convert existing channels into RGB channels. You
can open the Convert to RGB Channel dialog by right-clicking on a channel's button, and selecting "
Convert to RGB Channel" from the popup menu. The RGB channel that is created by the dialog will be
placed at the erstwhile location of the channel that you click on, and (by default) will use that channel as
its red constituent channel, and the immediately following channels (if any) as its green and blue
constituent channels.
The Convert to RGB Channel dialog
RGB Channel Name
The RGB Channel Name field allows you to specify the name of the RGB channel to be created; by
default, it will be the same as the name of the channel that you clicked on. The names of the
constituent channels will be changed to reflect the name of the RGB channel; for example, if you
name the RGB channel "My RGB", then its red, green, and blue constituent channels will be
renamed "My RGB (R)", "My RGB (G)", and "My RGB (B)", respectively.
Component Channels
The three component channel dropdown lists allow you to specify the existing channels to use as
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the component channels. Also, the top entry in each list, "Add a new channel", allows you to say
that an entirely new channel should be created and used as that component channel, rather than
using an existing channel. By default, the red channel will be the channel that you clicked on, the
green channel will be the channel following that, and the blue will be the channel following that.
Also Do This for Following Channels
If the "Also do this for following channels" box is checked, you can specify a number of RGB
channels to create (otherwise, only one will be created). The dialog will try to create as many as
you specify, using succeeding channels from the track. Exactly which channels are used depends
upon the relationship between the three channels that you specify in the "Component Channels"
section:
The first mode is intended to support sequences whose channels are currently set up in the order R,
G, B, R, G, B, R, G, B, and so on. So, if the specified green channel immediately follows the
specified red channel, and the specified blue channel immediately follows the specified green
channel, then the next RGB channel will be created from the three channels following those (as R,
G, and B, respectively), and the RGB channel after that from the three channels following those, and
so on. If this causes the dialog to run out of channels before creating the number of RGB channels
that you requested (either due to reaching the end of the track or due to reaching an existing RGB
channel instead of a channel), it will stop, and warn you that it was only able to create less RGB
channels than you had requested.
The other mode is intended to support sequences whose channels are currently set up in the order
R, R, R, ..., G, G, G, ..., B, B, B, .... So, if the specified green channel does not immediately follow
the specified red channel, or the specified blue channel does not immediately follow the specified
green channel, then the next RGB channel will consist of the channel following the specified red
channel as its red channel, the channel following the specified green channel as its green channel,
and the channel following the specified blue channel as its blue channel. Again, if this causes it to
run out of channels before creating the requested number of RGB channels (either due to the
conditions listed previously or else due to reaching a channel that has already been used), it will
stop, and warn you that it created less than you asked for.
5.3.8.3.3 Convert to Channel Group
The Convert to Channel Group dialog allows you to group existing channels (and RGB channels, etc.)
into a new channel group. You can open the dialog by right-clicking on the channel button of the first
channel that you want in the new group, and selecting "Convert to Group" from the popup menu that will
open.
In the dialog, select the name that you want to use for the new group, and the first and last channels
that you want placed into the new group, and then click on the "Create Group" button. The new group
will be created at the same spot that the first selected channel was at, and will contain the specified
range of channels.
Optionally, you can choose to "leave copies in their existing locations", causing the new group to be
created without actually removing the existing copies of the channels.
If the channels and RGB channels that you have selected look like they might be intended as a Cosmic
Color Device -- that is, if they are a certain specific number of RGB channels potentially followed by a
certain specific number of channels -- the dialog will give you an option to make the new channel group
be a Cosmic Color Device. This has certain advantages over creating it as a normal channel group; for
example, the CCD's macro channels will be skipped when chases are done on the group.
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The Convert to Channel Group dialog
5.3.9
Track Bars
If a sequence contains more than one track, the Sequence Editor displays each track with a track bar at
its top. This bar is labelled with up to three parts:
"Track <number>", such as "Track 2", with the topmost track being "Track 1", the next being
"Track 2", and so on;
If the track has been assigned a name, the name is displayed after the track number;
If the track's grid has been hidden, the label will additionally say "(hidden)".
The track bar of the currently active track is usually colored green, so as to make that track easily
distinguishable from the other tracks, which are usually shown in grey. The exceptions are for locked
tracks, which show in magenta if active and red if not.
Left-clicking on a track bar will hide or unhide the track, while right-clicking on one will bring up a the
track bar's popup menu, which allows access to various functionality related to the track. For example,
you can use the popup menu to move the track up or down in the sequence, hide or unhide the track, or
duplicate the track to another track.
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A sequence w ith tw o tracks, w ith track bars at their tops, and the track bar popup m enu displayed. The
first track is currently the active track, w hich can be seen from the fact that its track bar is green.
5.3.9.1
Track Bars' Popup Menus
If a sequence has more than one track, the Sequence Editor displays a track bar at the top of each.
Right-clicking on a track bar opens up a popup menu containing various functions related to the track.
These include:
Change Track Name
Move Track Up
Move Track Down
Insert Track Above
Insert Track Below
Duplicate Track
Change Total Time
Delete Track
Lock or Unlock Channels
Hide or Show Track
The track bar popup m enu
Change Track Name
This item on the track bar popup menu can be used to change the name of the track, or assign a
name if the track does not already have one. If a track is given a name, it will be displayed on that
track's track bar (among other places).
This is equivalent to "Change Track Name" on the Edit menu.
Move Track Up
This item on the track bar popup menu will move the track up a single slot in the sequence.
Note that this will cause the label on the track's track bar to change - for example, if track 3 is
moved up, it will become track 2, and what had been track 2 will become track 3. However, if either
of the tracks have names, their names will remain the same. For example, if "Track 3: Funky Bass
Line" is moved up, its track bar will be relabelled "Track 2: Funky Bass Line", and if the previous
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track 2 had been named "Awesome Guitar Solo", its track bar will be changed from "Track 2:
Awesome Guitar Solo" to "Track 3: Awesome Guitar Solo".
Move Track Down
This item on the track bar popup menu will move the track down a single slot in the sequence.
Note that this will cause the label on the track's track bar to change - for example, if track 2 is
moved down, it will become track 3, and what had been track 3 will become track 2. However, if
either of the tracks have names, their names will remain the same. For example, if "Track 2: Funky
Bass Line" is moved down, its track bar will be relabelled "Track 3: Funky Bass Line", and if the
previous track 3 had been named "Awesome Guitar Solo", its track bar will be changed from "Track
3: Awesome Guitar Solo" to "Track 2: Awesome Guitar Solo".
Insert Track Above
This item on the track bar popup menu can be used to create a new track, via the New Track dialog,
and insert that new track into the sequence just above the selected track.
Insert Track Below
This item on the track bar popup menu can be used to create a new track, via the New Track dialog,
and insert that new track into the sequence just above the selected track.
Duplicate Track
This item on the track bar popup menu can be used to duplicate the selected track to a new track,
which will be inserted at the bottom of the sequence.
This is equivalent to "Duplicate Track" on the Edit menu.
Change Total Time
This item on the track bar popup menu can be used to change the duration of the selected track.
Note that all tracks in a musical sequence (as opposed to an animation sequence) must have the
same duration, so changing the duration of one track in a musical sequence will automatically
change the duration of all others.
This is equivalent to "Change Total Time" on the Edit menu.
Delete Track
This item on the track bar popup menu can be used to delete the selected track from the sequence.
Lock or Unlock Channels
This item on the track bar popup menu can be used to lock or unlock the channels of a track.
When a track's channels are locked, channels cannot be added to it, removed from it, or moved
within it. Also, its settings such as name, device type, unit and circuit cannot be modified from
within the track (although they can be modified from within other tracks, if those other tracks are not
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locked).
The effects of channels in a locked track can still be modified.
A locked track's track bar will show in red instead of grey, or, if it is the active track, magenta
instead of green.
Hide or Show Track
This item on the track bar popup menu can be used to hide or unhide the track's grid. When a
track's grid is hidden, only the track bar will remain visible, and it will be relabelled to indicate that
the track has been hidden. To unhide a track that has been hidden, click on the track bar to open
the popup menu again, and select "Show Track".
You can also hide or unhide a track simply by left-clicking on its track bar.
The grid for the first track is hidden
5.3.10 Loop Menus
The Light-O-Rama Sequence Editor has two popup menus for dealing with loops:
First, clicking on the grid in a loop level opens the Loop Context menu (loop levels can be recognized as
the rows with white background and buttons, as opposed to the light grey of channels' rows; they are
located above the channels, but below the time scale). This can be used, for example, to add, delete,
change, or view information about loops, as well as to add or delete loop levels.
Second, clicking on a loop level's button will bring up a menu that contains a subset of the items of the
Loop Context menu. Specifically, it includes those items that deal with the loop level, as opposed to
loops on that loop level.
If your sequence does not contain any loop levels, but you want to add loops to it, first use "Turn On
Loops" from the Edit menu. This will insert a loop level into the sequence. Note that loops can only be
used in animation sequences, not in musical sequences.
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The Loop context m enu
5.3.10.1 The Loop Context Menu
The Sequence Editor's Loop Context menu gives access to various loop-related functionality. It can be
accessed by clicking on the grid in a loop level's row (which can be recognized by its white background,
as opposed to the light grey of channels; loop levels' rows are located above the channels' rows but
below the time scale).
Different menu items are available depending upon whether a loop already exists at the spot clicked; for
example, if one does, there is a menu item to delete it; if none does, there is instead a menu item to
insert one.
Those portions of the menu that deal with loop levels (as opposed to loops) can also be accessed by
clicking on a loop level button.
The items on the menu include:
Insert Loop
Change Loop
Loop Info
Remove Loop
Add Loop Level Above
Add Loop Level Below
Remove Loop Level
Remove All Loops on Level
Insert Loop
This item on the Loop Context menu inserts a loop in the selected cell or cells on the selected loop
level. After clicking it, you will first be asked how many times the loop should loop back (for
example, to play through a loop twice, it should loop back once):
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Looping back five tim es w ill cause six passes through the loop
After that, you will be prompted to say whether (and by how much) it should speed up, slow down,
or remain at the same speed with each successive pass through the loop:
This loop w ill speed up by 37% w ith each successive pass
This menu item is available only if no loop exists in any of the selected cells on the selected loop
level.
Change Loop
This item on the Loop Context menu can be used to change the settings of the selected loop - i.e.
the number of times that it will loop back, and the speed change (if any) with each successive pass.
Using it is very similar to using "Insert Loop"; please see that help file entry for details.
This menu item is available only if the popup menu is opened by clicking on an existing loop.
Loop Info
This item on the Loop Context menu displays information about the selected loop, such as how
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many times it loops back, and the speed change (if any) with each successive pass.
The Loop Info w indow
This menu item is available only if the popup menu is opened by clicking on an existing loop.
Remove Loop
This item on the Loop Context menu can be used to delete an existing loop.
This menu item is available only if the popup menu is opened by clicking on an existing loop.
Add Loop Level Above
This item on the Loop Context menu can be used to add another loop level to the sequence, above
the selected loop level. Loops on the new (higher) level can contain loops within the preexisting
(lower) level.
Add Loop Level Below
This item on the Loop Context menu can be used to add another loop level to the sequence, below
the selected loop level. Loops on the preexisting (higher) level can contain loops within the new
(lower) level.
Remove Loop Level
This item on the Loop Context menu can be used to delete the entire selected loop level, including
all loops on it.
If you wish to delete all of the loops on a level, but to keep the level itself, use "Remove All Loops on
Level" instead.
If you have removed all of the loop levels from a sequence, but later decide that you want to use
loops, use "Turn On Loops" from the Edit menu. Doing so will add a loop level to the sequence.
Remove All Loops on Level
This item on the Loop Context menu can be used to delete all of the loops on the selected loop
level, but to keep the loop level itself.
If you wish to additionally delete the loop level itself, use "Remove Loop Level" instead.
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5.3.10.2 Loop Level Buttons
Loops in a sequence can be grouped into loop levels. Loops on a higher level can contain loops on
lower levels.
In the Sequence Editor, loop levels are displayed as white rows, above the channels' rows and below the
time scale. On the left of each loop level's row is that loop level's button:
Loop level buttons
The bottom loop level in a sequence is always labelled "Loop 1"; the one immediately higher than that is
labelled "Loop 2", and so on.
Clicking on a loop level's button will bring up a portion of the Loop Context menu (specifically, those
menu items dealing with loop levels, as opposed to loops). You can use this, for example, to delete the
loop level, remove all of the loops from it, or add a new loop level above or below the selected level.
If you wish to add loops to a sequence but it does not currently have any loop levels, use "Turn On
Loops" from the Edit menu. Doing so will add a loop level to the sequence. Note that this is only
possible in animation sequences, since musical sequences cannot contain loops.
5.3.11 The Waveform
For certain types of musical sequences (those based on WAV, MP3, or WMA audio files), the
Sequence Editor can display a waveform of the audio at the top of each track. This can be useful for
visually matching up timings and events to the sound.
In addition to the waveform itself, a vertical highlight bar is displayed at the current time that your mouse
is pointing at.
Viewing the waveform
Scaling up and down
Changing the display type
Changing the colors
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A m usical sequence w ith an audio w aveform displayed
Viewing the Waveform
Waveforms can only be displayed for certain types of musical sequences - those based on WAV,
MP3, or WMA audio files. To view the waveform for such a file, make sure that "Wave Form" on the
View menu is set to either "Full Height" or "Half Height". To hide the waveform, set it to "Off".
"Full Height" or "Half Height" determines the size of the whole display. This should not be confused
with scaling up and down, which will keep the size of the display the same, but vary the size of the
graph within the display.
The View Wave Form button on the Standard Toolbar can be used to toggle between "Off" and
whichever of "Full Height" and "Half Height" was last selected.
Additionally, "View Wave Form by Default" in the Display Preferences dialog can be used to control
whether or not a waveform will automatically be displayed whenever a musical sequence (of an
appropriate type) is opened or created.
Scaling Up and Down
When displaying a waveform, the Sequence Editor tries to automatically scale the graph's vertical
size so that a lot of the wave is displayed. There may be occasional spots where the wave goes
past the top of the display - corresponding to very loud spots in the audio - but these should be
infrequent.
However, you may want to zoom in or out. To do this, click on the "Scale Up" or "Scale Down"
buttons to the left of the waveform display. Note that these buttons are visible if and only if the
channel buttons are visible.
If you do zoom in or out, the Sequence Editor will remember your zoom settings for this particular
sequence for whenever you open it in the future.
This should not be confused with the "Full Height" and "Half Height" options, which change the size
of the entire display, rather than the size of the graph on the display.
The scaling buttons
A portion of a w aveform , scaled up
The sam e w aveform , scaled dow n
Changing the Display Type
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By default, the waveform display is centered about a line corresponding to zero volume. Loud
portions of the song will extend both far above and far below the center. This is known as "full
mode".
A portion of a w aveform , in full m ode
Two other modes are also supported: "fold mode" and "top mode".
"Fold mode" shows zero volume at the bottom of the display, and above it shows whichever half of
full mode would be larger, as if the two halves were folded at the center and lain on top of each other.
It is then stretched vertically so that the full size of the display is used.
The sam e w aveform , in fold m ode
"Top mode" is similar to fold mode, except that only those portions of the display which would have
been above the center in full mode are shown.
The sam e w aveform , in top m ode
To change between the modes, right-click on the wave form, and choose the desired mode from the
popup menu.
The w aveform popup m enu, w ith top m ode selected
When you choose a mode, the Sequence Editor automatically saves it, and uses it as the default
mode in the future.
Changing the Colors
The colors used to display the waveform can be changed via the Wave Colors dialog, which can be
opened by right-clicking on the waveform and selecting "Change Colors" from the popup menu:
"Change Colors" on the w aveform popup m enu
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The Wave Colors dialog
Three different colors can be set: "Foreground" is the color of the wave itself; "background" is the
field that it is drawn upon; "highlight" is the vertical bar showing the position of the mouse.
The colored buttons on the left can be used to set each of these three colors, and the display on the
right shows how a sample waveform would look using these colors.
The Sequence Editor will remember the colors that you chose, so that other waveforms will
automatically be displayed using those colors.
The Wave Colors dialog, w ith different colors chosen
5.3.12 The Animator
NOTE: The Animator was created before the Light-O-Rama Visualizer existed; the Visualizer is
more fully featured than the Animator. The Animator is still supported so that existing
sequences continue to work, but consider using the Visualizer instead of the Animator,
especially for new sequences.
Each sequence can have an animation associated with it. This is a simple drawing indicating how your
lights will be laid out, optionally with a background picture (such as a photograph of your house). When
the Sequence Editor plays a sequence, you can display its animation, and the lights drawn on it will turn
on and off, fade, shimmer, and twinkle, as your real lights will.
To view the animation for a sequence, click on the "View Animation" button in the standard toolbar, or "
Animation" under the View menu. Note that the animations for multiple sequences can be viewed
simultaneously, and you can control whether or not each sequence's animation is displayed
independently.
During play, the Animator only redraws the animation every so often, rather than every time that
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something changes. This is to try to ensure that it does not use too much CPU time. You can modify
the time between redraws in the Display Preferences dialog, to try to strike an appropriate balance
between CPU usage and smoothness of display for your individual computer.
Sizing the Animation
Drawing in the Animator
Background Images
Showing and Hiding Controls
Playing the Sequence
The Anim ator
Sizing the Animation
If your animation does not contain a background image, you can change the number of rows and
columns in it by using the controls in the "Size" section of the Animator (if it does contain a
background image, you will have chosen the number of rows and columns when choosing the
image).
You can also zoom in and out on the animation. This does not affect the number of rows and
columns; it only affects their displayed size.
Drawing in the Animator
To draw in the Animator, select "Draw" from the "Drawing" section, choose which channel or RGB
channel you want to draw for (first choosing the track it is in if you have more than one), and simply
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click on spots in the animation that you want associated with that channel or RGB channel. You
can also click and drag, to draw as if you were holding a pen down to paper.
Only a single channel or RGB channel can be assigned to a cell in the animation, so if you draw
over a cell that had had another channel assigned to it, only the new channel will thereafter be
assigned to that cell.
The drawing will be done in the color that you chose for the channel, or, in the case of an RGB
channel, white (which will vary during play). To choose a color for a channel, see the Channel
Settings dialog, the Channel Configuration screen, or "Change Color" in the channel button's rightclick popup menu.
There are two ways to erase channels from a cell: First, using "Erase" from the "Drawing" section,
you can erase cells in much the same way as you drew them, by clicking or clicking and dragging.
Second, while "Draw" is active, you can erase by right-clicking or right-clicking and dragging.
You can also erase all cells in the sequence at once, using the "Clear All" button.
Background Images
If you wish, you can give each animation a background image. For example, using a photo of your
house might make it easier to visualize how your lights will actually look when they are put on your
house.
To add a background image to an animation, click on the "Select" button in the "Background Image"
section of the Animator. You will be prompted to select how many rows and columns should be in
the animation.
To remove an existing background image, click the "Remove" button.
The "Simulate night time" checkbox will cause the background image to appear a bit darker than it
normally does, while keeping your drawing (representing your lights) at full brightness.
Showing and Hiding Controls
The various controls on the Animator, such as the "Size", "Draw", and "Background Image"
sections, can be hidden by clicking on the toolbar button in the upper left corner, showing two green
arrows pointing to the left. This leaves more room for the actual animation.
When the Animator has its controls hidden, two additional buttons appear on the toolbar, allowing
the drawing to be resized larger or smaller.
When the controls are hidden, that button will change to show the arrows pointing to the right
instead. Simply click on it again to unhide them.
Playing the Sequence
You can play a sequence (or stop play) directly from the Animator, by clicking the play and stop
toolbar buttons at its top. You can also play (or stop) from outside the Animator - for example, via
the Play button on the Sequence Editor's Standard toolbar.
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5.3.13 The Beat Wizard
The Light-O-Rama Sequence Editor's Beat Wizard can analyze the song associated with a musical
sequence to try to determine its tempo, and can insert timings and lighting effects into the sequence
based upon it. These are not necessarily inserted exactly the same distance apart from each other;
rather, the Beat Wizard attempts to match them up with peaks in the audio that are near the tempo.
This is to allow for subtle variation in the speed of the song.
The Beat Wizard is available as an option when creating a musical sequence or a new track, and can
later be accessed via "Beat Wizard" on the Tools menu.
Not all types of media files are supported. For example, the Beat Wizard cannot be used with video files
or MIDI files. If the Beat Wizard cannot be used with the media file for the sequence, it will simply be
unavailable from this menu and these dialogs. Also, the Beat Wizard may not be able to be used with
very large files.
Selecting the Time Range
Selecting the Tempo
Previewing
What To Do with Beats
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The Beat Wizard
Selecting the Time Range
The Beat Wizard can try to determine the tempo of a song as a whole, or of just a portion of the
song. Use the "Time Range" settings to tell it which to try. If you select a portion of the song, be
sure to click the "Update" button after changing the "From" or "To" times.
Choosing a portion of the song is useful if the song's tempo changes; the Beat Wizard will be more
accurate if it only is asked to operate on a section with a near-constant tempo throughout. It may
also be useful if the Beat Wizard has a problem with a certain portion of a song; if the beats seem
off in a particular spot, you may want to try running the Beat Wizard on that spot individually.
When the wizard is first opened, the time range will be automatically set depending upon "Use Play
Range for Wizards" from the Play Preferences dialog: If this option is enabled, the range will be set
to the freeform play range if one exists, or the play range as set on the Play menu if not. If the
option is not enabled, the range will be set to the entire song. One exception is when the wizard is
opened directly from the New Musical Sequence dialog; in this case, the range will be set to the
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entire song regardless of the value of "Use Play Range for Wizards".
Selecting the Tempo
The Beat Wizard shows its best guess as to the tempo of the selected portion of the song. You can
choose to use that tempo, or faster or slower related tempos - for example, three times as fast, or
twice as slow. Depending upon the song, one of the related tempos may seem more natural when
you preview it.
Another use of related tempos is to simply insert more timings, allowing for faster lighting effects to
be used that are still synchronized to the beat of the song. For example, it is unlikely that a "10x
Faster" tempo will seem "more natural" in any sense, because it will probably be too quick to count
along with. However, selecting it will, for example, let you set up a lighting effect with ten different
channels that looks like the lights are quickly chasing each other to the beat of the music.
If a slower related tempo is chosen, you must also choose a "beat offset" to determine which beats
of the "best guess" tempo will be selected: You might feel that the best guess tempo is actually
twice as fast as it should be - that you would count along to it as "one - and - two - and" instead of
"one - two - three - four", for example. If you therefore choose a "2x Slower" tempo, the Beat Wizard
will use only every other beat from its "best guess" tempo, but it doesn't know whether to use every
first beat or every second beat. So, you can let it know which to use by selecting the "beat offset".
Previewing
After you choose a tempo to use in the Beat Wizard, you can get an idea of what it will make your
lights look like by using the controls in the "Preview" section. Simply click "Start" to start the
preview.
The boxes to the right of the button will light up sequentially, in time with the tempo. Only the white
boxes will be used; the greyed out boxes will not. However, you can choose how many white boxes
there are by selecting the radio button under one of the boxes.
This allows you to make the preview section look more natural - for example, the boxes lighting up
sequentially in a song that you count along with as "one, two, three, one, two, three" will look most
natural if you select three boxes - doing so will make the same box light up every time you count the
same number.
Clicking directly in one of the boxes will reset it so that that box lights up at that moment (and the
other boxes follow sequentially from there). This is also useful for making the preview seem more
natural - for example, the third box might be lighting up every time that you count "one", and if so, it
might look more natural if you reset it so that the first box lights up at that time instead.
None of this has any effect on the timings or lighting effects that will be inserted into the sequence
when you decide what to do with beats - it is merely to help you see how the selected tempo looks
in relation to the song.
Finally, if you are unsatisfied with the selected tempo, simply choose another tempo, or choose a
different portion of the song to analyze.
What To Do with Beats
When you have selected a time range and a tempo for the Beat Wizard to use, and are satisfied
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with it after previewing it, you can use the controls in the "What To Do with Beats" section to insert
timings, lighting effects, or both, based upon the selected tempo into the sequence .
If you choose "Turn on a channel every so many beats", you will also have to specify the channel,
the number of beats, and a "beat offset". For example, to make a set of four channels chase each
other in time with the beat, you could:
Select the first channel, four beats, and a beat offset of zero;
Click "Apply";
Select the second channel, four beats, and a beat offset of one;
Click "Apply";
Select the third channel, four beats, and a beat offset of two;
Click "Apply";
Select the fourth channel, four beats, and a beat offset of three;
Click "Apply and Exit".
Note that you can apply multiple effects to different channels, all in the same use of the Beat
Wizard, by using "Apply" multiple times. You can even apply effects based on different portions of
the song or different tempos, all without leaving the Beat Wizard.
5.3.14 The Channel Configuration Screen
The Sequence Editor's Channel Configuration screen shows a list of the channels in a sequence, along
with their properties such as their name, color, unit ID, and circuit ID. It can also be used to modify all
of those properties, and it includes ways to add, change or delete channels (including all channels for a
controller) and to print out a list of the channels and their properties:
Selecting a Track
The Channel List
Print
Add Controller
Change Controller
Delete Controller
Add Channels
RGB channels and channel groups are not listed in the Channel Configuration screen, but their
constituent channels (e.g. the red, green and blue channels which comprise an RGB channel) are.
The Channel Configuration screen can be opened via "Channel Configuration" on the Tools menu.
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The Channel Configuration screen
Selecting a Track
At the top of the Channel Configuration screen is a dropdown box listing the tracks in the sequence.
Only the channels in the selected track will be displayed at any given time. To view the channels in
another track, simply choose that track in the dropdown box.
When the Channel Configuration screen is opened, this defaults to the currently active track.
The Channel List
The Channel Configuration screen displays each channel in the selected track on its own row, along
with its various properties such as its name, color, and device type, allowing changes to be made to
these properties. Note that not all properties will be available for all channels - for example, X10
controllers do not have circuit IDs, and only channels representing subsequences will allow a
sequence file to be specified.
On the left of each channel's row is a red X button. Clicking this will remove that channel from the
selected track. If the channel had been shared with other tracks, it will not be removed from those
tracks.
Print
This button on the Channel Configuration screen will print out the channel list, including the
channels' properties (such as name, unit ID, and circuit ID).
Add Controller
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This button on the Channel Configuration screen can be used to add several channels to the
selected track at once, all for a single controller. You can specify the type of controller, as well as
its network, unit ID and number of channels. The newly created channels will automatically have
their device type, network, unit ID, and circuit ID set appropriately.
The Channel Configuration screen's "Add Controller" dialog
Change Controller
This button on the Channel Configuration screen can be used to change the settings (such as unit
ID) of several channels from a selected track all at once, all for a single controller. Pressing it will
open the Change Controller dialog, from which you can select a controller and then change its
settings.
Note: The Change Controller dialog will not change the names of your channels, even if the names
are based upon the existing channel settings. For example, if you change LOR unit 03 to LOR unit
07, and the channels for LOR unit 03 had been named "Unit 03.1", "Unit 03.2", and so on, they will
keep those same names, even though their actual unit IDs change from 03 to 07.
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The Change Controller dialog
Delete Controller
This button on the Channel Configuration screen brings up a list of the controllers used in the
selected track. Choosing one from the list will delete all of its channels from the track. If any of the
channels had been shared with other tracks, it will not be removed from those other tracks.
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The Channel Configuration screen's "Delete Controller" dialog
Add Channels
This button on the Channel Configuration screen can be used to add many channels to the selected
track all at once. You will be prompted for how many channels should be added.
The newly created channels will not have any of their properties (such as device type, unit ID and
circuit ID) set. If you know in advance what these properties are to be, it would probably be easier to
use "Add Controller" instead of "Add Channels".
5.3.15 The MIDI Wizard
The Light-O-Rama Sequence Editor's MIDI Wizard can be used to automatically populate a musical
sequence that is based on a MIDI file with timings and lighting effects based on the MIDI file itself. For
example, lights can be set up to chase each other in time to the music, or to turn on and off when
certain notes are played.
The MIDI Wizard is available (for musical sequences based on MIDI files) as an option when creating a
new musical sequence or a new track, and can later be accessed via "MIDI Wizard" on the Tools menu.
The MIDI Wizard has three main screens, each on a different tab:
The Effects Summary tab can be used to visualize the song while it is playing - for example, to see
which instruments are playing what notes at what time, and to show the overall beat of the song. It can
also be used to listen to only certain instruments in the song, by muting others. This tab cannot be
used to insert timings or lighting effects into a sequence - instead, it is used to get an idea of how the
other tabs might be used for the song.
The Various Effects tab can record timings and lighting effects based upon the beat of the song. The
lights can be made to behave in a variety of ways, such as chasing each other or rotating around a tree,
in various patterns.
The Individual Notes tab can be used to record timings and lighting effects based upon the notes played
by individual instruments in the song. For example, a channel can be set up to turn on whenever a tenor
saxophone plays a C note.
For more detailed help, please consult the help file pages for the individual tabs:
The Effects Summary tab
The Various Effects tab
The Individual Notes tab
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The MIDI Wizard's Effects Sum m ary tab
5.3.15.1 The Effects Summary Tab
The MIDI Wizard's Effects Summary tab can be used to get an overall idea of a MIDI song. It displays,
for example, which instrument is playing what note when, and the beat of the song. It can also mute
instruments, so that you can listen more specifically to certain other instruments.
The Effects Summary tab cannot be used to insert timings or lighting effects into the sequence. To do
that, use the other tabs of the MIDI Wizard - the Various Effects tab and the Individual Notes tab.
To use the Effects Summary tab, simply hit "Play". The song will begin playing, and the controls on the
tab will start lighting up to represent what's happening in the song. The boxes in the "Various Effects"
section will light up to represent the beat of the song; the "General Instruments" section will show which
instruments are playing which notes when; the "Percussion Instruments" section will show which
percussion instruments are playing at what times.
You can choose to mute certain instruments, by selecting the "Mute" radio button next to each, so as to
listen more closely to other instruments.
You can also superimpose clicking beat sounds over the song, to more clearly hear where the beat is
falling, by checking the "Beat Sound" checkbox in the "Beat Adjuster" section.
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The MIDI Wizard's Effects Sum m ary tab
5.3.15.2 The Various Effects Tab
The MIDI Wizard's Various Effects tab can be used to populate a sequence with timings and lighting
effects based upon the beat of a MIDI file's song. For example, lights can be made to chase each other,
in a variety of patterns, to the beat of the song.
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The MIDI Wizard's Various Effects tab, recording a rotating tree effect
There are three main types of effect patterns that can be made here:
Canned Chase Sequences
Custom Chase Sequences
Rotating Tree Effect
There are two ways to use the tab - while recording effects and while not recording effects. By default,
hitting "Play" will play the song, and let you choose patterns for the lights, but no effects will be recorded
to be inserted into the sequence. This allows you to adjust the patterns to your liking before actually
recording effects.
Adjustments can also be made while recording, but the main type of effect must be chosen before
recording begins.
To play without recording, simply hit the "Play" button.
To record, first select the type of behavior you want to record (such as a canned chase sequence or a
rotating tree effect). Choose the specific details of the behavior as well (for example, if you choose a
canned chase sequence, also choose how many channels to use and how many of them should be on
at any given time).
Next, select which channels from the sequence the effects will be recorded into, using the "Channel
Selection" section (which is on the right). Each type of effect has a different number of channels
required; you will not be allowed to record effects until the full number of required channels has been
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assigned. You can select a channel from the dropdown list, and add it to the selected channels by
pressing "Add One", or you can add several channels at once (starting with the selected channel) by
pressing "Add a Group". At the bottom of the "Channel Selection" section are buttons enabling you to
remove a channel from the selected channel list, or to clear the entire list.
Next, click the "Record" button. If you have not assigned the required number of channels, you will be
told that you cannot record until you do so. If, however, you have, the "RECORDING" label (near the
top) will turn red, and you can then hit "Play" to actually play the sequence and record effects.
During recording, you can make adjustments to the pattern, such as doubling its speed or reversing its
direction, using the controls in the "Adjustments" section. These adjustments are done in real time, so,
for example, you can record some of the pattern at normal speed, and then a minute into the song,
switch the pattern to double speed; the events recorded in the first minute will still be at normal speed.
After play ends (either at the natural end of the song or by hitting "Stop"), hit "Record" again (at which
point the red "RECORDING" label will turn off), and "Save" to save the recorded effects to the sequence.
Or, if you were not satisfied with the recorded events, you can hit "Clear" to get rid of them.
Canned Chase Sequences
The Canned Chase Sequences section of the MIDI Wizard's Various Effects tab can be used to set
up several channels of lights to chase each other - e.g. one turning on, then the next turning on
while the first turns off, then another turning on while the second turns off, and so on.
Using the dropdown box in this section, you can choose how many channels will be involved in the
chase, and how many of them will be on at any given time.
You can adjust the behavior of the chase - for example reversing its direction or speeding it up using the controls in the Adjustments section. This can be done both before and during play, and
before and during recording.
For more control over the behavior of a chase sequence - for example, to use more channels, or to
use a different pattern for which channels are on at any given time - use Custom Chase Sequences
instead.
Custom Chase Sequences
The Custom Chase Sequences section of the MIDI Wizard's Various Effects tab can be used to set
up several channels of lights to chase each other - e.g. one turning on, then the next turning on
while the first turns off, then another turning on while the second turns off, and so on. This is similar
to the Canned Chase Sequences section, except that it is more flexible whereas the Canned Chase
Sequences section is simpler to use.
In this section, you can select the number of channels involved in the chase, and, in the "Pattern
Selector" section, choose how many channels will be on at any given time, and how far apart
channels that are simultaneously on will be from each other.
You can adjust the behavior of the chase - for example reversing its direction or speeding it up using the controls in the Adjustments section. This can be done both before and during play, and
before and during recording.
Rotating Tree Effect
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The Canned Chase Sequences section of the MIDI Wizard's Various Effects tab can be used to set
up several channels of lights set up as vertical sections of a tree to rotate around the tree.
You can select how many channels to use, and then use the "Pattern Selector" section to define
how many of them will be on at any given time, and how far apart simultaneously on channels will
be.
The "Opposite Sides Connected" checkbox can be used to see how the lights will look if each single
channel of lights is actually draped over the tree from one side to the opposite side, rather than each
running down only one side of the tree.
You can adjust the behavior of the chase - for example reversing its direction or speeding it up using the controls in the Adjustments section. This can be done both before and during play, and
before and during recording.
Adjustments
The Adjustments section of the MIDI Wizard's Various Effects tab can be used to adjust the
behavior of the selected effects pattern in various ways. This can be done both before and during
play, and before and during recording.
Checking the "Double Speed" checkbox will cause the pattern to start going twice as fast as the
beat of the song; unchecking it will bring the pattern back to its normal speed.
"Reverse" will make the pattern go in the opposite direction.
"Back & Forth" will cause the pattern to periodically reverse directions. Exactly how often it does so
can be set using the "Back & Forth Counts" section.
5.3.15.3 The Individual Notes Tab
The MIDI Wizard's Individual Notes tab can be used to populate a sequence with timings and lighting
effects based upon the notes that are played in a MIDI file's song. For example, lights can be made to
flash whenever a trombone plays a G note.
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The MIDI Wizard's Individual Notes tab
There are two ways to use the tab - while recording effects and while not recording effects. By default,
hitting "Play" will play the song, and let you choose patterns for the lights, but no effects will be recorded
to be inserted into the sequence. This allows you to adjust the patterns to your liking before actually
recording effects.
To play without recording, simply hit the "Play" button.
To record, first select the instrument that you wish to record. The notes that that instrument uses in this
song will be displayed as black boxes in the "Notes To Record" section, with white X marks in them.
Next, select the number of channels that you wish to use for the recording. If you choose a number less
than the full number of notes that the instrument uses in the song, some of the white X marks will go
away; the same number will be left as the number of channels that you selected. Those white X marks
indicate the notes that will actually be recorded - one note per channel. They are decided based upon
how often each note is played by the instrument in the song; the most frequently used notes will be
recorded.
Next, a couple of options can be selected, if you wish:
Selecting "Minimum On Centiseconds" will force any channel that turns on to stay on for at least the
specified duration. This prevents very fast notes from causing your lights to blink very quickly.
"Map Unselected Notes by Octave" can be used to record notes of the same pitch class into a single
channel. For example, if an instrument uses two or more different F-sharp notes (in different octaves)
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during the song, and you have not specified enough channels to record them individually, then if a Fsharp that is not directly mapped to a channel is played, but another F-sharp is mapped to some
channel, then that note will be recorded into the channel assigned to the closest F-sharp having a
channel.
Next, select which channels from the sequence the notes will be recorded into, using the "Channel
Selection" section (which is on the right). You will not be allowed to record effects until the full number
of required channels (which you chose in the previous step) has been assigned. You can select a
channel from the dropdown list, and add it to the selected channels by pressing "Add One", or you can
add several channels at once (starting with the selected channel) by pressing "Add a Group". At the
bottom of the "Channel Selection" section are buttons enabling you to remove a channel from the
selected channel list, or to clear the entire list.
Next, click the "Record" button. If you have not assigned the required number of channels, you will be
told that you cannot record until you do so. If, however, you have, the "RECORDING" label (near the
top) will turn red, and you can then hit "Play" to actually play the sequence and record effects.
After play ends (either at the natural end of the song or by hitting "Stop"), hit "Record" again (at which
point the red "RECORDING" label will turn off), and "Save" to save the recorded effects to the sequence.
Or, if you were not satisfied with the recorded events, you can hit "Clear" to get rid of them.
5.3.16 The Tapper Wizard
The Light-O-Rama Sequence Editor's Tapper Wizard is a tool that lets you populate a musical sequence
with timings and lighting effects simply by tapping along with the song, on your keyboard or your
mouse. The Tapper Wizard will remember the moments in the song that you tapped at, and will insert
timings and effects into the sequence at those times.
The Tapper Wizard is available as an option when creating a new musical sequence or a new track, and
can later be accessed via "Tapper Wizard" on the Tools menu.
The Tapper Wizard has the following sections and controls:
Play Options
What to Do with Taps
Input Options
Start and Stop
Play Back
Tap
Apply
Undo and Redo
Apply and Exit
Exit
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The Tapper Wizard
Play Options
This section of the Tapper Wizard lets you control how the song will be played while you are
tapping. You can select to play the entire song, or just a certain time range of the song; you can
also choose the speed at which the song will be played - half speed, normal speed, or double
speed.
When the wizard is first opened, the time range will be automatically set depending upon "Use Play
Range for Wizards" from the Play Preferences dialog: If this option is enabled, the range will be set
to the freeform play range if one exists, or the play range as set on the Play menu if not. If the
option is not enabled, the range will be set to the entire song. One exception is when the wizard is
opened directly from the New Musical Sequence dialog; in this case, the range will be set to the
entire song regardless of the value of "Use Play Range for Wizards".
What to Do with Taps
This section lets you tell the Tapper Wizard what you want it to do with your taps. You can choose
the track and the timing grid to apply the taps to (or create a new timing grid to use), and then
choose to insert timings into the timing grid, or to insert lighting effects into a channel of the track,
or both.
If you choose to insert lighting effects into a channel, you can either have the channel briefly turn on
for each tap, or you can choose to have it toggle on with one tap, off with the next, on with the third,
and so forth. If you choose to have it turn briefly on for each tap, you can additionally choose to
have it fade off after the tap (otherwise it will simply turn off).
You also have the option to "snap to existing events". If you select this option, and you tap at a
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point in time that is near an existing timing (with "near" meaning within the number of hundredths of
a second that you specify here), instead of using the exact time that you tapped, the Tapper Wizard
uses the time of that timing. This makes it easier to cleanly use the Tapper Wizard multiple times
on the same sequence (for different channels), without introducing minor timing errors based upon
your reaction time.
After you have done your tapping, and used this section to tell the Tapper Wizard what to do with
your taps, click "Apply", or "Apply and Exit" to apply them to the sequence. If you clicked "Apply"
rather than "Apply and Exit", then the Tapper Wizard will remain open. At this point, you could
change your settings in this section to apply your existing taps in a different way (such as to a
different channel, or with different types of effects), or you could tap again (by hitting "Start" again) to
collect new taps. You could also undo and redo any changes that the Tapper Wizard made to your
sequence.
Input Options
This section of the Tapper Wizard allows you to control how you will tap.
You can use the mouse, or the keyboard, or both.
If you use the mouse, you have two options: pushing the mouse button down and then letting it up
count as two separate taps, or as a single tap. To use the mouse, you must click on the Tap
button.
If you use the keyboard, you can tap with practically any key, or even multiple keys.
You can also choose whether to use a countdown or not; if you do, then when you start the song
(by clicking Start), a countdown will be displayed before the song begins, rather than starting
immediately. This may give you time to get ready after clicking "Start".
Start and Stop
Use these buttons to start playing the song (or to start the countdown before play), and to stop the
song. When the song begins, the Tap button will become enabled. When the song ends, you do
not have to use the Stop button; the Stop button is for stopping the song in the middle, for example
if you are unhappy with the taps that you made.
After the song ends (or after you hit Stop), you can click Start again in order to redo your taps. This
will wipe out any previously recorded taps. You will be warned that they will be wiped out, and will
be given an option to cancel.
You can also redo your taps after having applied them to the sequence. This lets you use different
sets of taps for different purposes, all without closing the Tapper Wizard.
Tap
While a song is playing, the Tap button is enabled. Every time that you tap (whether by mouse or
by keyboard), it will provide feedback by briefly flashing.
Play Back
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After you have recorded taps, you can click "Play Back" to play the song over again. The Tap
button will flash at the points in time that you tapped. You can use this to double check that you
are satisfied with your taps before entering them into the sequence (by clicking the Apply button); if
you are not satisfied with them, you can wipe them out and try again by hitting the Start button
again.
Apply
After you have tapped, and have told the Tapper Wizard what to do with the taps, click the Apply
button to apply those taps to your sequence.
Note that you can then change the settings in the "What To Do with Taps" section, and click Apply
again; this will apply the new settings, using the same taps, to the sequence.
Or, you could click Start again, to collect new taps. Your old taps will be deleted when you do this,
but any timings or effects that you inserted into the sequence based on them will remain. In this
way, you can use different sets of taps to do different things, all without closing the Tapper Wizard.
Undo and Redo
After applying your taps to the sequence, you can use these buttons to undo and redo any such
applications, without exiting from the Tapper Wizard.
Apply and Exit
Clicking the Tapper Wizard's Apply and Exit button will apply your taps to the sequence, in the
manner that you specify in the "What To Do with Taps" section, and then exit from the Tapper
Wizard.
If you want to apply your taps without exiting the Tapper Wizard, so that you can apply them again
using new settings, or so that you can collect different taps, use the Apply button instead.
Exit
This button simply exits from the Tapper Wizard, without applying your taps to the sequence. Note,
though, that if you have already applied your taps (using the Apply button), they will remain in your
sequence; using this button (instead of Apply and Exit) will prevent your taps from being applied
again.
For example, if you apply your taps, then change the settings in the What To Do with Taps section,
and then click Exit, your applied taps, based on your original settings, will remain in the sequence,
but your taps will not be reapplied based on the changed settings.
5.3.17 The VU Wizard
The Light-O-Rama Sequence Editor's VU Wizard can analyze the song associated with a musical
sequence to try to find peaks in the audio - much like a VU meter - and can insert timings and lighting
effects into the sequence based upon them.
The VU Wizard is available as an option when creating a musical sequence or a new track, and can later
be accessed via "VU Wizard" on the Tools menu.
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Not all types of media files are supported. For example, the VU Wizard cannot be used with video files
or MIDI files. If the VU Wizard cannot be used with the media file for the sequence, it will simply be
unavailable from this menu and these dialogs.
Selecting a Time Range
Attack and Decay Settings
The Peak Threshold
Preview
What To Do with Peaks
The VU Wizard
Selecting a Time Range
You can choose to let the VU Wizard look for audio peaks throughout the entire song, or limit it to a
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specific portion of the song. If you choose to use only a portion of the song, be sure to hit the
"Update" button after setting the "From" and "To" times.
When the wizard is first opened, the time range will be automatically set depending upon "Use Play
Range for Wizards" from the Play Preferences dialog: If this option is enabled, the range will be set
to the freeform play range if one exists, or the play range as set on the Play menu if not. If the
option is not enabled, the range will be set to the entire song. One exception is when the wizard is
opened directly from the New Musical Sequence dialog; in this case, the range will be set to the
entire song regardless of the value of "Use Play Range for Wizards".
Attack and Decay Settings
These two values determine how quickly the VU Wizard will react to changes in the audio volume.
"Attack" is how quickly it reacts to increased volume, and "Decay" is how quickly it reacts to
decreased volume. The higher the number, the more slowly it reacts to changes.
You can enter specific numbers (make sure to hit "Update" if you do), or you can use one of the
"Preset" buttons to simulate common types of audio meters:
"VU Meter" simulates a standard VU meter, as often found on home stereo systems.
A "Peak Program Meter" reacts very quickly to increased volume, but very slowly to
decreased volume. This causes peaks to last longer.
A "Peak Meter" reacts instantaneously to changes in volume.
Peak Threshold
Using the Peak Threshold section, you can tell the VU Wizard to look for audio peaks on either the
left stereo channel or the right stereo channel, or on the sum of the two.
The selected stereo channel (or channels) has a thick black bar in its row. This bar represents the
threshold for what will be considered a peak. Above the bar is a peak; below the bar is not. The bar
can be slid left and right to increase and decrease the threshold.
The "Time On" percentage displayed in this section shows the percentage of the selected time
range that is above the specified peak. Updating any of the settings such as the peak threshold,
the attack and decay, or the time range will cause the "Time On" percentage to be automatically
updated as well, taking the new settings into account.
When you play the song (using the "Preview" section), the rows will pulse along with the audio
volume, showing blue starting at the left and continuing rightwards based upon how loud the audio is
at any given point in time. When the selected stereo channel (or channels) is above the threshold, it
will turn red instead of blue.
Note that this is strongly affected by the attack and decay settings - lower values will cause the
pulsing to react more slowly to the music, and higher values more quickly. Try playing with the
various "Preset" buttons to see this.
Preview
Clicking the Start button in the VU Wizard's Preview section plays the song, and pulses the rows in
the Peak Threshold section along with the audio. It also flashes the box in the Preview section
whenever the pulse is above the selected threshold.
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You can change both threshold settings and the attack and decay settings during preview, and the
VU Wizard will react instantly to such changes. However, only the final settings will be used when
you apply the peaks to the sequence (using the "What To Do with Peaks" section).
What To Do with Peaks
Once you are satisfied with the peaks found using your chosen attack and decay settings and peak
threshold settings, you can apply the peaks to the sequence using the "What To Do with Peaks"
section of the VU Wizard. You can insert a timing every time the threshold is crossed (no matter
whether from below or from above), or turn a selected channel on whenever above the threshold, and
off whenever below, or both.
You can reuse the VU Wizard for multiple channels (and multiple settings) without closing it by
clicking "Apply" rather than "Apply and Exit".
5.3.18 Freeform Play Mode
In addition to the various play ranges available on the play menu, the Sequence Editor also supports
another way of playing a sequence, using the space bar on the keyboard.
When the space bar is pressed, the current sequence will start playing, starting at the start of the
current selection and ending at the end of the sequence (this is equivalent to "From Selection" play
mode). Pressing space again will stop play, and the selection will be changed to the spot where play
stopped. So pressing it a third time will start the sequence again, approximately where you had stopped
it. This can be used to effectively pause and unpause play.
However, the space bar may have a different meaning, allowing play in another way:
During play, pressing the keyboard's down arrow will mark the current time as the start of a "freeform
play range". Later pressing the up arrow will mark the current time as the end of the freeform play range.
The freeform play range is displayed with a slightly darker grey background color for its cells:
A sequence w ith a freeform play range starting at about 37 seconds
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If the space bar is used to start play while a freeform play range has been selected, then instead of
playing in "From Selection" mode (as described above), it will play from the start of the freeform play
range to the end of it.
Using "shift-space" instead of "space" to start play will first get rid of any freeform play range that may
be selected. The freeform play range can also be removed (without starting play) by selecting "Clear
Freeform Play Range" from the right-click context menu.
The freeform play range can also be selected (while not playing) by clicking and dragging the mouse on
the time scale, or cleared by clicking (and not dragging).
Note that using the space bar to play does not affect the currently selected play mode from the play
menu, so playing in any other way (such as using the Play button on the Standard toolbar) will still use
the last-selected play mode.
5.4
SuperStar Sequencer
The Light-O-Rama SuperStar Sequencer can be used as a sort of front end to the Light-O-Rama
Sequence Editor, to create sequences for Cosmic Color Ribbons or other lights visually instead of using
a channels-versus-time grid. For more information, please see the following pages:
Welcome
Overview
Instant Sequences
Custom Sequences
Visualization Sequences
Summary of Commands and Keyboard Accelerators
5.4.1
Welcome
In the SuperStar Sequencer, you can create:
Instant Sequences
Custom Sequences
Visualization Sequences
Instant Sequences
Create sequences in seconds using the Instant Sequence feature by simply doing the following:
Press Ctrl+I to launch the Instant Sequence dialog box; use the three buttons in the lower left of
the dialog box.
Click on the "Open Audio File" button to open your audio file.
Click on the "Sequence All" button.
Click on the "Play/Stop All" button.
Custom Sequences
Create custom sequences like the ones that can be seen on the Light-O-Rama website. These
sequences were created using scenes, morphs, images, and text actions, which you can learn
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about in this help file.
Visualization Sequences
Using the visualization sequences feature, you can sequence all of your lights using the SuperStar
Sequencer. After creating a visualization file using the Light-O-Rama Visualizer, you can import the
file into SuperStar by clicking on the File menu and selecting "Import Visualization". Apply effects
to your lights and play them back. You can even use the Instant Sequence feature on the
visualization.
5.4.2
Overview
This page gives an overview of the Light-O-Rama SuperStar Sequencer:
A new approach
Exporting a sequence
Playing an exported sequence as a standalone sequence
Playing an exported sequence as a subsequence
Placing an exported sequence into a main sequence using "Paint Sequence"
Things to note
The Demo version
Default layout
PowerPoint presentations
A New Approach
The SuperStar Sequencer is a new approach to light sequencing. Think of the SuperStar Sequencer
as a "front end" to the Light-O-Rama Sequence Editor. A series of effects are created and can be
played to the computer screen, but to play the sequence to your Cosmic Color Ribbons or other
lights, you export the SuperStar sequence to a file that the Sequence Editor can play.
If the exported file is from a Visualization Sequence and the SuperStar sequence contains all you
lights, then you can play the file as a standalone sequence, simply by opening the exported file in
the Light-O-Rama Sequence Editor and playing it.
If the exported file only contains the CCRs of the sequence, then the exported file can be played in
one of three ways:
As a standalone sequence (just load the file into the Sequence Editor and play it).
As a subsequence in your main sequence.
Place the sequence into your main sequence using the "Paint Sequence" tool in the
Sequence Editor.
Exporting a Sequence
To export a sequence, click on the File menu and select "Export". The "Save as Light-O-Rama
Sequence" dialog box will open. The default location will be the Light-O-Rama "Sequences"
directory.
The default name of your Light-O-Rama sequence file will depend upon the name of your SuperStar
sequence file. For example if the name of your SuperStar sequence file is "MyAwesomeSequence.
sup", then the default name of your Light-O-Rama sequence file will be "MyAwesomeSequence.sup.
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lms". You can change the name if you wish.
Click on the "Save" button to save the file.
Playing an Exported Sequence as a Standalone Sequence
Launch the Light-O-Rama Sequence Editor. In the New and Open dialog, click on the "Existing
Sequence" tab. Select the file that you exported from the SuperStar Sequencer (in the example
given above, the exported file name was "MyAwesomeSequence.sup.lms"). Click on the "OK"
button, and then click on the Sequence Editor's "Play" button.
Playing an Exported Sequence as a Subsequence
To use an exported SuperStar sequence as a subsequence, launch the Light-O-Rama Sequence
Editor. Open your sequence that you want to put the exported sequence into as a subsequence.
Insert a new channel into the sequence, and click on that channel's button to open up its Channel
Settings dialog.
Change the channel's device type to "Sequence", and then click on the "..." button (near the bottom,
on the "Sequence" line) to select the file that you exported from SuperStar (in the example above,
"MyAwesomeSequence.sup.lms"). Also change the channel's name and color if you wish.
The subsequence will be played only while the grid boxes for this channel are on, so use the
Sequence Editor's On tool to turn them on for the time range (or ranges) that you want. For
example, to play the subsequence throughout the entire sequence, select the entire row, and apply
the On tool to it.
The main sequence and the subsequence should not both try to control the same lights; it is
recommended that any circuits referred to in the subsequence are removed from and kept out of the
main sequence. Doing otherwise may cause unpredictable results.
Placing an Exported Sequence into a Main Sequence using "Paint
Sequence"
To place an exported SuperStar sequence into a main sequence using the Paint Sequence tool,
launch the Sequence Editor and open your main sequence. Define the CCR channels in it. If you
are using a sequence that has the 6 star channels in it, you will also need to define your star
channels to be in a 16 channel controller that is above the CCR channels.
Select the Paint Sequence tool on the toolbar. It looks like a paintbrush on a rectangle. This will
open the Paint Sequence dialog.
In the Paint Sequence dialog, make sure that the Mode is set to "Repeat", and click on the "Add
New Sequence" button. Select the exported file (in the example above, "MyAwesomeSequence.
sup.lms").
Scroll to the top left of the area where you are going to paint the sequence. The Paint Sequence
dialog should still be visible; keep it visible while doing the next step. Start at the left end and select
the entire top row of the region where you are going to paint the sequence. What happens is that all
rows of the exported sequence get painted into the main sequence, starting at the row you selected.
Because the exported sequences are usually very large, the painting of the sequence could take as
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much as a minute or more.
Things To Note
The Demo version
Default Layout
PowerPoint Presentations
The Demo Version
The Demo version of the SuperStar Sequencer will not export sequences. However, all other
functionality is the same as the paid verisons. You can sequence to any number of ribbons and
save the sequence in the SuperStar format; you just can't export those SuperStar sequences to the
Sequence Editor.
Default Layout
The default layout is 12 Cosmic Color Ribbons (CCRs) with a star at the top. The star is optional,
and the number of ribbons is configurable from 1 to 24. To change the configuration, click on the
Tools menu and select "Configuration".
PowerPoint Presentations
There are PowerPoint presentations related to SuperStar which you can download from the Light-ORama website.
5.4.3
Instant Sequences
Using the Light-O-Rama SuperStar Sequencer, you can now create a sequence in seconds using the
"Instant Sequence" feature. This is a first for the home light show industry.
Creating an instant sequence
Timing map description
Apply different sets of theme, color, and movement to different parts of the song
Creating an Instant Sequence
Click on the Tools menu and select "Instant Sequence..." (or you can press Ctrl+I), which will open
the Instant Sequence dialog. In the lower left of the Instant Sequence dialog, click on the "Open
Audio File" button. Then click on the "Sequence All" button. The effects for a sequence will appear
in the time layers. Click on the "Play/Stop All" button.
Was that totally awesome or what! The timing marks were created by analyzing the audio file. The
sequence was created using the timing marks and the theme, color and movement variations that
you see in the dialog box. Now let's create another sequence:
Click on the "Roll Dice" button to get a random set of theme, color, and movement variations. Click
on the "Sequence All" button; it will ask you if you want to erase the current sequence without
saving (answer "Yes"). Click on the "Play/Stop All" button.
After trying a few sequences, you can try manually changing the variations, but it's more fun to just
roll the dice!
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To increase or reduce the number of effects being created, you can change the sensitivity. Do this
by clicking on the "Timing Map" button and changing the Sensitivity setting in the upper left of the
Timing Map dialog box. Click on the "Sequence All" button in the "Instant Sequence" dialog box to
create a new sequence using the new sensitivity setting.
The sensitivity setting may be the only setting that you ever change in the Timing Map dialog box,
but if you are adventuresome and want to experiment with the other Timing Map settings, read the
next section.
Timing Map Description
Click on the "Timing Map" button in the Instant Sequence dialog box. A large dialog box entitled
"Timing Map" will appear. This dialog box gives you control over the mapping of the frequency
spectrum to the ribbons, which is how the timing marks get created:
Freq 1 through Freq 32
Beat, Both, Left, Right
Sensitivity
Length of Effects
Default Freq Settings
Change the Timing Map
Freq 1 through Freq 32
Note that there are check marks showing that Freq 1 and Freq 2 are mapped to Ribbon 1. Freq 3
and Freq 4 are mapped to Ribbon 2, and so on. On the right side of the dialog box is a piano
keyboard which shows which notes the Freqs map to.
Beat, Both, Left, Right
The default setting is "Both", meaning both the left and right channels of the stereo sound will be
used when creating effects. You can also set "Left" or "right" to use the left or right channel of the
stereo sound. Click on "Beat" to use the beat when creating effects.
Sensitivity
Sensitivity can be set to values from 1 to 10. The default is 5. Setting to a higher number will create
more effects. Setting to a lower number will create fewer effects.
Length of Effects
Length of Effects can be set to values from 1 to 10. The default is 5. Setting to a higher number will
make some of the effects last longer. Setting to a lower number will make some of the effects
shorter. You can also think of this as the "Ritalin" setting, in that a higher number will sedate
hyperactive sequences and make them more mellow.
Default Freq Settings
There are seven default freq settings that you can use. For example, click on "Stereo Low to High"
and then click on "Set Freq Spectrum", and you will see the check marks and radio buttons change
in the timing map so that the left and right channels of the stereo sound are used.
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You can choose to "Include Beat" in the generation of effects.
By default, "Set Theme, Color, and Movement" is selected, meaning that when you click on the "Set
Freq Spectrum" it will also set some default values for the Theme, Color, and Movement. If you want
to keep the Theme, Color, and Movement settings that you have, then you would uncheck "Set
Theme, Color, and Movement".
Change the Timing Map
In the "Default Freq Settings" area, click on "Stereo Low to High", and then click on "Set Freq
Spectrum". Go back to the "Instant Sequence" dialog box and click on "Sequence All". It will ask
you if you want to overwrite your existing timings; answer "Yes". It will ask you if you want to erase
the existing sequence without saving; answer "Yes". Click on "Play/Stop All".
Notice that the ribbons on the left half have effects applied based on the left stereo channel, and the
ribbons on the right half have effects applied based on the right stereo channel.
Apply Different Sets of Theme, Color and Movement to Different Parts
of the Song
By default, you sequence the entire song each time you click on "Sequence All". To add more
variation to your sequence, you can just do a portion of the song. To do this:
Launch the "Instant Sequence" dialog box by pressing Ctrl+I.
Near the top of the dialog box, click on the "Sequence the Selection Only" radio button.
Use the Rewind or Forward buttons on the toolbar to scroll to the beginning of the region you
want to sequence.
Use a single left mouse click to mark the beginning of the region.
Use the Forward or Fast Forward buttons on the toolbar to scroll to the end of the region you
want to sequence.
Use a single right mouse click to mark the end of the region.
Before clearing the region, it is a good practice to click on "Unique Save As". This button is a
quick way to save the current state of the sequence to a unique file name so that you can go
back to it if you need to.
If the region is not already cleared, click on "Clear Selection without Saving".
Click on "Roll Dice", or set the theme, color, and move variations manually.
Click on "Sequence Selection".
Note that "Clear Selection without Saving" uses the beginning of an effect to decide if it should be
deleted. In other words, all effects whose start time falls within the selection region will be deleted.
5.4.4
Custom Sequences
What you won't see in the Light-O-Rama SuperStar Sequencer is the giant grid that the traditional
Sequence Editor uses; instead, effects are added by:
1. Setting time ranges in the time scale.
2. Selecting squares in the Green Pixel grid (also referred to as the sequencing grid).
3. Using the Scenes, Morphs, Images, and Text dialog boxes in the Tools menu.
For more information, please refer to the following sections of this help file:
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Creating a Scene
Export
Creating a Morph
Creating an Image Action
Creating an Animation
Creating Text
Transfer Effects from One Sequence to Another
Load/Save Clipboard
Change to 10 Pixels per Ribbon
"Star Rays", "Wide Grid", and "Thin Grid"
The Layout Dialog Box
Balanced Color Mode / Full Color Mode
Smooth Ramps
Configure Controller Unit IDs Using the Light-O-Rama Hardware Utility
Configure Controller Unit IDs in the SuperStar Sequencer
Channelizer
Select All, Select All Left, and Select All Right
Importing a Timing Grid and up to 3 Timing Channels
5.4.4.1
Creating a Scene
In the Light-O-Rama SuperStar Sequencer, a "scene" is a set of pixels that have the same start color,
the same end color, a start time, and an end time.
Initialize the Screen
Launch the Scene Dialog Box
Select Some Pixels in the Pixel Grid
Add the Scene
Play the Scene
Create a Scene that Has an End Color
Play the Scenes
Change Some Settings
Modify a Scene
Play the Scenes Again
Why Did the First Scene Go from Red to Purple to Blue?
Undo and Redo Your Modification
Group Select
Group Modify
Using Group Modify to Clone
Pause and Freeze Frame
Add Some More Scenes of Your Choosing
Save the Scenes You Have Created
Initialize the Screen
Click on the toolbar button with a piece of paper on it. This will do three things: It will clear the pixel
grid, set the Start color as red, and set the time duration to 1.00-2.00 seconds.
Launch the Scene Dialog Box
Click on the Tools menu and select "Scenes". The Scene dialog box will launch. Whenever the
scene dialog box is launched, the "Monochrome" mode is automatically selected and the toolbar
button with a black and red rectangle will depress.
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Select Some Pixels in the Pixel grid
While in "Monochrome" mode, you can color pixels in the pixel grid using the left mouse button.
You can use single click or click and drag. You can erase pixels in the pixel grid using the right
mouse button. Ctrl + right mouse button will erase the entire grid. Since the Start color is already
set to red, the pixels will become red as you select them.
Add the Scene
In the Scene dialog box, click on the "Add" button to add the scene.
Play the Scene
Click on the play button in the toolbar (the button with a triangle pointing to the right). Note that at
1.00 seconds, the group of pixels you selected will turn red.
Create a Scene that Has an End Color
The default is for the "Start"and "End" color to both be red. Let's change that and create another
scene:
Set the start and end time to 2.00 to 3.00 seconds. You can select the time with the mouse
by selecting a region in the time scale, or you can type into the fields in the dialog box.
Color some pixels.
The left red control is already at 100%; the selected pixels will turn red.
Set the right red control to 0%; this represents the "End" color. When you set the "End"
color it does not appear in the pixel grid, but it does appear as a number in the Scene dialog.
Click on the "Add" button to add this scene.
Play the Scenes
Click on the Play button in the toolbar. At 1.00 seconds the first group of pixels will turn red and
stay red. At 2.00 seconds, the second group of pixels will turn red and fade to black.
Change Some Settings
In the Scene dialog box, there is a list box listing the scenes you have added. They are listed
chronologically by their start times. Select the first scene in the list. Note that the time, colors, and
pixels for that scene appear in the main screen. The "End" color for this scene is black. Set 100%
Blue for the end color. You can do this with the right Blue color control, or by manually typing 100
into the field in the Scene dialog box.
Note: Right click on the colored box above the color controls to bring up a "Color Picker" dialog.
Modify a Scene
Click on the "Modify" button. This will apply the new settings to the currently selected scene.
Play the Scenes Again
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Click on the Play button. at 1.00 seconds, the pixels in the first scene will turn red, fade to purple,
and then fade to blue by 2.00 seconds. At 2.00 - 3.00 seconds, the second scene will play, same
as it did before.
Why Did the First Scene Go from Red to Purple to Blue?
You probably already figured this out: What you really did was set a red ramp that started at 100
and ended at 0. You also set a blue ramp that started at 0 and ended at 100. So in the middle, red
was at 50 and blue was at 50, and the red and blue mix to make purple.
Undo and Redo Your Modification
Click on the Edit menu and select "Undo Scene Modify". Then click on the Edit menu and select
"Redo Scene Modify".
If you do an Add, Modify, or Delete, and change your mind, you can undo your change. You can
undo up to ten actions. After undoing up to ten actions, you can also redo them.
Group Select
There are two ways to use the mouse to select both of the scenes:
1. Click and hold the left mouse button and drag the selection rectangle to contain both of the
scenes in the time layer area.
2. Click on the first scene to select it, then press and hold the Ctrl key while clicking on the second
scene.
Group Modify
Set the start color to yellow, by setting 100% red and 100% green (red and green mix to make
yellow). Click on "Group Modify" in the Scene dialog box. A popup box will appear, entitled "Scene
Group Modify".
Because you changed the start color, "Modify Start Color" will already be selected. Click on "OK".
Note that the start color of both the scenes has changed to yellow.
Using Group Modify to Clone
Click on "Group Modify" again; because you have not changed anything, none of the boxes are
selected. However, you can select any or all of the checkboxes to clone the attributes of the first
scene onto all the selected scenes. For example, select "Modify End Color", then click "OK". The
End color will be cloned onto the second scene.
Group Modify is a very powerful tool that can save a lot of time as you fine tune a sequence. It
allows you to change an attribute across an entire group of effects just to see how it looks. As with
other features, you can undo and redo a group modify.
Pause and Freeze Frame
To the left of the stop button on the toolbars is the pause button. When you press the pause button,
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a white line appears at the time selection point. While paused, the rewind and forward keys will
step through the sequence in "freeze frame" manner. You can also click anywhere on the timeline
to reposition the location of the freeze frame. This is very useful while developing sequences, to
better see what each frame of the sequence will look like.
Unpause by clicking on the pause button again, or by clicking on the stop button.
Add Some More Scenes of Your Choosing
Go ahead and add some more scenes and play with the different settings. The times of the scenes
can overlap. however, scenes that share the same time period should not share the same pixels.
This creates a "pixel collision", and currently the results are not predictable (in the future, the
SuperStar Sequencer will detect and prevent collisions).
Save the Scenes You Have Created
Click on the File menu and select "Save As". Save the scenes you have created as a file named
"MyScenes.sup".
5.4.4.2
Export
If you are running the Demo version of the Light-O-Rama SuperStar Sequencer, then Export will not
work, but you may want to read through this section just to see how it works in the full version.
The SuperStar Sequencer stores the effects in ".sup" files, but the effects can be exported as ".lms" or
".las" files so that the Light-O-Rama Sequence Editor can read and play them.
Initialize the screen
Launch the Scene dialog box
Create a scene using the first pixel of the first ribbon
Save as an .sup file
Export as an animation sequence
Open the animation sequence with the Sequence Editor
Load the file as a subsequence in the Sequence Editor
Discussion
Initialize the screen
Click on the toolbar button with a piece of paper on it. This will do three things: It will clear the pixel
grid, set the start color as red, and set the time duration to 1.00-2.00 seconds.
Launch the Scene dialog box
Click on the Tools menu and select "Scenes". The Scene dialog box will launch.
Create a scene using the first pixel of the first ribbon
Click on the upper left pixel of the pixel grid, then click on the "Add" button in the Scene dialog box.
Save as an .sup file
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Click on the File menu, then click on "Save As". In the Save As dialog box, type "OnePixel". Click
on the Save button, and the effect will be saved as OnePixel.sup.
Export as an animation sequence
Click on the File menu, and then click on Export. If you are running the Demo version, you will get
an error box saying that Export is not available, but if you are running the full version, the "Save as
Light-O-Rama Animation Sequence" dialog box will appear. The name of the file will default to
"OnePixel.sup.las"; click on the Save button, and the file will be saved in the Light-O-Rama
Sequences directory.
Open the animation sequence with the Sequence Editor
Launch the Light-O-Rama Sequence Editor and open the file "OnePixel.sup.las". On the left side,
the first 16 channel buttons will be labelled "Star 01" through "Star 16". The 17th button will be
labelled "CCR01-P01-Red", and on this row there will be a fade from 1.00 to 2.00 seconds. Note
that "CCR01" means "Ribbon 1", and "P01" means "Pixel 1".
Also note that with a star and 12 ribbons there are 1936 channels in the Sequence Editor. Imagine
trying to sequence 12 ribbons using this huge grid! The SuperStar Sequencer makes it so that you
do not have to deal with this grid.
Load the file as a subsequence in the Sequence Editor
Close the "OnePixel.sup.las" file in the Sequence Editor.
Open any existing animation sequence or musical sequence that you already have.
Right click on the first channel button at the top of your sequence.
In the popup menu, select "Insert Channel Above".
Right click on the "New Channel" button that you just inserted.
In the popup menu, select "Change Channel Settings"; the Channel Settings dialog box will
appear.
Change the name of the channel to something like "SuperStar".
In the "Device Type"dropdown list, select "Sequence".
On the "Sequence" line (near the bottom of the dialog), click on the "..." button. The "Open"
dialog box will appear.
Select the file "OnePixel.sup.las", and click on the "Open" button.
Click on the "OK" button in the Channel Settings dialog box.
You are not done yet! The subsequence will only be played while the grid boxes for this channel are
on. So, you want to set the grid boxes on for the entire row, all the way to the end of the sequence.
To do this:
Select one of the boxes on the row. Click on the Edit menu, hover over Select, and a flyout menu
will appear. On the flyout menu click on "Row(s)". This will select the entire row.
Right click on one of the boxes in th the row, and select "On" from the popup menu. This will
turn the entire row on.
Now when you play your sequence, the subsequence will be played at the same time.
The main sequence and the subsequence should not both try to control the same lights; it is
recommended that any circuits referred to in the subsequence are removed from and kept out of the
main sequence. Doing otherwise may cause unpredictable results.
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Discussion
The file extension ".lms" stands for "Light-O-Rama Musical Sequence", and ".las" stands for "LightO-Rama Animation Sequence". The file in the exercise was saved as an animation sequence
because there was no music file loaded. If you opened a song file for "OnePixel.sup, it would have
been exported as a musical sequence ("OnePixel.sup.lms") instead of an animation sequence
("OnePixel.sup.las").
In the exercise, we used the default name of "OnePixel.sup.las". However, you could name it
anything you want, so long as it ends with ".las" or ".lms". For example, you could call it
"OnePixel.lms" or "FromSuperStar.lms". But the idea is that if you already have a musical
sequence for your other lights, called "MyAwesomeSequence.lms", and you want to incorporate
your Cosmic Color Ribbons as a part of that same show, then in the SuperStar Sequencer you
could call it "MyAwesomeSequence.sup", and when it gets exported it will be called
"MyAwesomeSequence.sup.lms". Thus it would be clear that it is an .lms file exported from an .sup
file.
It is expected that MyAwesomeSequence.lms and MyAwesomeSequence.sup.lms both use the
same music file and both are of the same length. However, if MyAwesomeSequence.sup.lms were
shorter than the main sequence, and the channel assigned to the subsequence were on for the
entire length of the main sequence, then the subsequence will loop and start playing over.
5.4.4.3
Creating a Morph
In the Light-O-Rama SuperStar Sequencer, a "Morph" consists of the following:
Layer: Defines priority if there are collisions (future)
Acceleration: The morph can accelerate as it goes from "State 1" to "State 2"
State 1 and State 2 each consist of:
1.
2.
3.
4.
Start point and end point of a line
Color
Time
Trail length
Ramp consists of:
1. Start color
2. End color
3. Time length
Here is an example of how to create a morph:
Get a new screen
Launch the Morph dialog box
Observe the default settings
Add first morph
Play the morph
Set a simple morph with a different start and end color
Modify the morph
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Play the morph
Add a trail length
Modify the current morph
Play the morph again
Change the State 1 line to a vertical line
Change the State 2 line to a vertical line
Set color of the State 2 line to 100% green
Set the time to 2.00 to 3.00
Add a second morph
Play the morph
The morph twist
Save your morph
Morph summary
The length of a morph
Get a new screen
Click on the toolbar button that has a picture of a piece of paper on it.
Launch the Morph dialog box
Click on the Tools menu and select Morph. The Morph dialog box will launch, and the Scene dialog
box will automatically be shut down. Whenever the Morph dialog box is launched, the "Morph"
mode is automatically selected, and the black toolbar button with horizontal lines on it will be
depressed.
Observe the default settings
By default, a red line for State 1 will be at the top of the pixel grid, and a red line for State 2 will be at
the bottom of the pixel grid. The time duration will be 1.00 to 2.00 seconds. The trailing ramp start
color will be red, and the time length will be 1.00 seconds.
Add first morph
Press the "Add" button to add the morph.
Play the morph
On the toolbar, press the Play button. At 1.00 seconds, a red line will start from the top and go
down to the bottom, leaving a trail that fades to black in one second.
Set a simple morph with a different start and end color
Leave the start color at red. Set the end color to blue. Set the Trailing Ramp Time length to 0.00.
Modify the morph
Press the "Modify" button to modify the selected morph.
Play the morph
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On the toolbar, press the Play button. At 1.00 seconds, a red line will start from the top and go
down to the bottom. The line will change from red to purple and then to blue by the time it reaches
the bottom at 2.00 seconds.
Add a trail length
The trail length defaults to 1. Make the morph leave a trail by typing in a number in the Trail Length
field. For this exercise, change the State 1 Trail Length to 2, and change the State 2 Trail Length to
10.
Modify the current morph
Click on the "Modify" button. This applies your changes to the currently selected morph in the
morph list.
Play the morph again
This time, the morph will leave a trail of two lines at the top, and will change to leaving a trail of 10
lines at the bottom.
Change the State 1 line to a vertical line
The State 1 line is defined using a click and drag with the left mouse button. Note that one end of
the State 1 line is labeled "1a"and the other end is labeled "1b". The start of the mouse drag will be
"1a" and the end will be "1b". Make a vertical line by dragging on the left side of the pixel grid.
Make your selection from top to bottom. When you are done, the top of the line should be labeled
"1a", and the bottom of the line should be labeled "1b".
Change the State 2 line to a vertical line
The State 2 line is defined using a click and drag with the right mouse button. Note that one end of
the State 2 line is labeled "2a" and the other end is labeled "2b". The start of the mouse drag will be
"2a" and the end of the drag will be "2b". Make a vertical line by dragging on the right side of the
pixel grid. Make your selection from top to bottom. When you are done, the top of the line should
be labeled "2a" and the bottom of the line should be labeled "2b".
Set color of the State 2 line to 100% green
The color of the State 2 line is controlled by the right color controls. Set the right Blue control to 0%
and the right Green control to 100%. This will change the State 2 line color from blue to green.
Set the time to 2.00 to 3.00
You can do this with the mouse on the time scale, or you can type the values into the dialog box.
State 1 time is the start time, and State 2 time is the end time.
Add a second morph
Press the "Add" button to add the second morph.
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Play the morph
On the toolbar, press the Play button. At 1.00 seconds, the first morph will play as it did before. At
2.00 seconds, the second morph will start from the left and end at the right.
The morph twist
Set the Trailing Ramp Time Length back to 1.00 seconds. The Trailing Ramp start color should be
100% red. Redefine the State 1 line by doing a mouse drag from bottom to top. Now "1a" will be on
the bottom, and "1b" will be on the top. Click on the "Modify" button. Play the morph.
This time, the line will twist as it travels across. The effect will be that the line will become shorter in
the middle and then get bigger. This is because as the morph progresses, point "1a" moves to point
"2a", and point "1b" moves to point "2b".
Save your morph
Click on the File menu and select "Save As". Save the morphs you have created as a file named
"MyMorphs.sup". Note that files can contain any combination of scenes and morphs. In this
example, you saved them separately, but you could have saved your scenes and morphs together
into a file of any name you choose.
Morph summary
Are morphs cool or what? You can do a lot with morphs. In the exercise, we morphed between two
horizontal lines and between two vertical lines. You can also morph between diagonal lines.
Trail Length and Ramp can end up giving similar effects, but are applied differently. Trail Length
leaves a trail that is a certain number of units long. Ramp is applied after the Trail effect, and is on
for a fixed period of time. Experiment with different Trail and Ramp settings to get a feel for how they
work.
The length of a morph
Most people won't care about the details of the total length of a morph. But for those that really
want to know, there are three parts to a morph:
1. Root: This is the time for the leading edge of the morph to travel from State 1 to State 2.
2. Trail Length: The State 2 Trail Length will add the length of the trail at the end of the morph.
This trail will take some time to travel past the end location of the morph. State 2 Trail Length
includes the leading pixel, so State 2 Trail Length of 1 really ends up creating a trail of 0. For a
Trail Length to be as long as the Root, the State 2 Trail Length should be 1 longer than the length
of the morph. For example, if the morph goes the entire length of 50 pixels on the ribbon, then a
State 2 Trail Length of 51 will double the time length of the morph.
3. Ramp Length: The ramp length is in seconds, and is applied after the Root and Trail.
The length of the Trail and the Ramp are displayed on the timeline as a narrow rectangle. Note that
only the root can be selected. Clicking on the trail or the ramp will not do anything.
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Creating an Image Action
In the Light-O-Rama SuperStar Sequencer, an "image action" will move an image from a start point to an
end point. At the end, a ramp can be applied. An image action consists of:
Layer: Defines priority if there are collisions (future)
Acceleration: The image can accelerate or decelerate as it goes from point A to point B (future)
Image: A bitmap
Start point
End point
Ramp
Ramp consists of:
Time length
Start color (future)
End color (future)
Here is an example of how to create an image action:
Get a new screen
Launch the Image Action dialog box
Observe the default settings
Draw an image
Add an image name
Add the image
Observe the default image action values
Type an image action name
Add the image action
Play the image action
Add another image action
Play the image actions
Stop at the right edge
View the image actions on a square grid
Play it again
Get a new screen
Click on the toolbar button that has a picture of a piece of paper on it.
Launch the Image Action dialog box
Click on the Tools menu and select "Images". The Image Action dialog box will launch, and the
Morph dialog box will automatically be shut down. Whenever the Image Action dialog box is
launched, the "Draw" mode is automatically selected and the toolbar button with a pencil on it will
be depressed.
Observe the default settings
By default, the left red color control will be set to 100%. The time duration will be 1.00 to 2.00
seconds. All pixels in the pixel grid will be black.
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Draw an image
Leave the left red color control at 100%. Set the left green color control to 100%. The start color
will now be yellow. When drawing an image, only the start color is used; the end color is not used.
Click on the pixel grid to draw a smiley face at the top of the pixel grid. Single clicks will draw one
pixel; click and drag will leave a trail of pixels. Right click erases pixels. Ctrl-right click will clear
the entire grid.
Add an image name
At the top of the dialog box is the Image group. In the "Name" field of the Image group area, type
"Smiley Face".
Add the image
In the Image group at the top of the dialog box, click on the Image "Add" button.
Observe the default image action values
The default start point (x,y) is (0,0), and the default end point (x,y) is (0,50). The default start and
end times are 1.00 and 2.00. Leave these settings at their default values.
Type an image action name
In the Image Action group at the bottom of the dialog box, type "Smiley down".
Add the image action
In the Image Action group at the bottom of the dialog box, click on the Image Group "Add" button.
Play the image action
Play the image action. at 1.00 seconds, your image will start from the top and travel downward,
disappearing off the bottom of the ribbons.
Add another image action
We will use the same image again, and this time move it horizontally.
For the time, select 2.00 to 3.00. For the start point, type (-12, 10) (enter minus twelve so that the
start point and end point are different). For the end point, type (12, 10). For the Image Action name,
type "Smiley right" in the bottom name field. Click on the bottom "Add" button.
Play the image actions
At 1.00 to 2.00 you will see the first image action, which goes from top to bottom. At 2.00 to 3.00,
the second image action will move from left to right across the ribbons.
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Stop at the right edge
Select the image action that goes from left to right. Keep the start point at (-12, 10), but change the
end point to (0, 10). At the bottom of the dialog box, enter a "Ramp Time" of 1.00. Click the Modify
button.
Play the image actions and you will see the first image action go from top to bottom. The second
image action will move from the left to the right edge and then be displayed for 1.00 seconds at the
right edge.
Note that the "Ramp Time" causes each pixel of the image to be displayed at full intensity, so if you
draw pixels of low intensity in the image, then they will get brighter when they hit the edge.
View the image actions on a square grid
At the right end of the toolbar are three buttons. If you hover the mouse over the buttons you will
see they are called "Star Rays", "Wide Grid", and "Thin Grid". Currently the "Star Rays" button is
pressed. Click on the "Wide Grid" button.
Play it again
Play the image actions again and you will see how they look when the ribbons are parallel to each
other and form a grid of pixels.
5.4.4.5
Creating an Animation
Using the Light-O-Rama SuperStar Sequencer, you can create an animation using a series of stationary
images. Here is an example of how to create an animation:
Load some pre-drawn images
Launch the Image dialog box
Select "Apply x,y in Preview (for animations)"
Add the first image
Add the second image
Add the third image
Add the fourth image
What are those boxes under the timeline?
Check your work
How does cut/copy/paste work?
Copy/paste four images
Image group modify
Copy/paste 8 images
Image group modify
Copy/paste 16 images
Image group modify
Copy/paste 13 images
Image group modify
Play the animation
Nudge the animation to the left
Play on "Wide grid" and "Narrow Grid"
Save your animation
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Add an eye to Pac Man
Play it again, Sam
Load some pre-drawn images
Click on the File menu, select "Open...", and open the file "PacManImages.sup", located in the
"Samples" directory of your SuperStar Sequences directory. Be sure to load PacManImages.sup,
not PacManAnimation.sup.
Launch the Image dialog box
Click on the Tools menu and select "Images...". Click on each image in the image list box to view
them.
Select "Apply x,y in Preview (for animations)"
Select the checkbox labeled "Apply x,y in Preview (for animations)". This applies the (x,y)
coordinate in the preview of the image and it also disables the "End x" and "End y" edit fields (for
animation images, the start (x,y) and end (x,y) are the same).
Add the first image
In the image list box, select "01 Circle".
In the Time Line, select from 1.00 to 1.10 seconds.
In the Image Action x,y Start, type "0" and "44"
In the Image Action name field, type "Mouth shut".
In the Image Action section, click the "Add" button.
"1.00 Mouth shut" should appear in the Image Action list box.
Remember: If you make a mistake, you can always undo your mistake by clicking on the Edit menu
and selecting Undo.
Add the second image
In the image list box, select "02 Half open".
In the timeline, select from 1.10 to 1.20 seconds.
In the Image Action x,y Start, type "0" and "42".
In the Image Action name field, type "Mouth half open".
In the Image Action section, click the "Add" button.
"1.10 Mouth half open" should appear in the Image Action list box.
Add the third image
In the image list box, select "03 Full open".
In the timeline, select from 1.20 to 1.30 seconds.
In the Image Action x,y Start, type "0" and "40".
In the Image Action name field, type "Mouth full open".
In the Image Action section, click the "Add" button.
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"1.20 Mouth full open" should appear in the Image Action list box.
Add the fourth image
In the image list box, select "02 Half open".
In the timeline, select from 1.30 to 1.40 seconds.
In the Image Action x,y Start, type "0" and "38".
In the Image Action name field, type "Mouth half shut".
In the Image Action section, click the "Add" button.
"1.30 Mouth half shut" should appear in the Image Action list box.
What are those boxes under the timeline?
Under the yellow timeline, you should see four light gray boxes. These boxes are the four image
actions you just added. Click on the first of the four boxes and it wil highlight the first image action,
labeled "Mouth shut". Click on the second and it will highlight the second image action, "Mouth half
open". You can also highlight the image action in the list box, and it will highlight the corresponding
box under the timeline.
Check your work
It is easy to make a mistake while adding the image actions. Click on the first image action,
labeled "Mouth shut", in the image action list box. Use the down arrow key to step through the
image actions. The y coordinate should step through 44, 42, 40, and 38, and the top of the image
should step up two pixels each time. If the image is not moving, make sure you have "Apply x,y in
Preview (for animations)" selected.
How does cut/copy/paste work?
The fourth, fifth, and sixth buttons on the toolbar are the Cut, Coyp, and Paste buttons. By default,
the objects you paste will be placed in the first open layer, so that effects do not end up on top of
each other. if you wish the pasted objects to stay in their original layers, press the Shift key while
clicking on the Paste button.
Copy/paste four images
Select all four of the light gray boxes under the yellow timeline.
Click on the "Copy" toolbar button. The selected effects will be copied to the clipboard.
Click on the timeline just after the light gray boxes, which will be at 1.40 seconds.
Click on the Paste toolbar button. The effects in the clipboard will be pasted starting at 1.40
seconds.
Remember, if you make a mistake you can click on the Edit menu and select Undo.
Image group modify
You should now have eight image actions on the timeline. Select the last four.
Click on "Group Modify"; the Image Group Modify dialog box should appear.
Select "Modify x,y".
"Add as Offsets to x,y Positions" should already be selected; leave it selected.
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Underneath "Start", type "0" into the left field, and type "-8" into the second field. Click on "OK".
This will subtract 8 from the y coordinate in the selected image actions.
Click on each of the image actions, and you should see your animation move up the screen.
Copy/paste 8 images
Select all of the eight light gray boxes that you now have under the timeline. Click on the timeline
just after the boxes that are already there. Click on Copy, and then Click on Paste.
Image group modify
You should now have 16 image actions on the timeline. Select the last eight.
Click on "Group Modify"; the Image Group Modify dialog box should appear.
Select "Modify x,y".
"Add as Offsets to x,y Positions" should already be selected; leave it selected.
Underneath "Start", type "0" into the left field, and type "-16" into the second field. Click on "OK".
This will subtract 16 from the y coordinate in the selected image actions.
Click on each of the image actions, and you should see your animation move up the screen.
Copy/paste 16 images
Select all of the 16 light gray boxes that you now have under the timeline. Click on the timeline just
after the boxes that are already there. Click on Copy, and then Click on Paste.
Image group modify
You should now have 32 image actions on the timeline. Select the last 16.
Click on "Group Modify"; the Image Group Modify dialog box should appear.
Select "Modify x,y".
"Add as Offsets to x,y Positions" should already be selected; leave it selected.
Underneath "Start", type "0" into the left field, and type "-32" into the second field. Click on "OK".
This will subtract 32 from the y coordinate in the selected image actions.
Click on each of the image actions, and you should see your animation move up the screen.
Copy/paste 13 images
Select the first 13 light gray boxes that you now have under the timeline. Click on the timeline just
after the boxes that are already there. Click on Copy, and then Click on Paste.
Image group modify
You should now have 45 image actions on the timeline. Select the last 13.
Click on "Group Modify"; the Image Group Modify dialog box should appear.
Select "Modify x,y".
"Add as Offsets to x,y Positions" should already be selected; leave it selected.
Underneath "Start", type "0" into the left field, and type "-64" into the second field. Click on "OK".
This will subtract 64 from the y coordinate in the selected image actions.
Click on each of the image actions, and you should see your animation move up the screen.
Your animation is now complete.
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Play the animation
Click on the Play button. You should see Pac Man chase the red ghost up the ribbons.
Nudge the animation to the left
The chomping sound starts before you see the animation start. To synchronize the appearance of
the animation with the start of the chomping sound, select all of the image actions under the
timeline. Click on the "Nudge Left" toolbar button (the button with an hourglass and a left arrow on
it). All the image actions should move left by 0.05 seconds. Nudge left three or four more times and
the animation should be more in sync with the sound.
Play on "Wide Grid" and "Narrow Grid"
Click on the "Wide Grid" toolbar buton and play the animation.
Click on the "Narrow Grid" toolbar button and play the animation.
Save your animation
Click on the file menu, and select "Save As...". Save the file as "MyPacManAnimation.sup".
Note: There is already a file named PacManAnimation.sup in the Samples directory. You can
compare your animation with this animation.
Well, it was a bit tedious, but it was worth the effort: You now have a cool Pac Man animation!
Add an eye to Pac Man
Even after the image actions are all defined, you can still modify the images that they use. For
example, you could add an eye to the yellow Pac Man. Note that to change the images, you will be
working in the upper Image section of the image dialog. Do not click on anything in the lower Image
Action section.
Select "01 Circle" in the Image list box.
Use the right mouse button to erase some pixels on the yellow Pac Man to make an eye.
Click on the Image "Modify" button in the upper Image section (not the lower Image Action
"Modify" button).
Repeat the same process for "02 Half open" from the Image list box.
Repeat the same process for "03 Full open" from the Image list box.
Play it again, Sam
Play the animation again, and you will see the eye in the entire animation.
5.4.4.6
Creating Text
In the Light-O-Rama SuperStar Sequencer, text can be stationary or can move in any direction. At the
end of the movement, the text can be stopped and displayed stationary for a specified period of time.
Different size fonts can be used, and you can choose the text color or let the text be rainbow colored.
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Text can be treated as a positive mask or a negative mask. Let's get started!
Select Wide Grid or Thin Grid
Set Layout to 24 ribbons
Get a new screen
Launch the Text dialog box
Observe the default settings
Add a text action
Play the text action
Change the color of the text
Modify and play the text action
Change Rotation to 0 degrees and set Direction of Motion to left
Try different rotations and directions of motion
Rainbow
Rainbow start color
Change the start color
Try a different font and change the text
Discussion on fonts
Custom fonts
Discussion
What is a text mask?
Try some positive mask text
Apply a background effect
Understanding a positive text mask
It works with morphs too!
Move the morph to the foreground
Negative text masks
Discussion
Applying normal text to the background of a text mask
Summary
Select Wide Grid or Thin Grid
At the right end of the toolbar are three buttons that control how the ribbons are laid out. The text
will be harder to read if you have "Star Rays" selected. Select "Wide Grid" or "Thin Grid" and the
text will be easier to read.
Set Layout to 24 ribbons
Click on the Tools menu and select Layout. In the layout dialog box, set the Number of Ribbons to
24. We may not actually have 24 ribbons, but for the sake of this exercise, let's pretend we do!
Get a new screen
Click on the toolbar button that has a piece of a paper on it.
Launch the Text dialog box
Click on the Tools menu and select "Text". The Text Setup dialog box will launch. Whenever the
Text Setup dialog box is launched, "Text" mode is automatically selected and the toolbar button
with "ABC" on it will be depressed.
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Observe the default settings
By default, the color is white, font is "8-8x8 Thin - System", time duration is 1.00 - 5.00 seconds,
text is "ABCDEF", text mode is Normal, rotation is 90 degrees, direction of motion is Up, and Stop
at Edge is unselected.
Add a text action
In the Text Action group, click on the "Add" button.
Play the text action
Click on the Play button. You should see "ABCDEF" scroll like a marquee from the bottom to the
top of the ribbons.
Change the color of the text
Currently, the text is white. Leave the red color control at 100, but change the green and blue color
controls both to 0. The text preview will now be red.
Modify and play the text action
In the Text Action group, click on Modify, then play the text action again. Red text will scroll from
the bottom to the top.
Change Rotation to 0 degrees and set Direction of Motion to left
Set Rotation to 0 degrees and set Direction of Motion to Left. Click on Modify, and play the text
action. Red text will scroll from right to left across the ribbons.
Try different rotations and directions of motion
You can mix and match the rotation and direction of motion. Try some different combinations.
Remember to always click on Modify and then to click on Play to see the results of your new
settings. Also, try "Stop at Edge" to see what it does.
Rainbow
In the Color/Mask group, select Rainbow. Each character of the text now becomes a different color.
Click on Modify, and play the text action with rainbow colors.
Rainbow start color
You can set the start color of the rainbow. For this exercise, use the following settings:
Set Color to Rainbow
Leave Mask at Normal
Set Rotation to 90 Degrees
Set Direction of Motion to Center
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Unselect Stop at Edge
Set Start time to 1.00 seconds and End time to 2.00 seconds
Click on Modify and play the text. The rainbow text will be centered on the ribbons and will not
move.
Change the start color
Set Start time to 2.00 seconds and End time to 3.00 seconds.
Set the start color to orange.
Click on Add. You will now have two text actions.
Click on Play.
The rainbow colors will display with red as the start color from 1.00 to 2.00 seconds, and then the
text will display with orange as the start color from 2.00 to 3.00 seconds.
By continuing to add text actions one after another with different start colors, you can make the
colors move across the characters!
Try a different font and change the text
Delete any text actions that you currently have. You can do this by clicking on Delete until all
text actions in the Text Action list box are gone.
In the Font list box, select "10-12x12 Bold - System". The text will become larger.
In the Text field in the middle of the dialog box, change "ABCDEF" to "Merry Christmas!"
Set the start time to 1.00 seconds and the end time to 5.00 seconds.
Set Color to Rainbow.
Set Start Color to whatever color you want.
Set Rotation to 270 Degrees.
Set Direction of Motion to Down.
Unselect Stop at Edge.
Click on Add and play the text action. "Merry Christmas!" will scroll from top to bottom in rainbow
characters.
Discussion on fonts
We just used the font "10-12x12 Bold - System". The first number in the name is the pixel height of
a capital letter. The second and third numbers are the character cell width and height. In this font
there are two pixels reserved for the lower case descenders (for example, the bottom tail of a "y").
This is why the height of the character cell, 12, is greater than the height of a capital letter, 10.
Note that in the smaller fonts, the cell height is the same as the capital letter height. This is
because there are not enough pixels to reserve room for lower case descenders. In those fonts, the
tail of a "y" does not go below the bas line.
As mentioned, the second number is the font character cell width, but realize that this is an average
width. The width of any individual character may be different.
Custom fonts
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In the font list, there are five system fonts and five custom fonts. The custom fonts are shipped
identical to the system fonts. The only difference is that system fonts are not allowed to be
modified, while the custom fonts are. If you wish to tweak some of the characters in a font, you can
do so in any of the custom fonts. For example, let's say we want to make the exclamation point
bigger in the "10-12x12 Bold - Custom" font. To do this, do the following:
In the central area of the dialog box, select the radio button labeled "Font Character Entry".
In the font list, select "10-12x12 Bold - Custom". It should be the second to last font in the list.
The Modify button in the Chars group will become enabled.
In the Char list, select the "!" character (the second character in the list.
The char cell width is 4; change this to 6 and click on the Modify button immediately below the
Char list. Note that the yellow line indicating the char cell width changed from 4 to 6.
The current "!" character is two pixels wide. Redraw the pixels to make a fatter 4 pixel wide "!"
character.
Click on the Char List Modify button again.
Now click on the Save button immediately below the Font list. This saves your change to a file.
Click on the Text Action Entry radio button.
Type the word "Merry!" as the text.
In the font list, select "10-12x12 Bold - Custom". You should see the new exclamation point that
you customized.
Discussion
You now know how to control many features of a text action. You can move the text, have it stand
still, rotate the text, change its color, change the font, and even customize the characters within a
font. But there is more.
What is a text mask?
In the Color/Mask group, there are three radio buttons, labeled "Normal", "Pos Mask", and "Neg
Mask". So far we have done everything with the "Normal" setting. Normal means that there is no
mask applied, and the text will behave normally. "Pos Mask" and "Neg Mask" are advanced
features that allow you to apply any effect to the background and/or foreground of text.
Try some positive mask text
Delete any text actions that you have by clicking on the Delete button until all text actions are
gone from the list.
Set the start time to 1.00 seconds and the end time to 5.00 seconds.
Type the word "Merry" as the text.
Select font "10-12x12 Bold - System".
Set Color/Mask to Choose Color.
Set Color to red by setting red to 100, green to 0, and blue to 0.
Set Pos Mask.
Set Rotation to 270 Degrees.
Click on Add.
Play the text action.
The word "Merry" appears in red in the center of the ribbons. Nothing special yet...
Apply a background effect
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Click on Tools and select Scenes.
Set the start time to 2.00 seconds and the end time to 4.00 seconds.
Set the start and end colors to blue.
Set all the pixels in the pixel grid by pressing the Ctrl key and then clicking with the left mouse
button on the pixel grid. All the pixels in the pixel grid should be blue.
Click on Add.
Play the text action.
You should first see the red "Merry", and then at 2.00 seconds the background should become blue.
Understanding a positive text mask
In the time layer area, there should be a red bar going from 1.00 seconds to 5.00 seconds. This bar
is the Text mask. Click on this bar and the Text dialog should launch.
There is a box in the lower right area of the dialog box labeled "Mask Diagram". As the diagram
shows, the effects above a text mask appear in the background, and the effects below a text mask
appear in the foreground. So, let's try moving the scene from the background to the foreground.
Select the blue bar in the time layers.
Locate the "Move Effects Down" button in the toolbar. It is the fourth button from the right.
The "Move Effects Down" button changes the layer of the effect. Click on it until the scene effect
is below the mask.
Click on Play.
This time the scene gets applied to the foreground and the text becomes purple from 2.00 to 4.00
seconds. Note: If the scene fails to get applied to the foreground, make sure the Positive Text Mask
color is set to pure red - i.e. set red to 100, green to 0, and blue to 0.
It works with morphs too!
Click on the scene and delete it.
Click on the Tools menu and select Morphs. The Morph dialog box will launch.
Set the start time to 2.00 seconds and the end time to 3.00 seconds.
Set the start and end colors to green.
Set the ramp time length to 0.50 seconds.
Set the ramp start color to green and leave the ramp end color as black.
Click on Add and then Paly.
The text should appear and then the morph will be applied to the background. Text masks are cool!
Move the morph to the foreground
Click on the green bar in the time layers and move it to the other side of the mask. Click on Play.
This time the morph gets applied to the foreground of the text. Note: If the morph fails to get applied
to the foreground, make sure the Positive Text Mask color is set to pure red - i.e. set red to 100,
green to 0, and blue to 0.
Negative text masks
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We started out using a positive text mask. Let's try a negative text mask.
Leave the morph on the foreground side of the text mask.
Click on the red bar in the time layers; the Text dialog box appears.
Select "Neg Mask". A message box appears recommending that you set the text color to white
when using negative masks. Answer "Yes" to the message box"; the text color will then be
automatically set to white.
Click on the Modify button and then Play. This time, you will see nothing until the morph gets
applied to the text foreground.
Move the morph to the background side of the text mask, and play. This time, you will see
nothing until the morph is applied to the background.
Discussion
The weird thing about negative masks is that they are invisible until other effects are applied to their
foreground and/or background. This seems weird at first, but it is the key to their power. You can
apply multiple effects on either side of the mask. You can even apply image actions and normal
text to the background or foreground. But you cannot apply a mask to a mask.
Applying normal text to the background of a text mask
Move the morph to the foreground side of the mask.
Set the morph start time to 1.00 and the end time to 2.00.
Increase the ramp time to 3.00.
Click on Play. You should see the morph applied to the foreground of the text mask.
Click on the white bar in the time layer area; the Text dialog box is launched.
Type "Christmas" for the text.
Leave Rotation at 270 degrees.
Click on Normal.
Set Direction of Motion to DownRt.
Set the color of the text to red.
Set the start time to 2.00 seconds and the end time to 5.00 seconds.
Click on Add.
The red bar in the time layers represents the normal text you just added. Move it to the
background side of the text mask.
Click on Play.
The morph should play across the word "Merry", and "Christmas" should move across the
background.
This same sequence is stored as a sample file named "TextMaskMerryChristmas.sup".
Summary
Text masks take some time to learn, but are well worth the effort. With all the other effects, the
time layers were just a way to view the effects. With text masks, the layers have a new meaning.
This tutorial explored only a few of the variety of text effects that are now possible. Cosmic Color
Ribbons have been taken to a whole new level!
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5.4.4.7
Light-O-Rama v3.1.4
Transfer Effects from One Sequence to Another
In the Light-O-Rama SuperStar Sequencer, using the clipboard, you can transfer effects from one
sequence to another, as in this example:
Open the file "JingleBellRock_24sec.sup", located in the Samples directory of the SuperStar
Sequences directory.
Scroll to the 16.00 second mark and you will see a stack of six white boxes in the time layers.
Select the stack of boxes.
Click on the Copy button.
Click on the toolbar button with a piece of paper on it. This will do three things: It will clear the
pixel grid, set the start color as red, and set the time duration to 1.00-2.00 seconds.
Click on the Paste button, and the stack of boxes gets pasted to the new file.
5.4.4.8
Load/Save Clipboard
In the Light-O-Rama SuperStar Sequencer, there are 20 sample effects that can be loaded into the
clipboard. Once the effects are loaded into the clipboard, you can paste them into your sequence.
Anything that you copy to the clipboard can also be saved to a file.
Start with a new sequence
Launch the Load/Clip dialog box
Load a sample file into the clipboard
Paste the clipboard into your sequence
Play the pasted effects
Save your own clipboard effects
Discussion
Start with a new sequence
Click on the "New" button on the toolbar, which looks like a piece of paper.
Launch the Load/Clip dialog box
Click on the Edit menu, then select Load/Save Clipboard. You can also launch the dialog using
Ctrl+A.
Load a sample file into the clipboard
At the top of the dialog box is a list of the saved clip files ("clip" is short for "clipboard"). All of the
sample files start with "Sys -", meaning they are a system file that can be loaded but not saved to.
Select the "SharkFinForHorizontalRibbons.scb" file, then click on "Load Clipboard from File".
Note that the lower half of the dialog box is now populated. In the description area are the
description and instructions on how to modify the effects.
Paste the clipboard into your sequence
Once the clipboard is loaded, you can paste the effects into your sequence. There are four ways to
do this:
1. Use the Paste button in the dialog box.
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2. Use the Paste button on the toolbar.
3. Put the focus on the work area by clicking on the time layers area, and then press Ctrl-V.
4. Click on the Edit menu and select Paste.
Play the pasted effects
A shark fin will travel lengthwise across the ribbons, first one direction and then the other. The water
underneath the shark fin will shimmer.
For demonstration purposes, the shimmering water is done in two different ways: The first time, it is
done with scenes that fade between two intensities. The second time, it is an animation done with
images. The description of this effect in the Load/Save dialog box describes how to modify the
shark fin and the water.
Save your own clipboard effects
Any effects you have modified our created can be saved to file by doing the following:
Select what you want to save.
Click on the "Copy Effects" button on the toolbar.
Press Ctrl-A to launch the Load/Save Clipboard dialog.
In the Clipboard Name filed, type your filename (such as "MyAwesomeEffects").
Click on the "Save Clipboard to File" button.
Note that your file is now in the list of saved clip files.
Discussion
The load/save of the clipboard is a powerful feature! You can now store and easily transfer effects
from one file to another. The shark fin effect shows how a shaded object can be drawn as an image
action. Artists will have fun with this, and non-artists will be grateful they can copy and paste these
images!
Currently the SuperStar Sequencer does not support importing .gif or .jpg images. However, realize
that even if you have twelve CCRs, you only have 12x50 pixels to work with. This is very low
resolution by computer standards. Import of images would typically not look good at such low
resolution. The best images will always be those that are carefully tailored to the low resolution that
we must work with.
5.4.4.9
Change to 10 Pixels per Ribbon
Cosmic Color Ribbons default to having 50 pixels per ribbon. Each pixel is actually a group of three
LEDs with red, green, and blue elements. You will normally want to keep the ribbons in 50 pixel mode.
You can, however, change the number of pixels per ribbon to 25, 10, 5, or 1, using one of the macro
commands built into the ribbons. The reason you may want to do this is to reduce the number of
channel commands, making the effect more instantaneous. For example, a white morph that goes the
full length of 12 ribbons will generate 12x50x3 = 1800 commands. If the morph is fast, and tries to do
this in a short period of time, like 0.4 seconds or less, you may perceive some lag in the ribbons. In a
fast effect, you will get better results by using 10 pixels per ribbon, because it will use 1/5 the number of
channel commands and so will eliminate the lag, and since it travels fast, it will still look good in 10 pixel
resolution.
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Here is an example of how to use both 10 pixel and 50 pixel resolution in the Light-O-Rama SuperStar
Sequencer:
Initialize the screen
Launch the Macro dialog box
Add a "10 pixel per ribbon" macro
Add a scene inside the macro region
Add a morph inside the macro region
Add a morph outside the macro region
Try to add a morph that straddles the macro
Discussion
Initialize the screen
Click on the toolbar button with a piece of paper on it. This will do three things: It will clear the pixel
grid, set the start color to red, and set the time duration to 1.00 to 2.00 seconds.
Launch the Macro dialog box
Click on the Tools menu and select Macro.
Add a "10 pixel per ribbon" macro
Set "Pixels Per Ribbon" to 10.
Set the time duration to 1.00 to 3.00 seconds.
Click on the Add button.
A bracket should appear in time layer 6.
Add a scene inside the macro region
Click on the Tools menu and select Scene.
Set the time duration to 1.00 to 2.00 seconds.
Set some pixels at the top of the pixel grid.
Click the Add button.
A scene should appear in time layer 1. Note that the scene only has ten pixels per ribbon in the
pixel grid. Also note that the ribbons still display as if they were in 50 pixel mode, but when playing
the sequene to the real Cosmic Color Ribbons, they will be in 10 pixel mode.
Add a morph inside the macro region
Click on the Tools menu and select Morph.
Set the time duration to 2.00 to 3.00 seconds.
Click on the Add button.
A morph should appear in time layer 2. Note that the morph has ten pixels per ribbon in the pixel
grid.
Add a morph outside the macro region
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Set the time durationto 5.00 to 6.00 seconds.
Click on the "Add" button.
Note that the morph has 50 pixels per ribbon in the pixel grid.
Try to add a morph that straddles the macro
Set the time duration to 2.00 to 4.00 seconds.
Click on the Add button.
An error message will appear.
Discussion
When playing the sequence to the Cosmic Color Ribbons, the ten pixel macro will send a command
1/100th of a second before the macro time duration to set each ribbon in 10 pixel mode. It will send
a command 1/100th of a second after the macro time duration to set each ribbon back to 50 pixel
mode. No effects should be active when these commands are sent.
Note that at 32.45 in the sample file CarolOfTheBells.sup, there is a morph that uses 10 pixel mode.
In this morph, all the ribbons burst downward into a flash of white. In normal 50 pixel per ribbon
mode, this would require 1800 channels to be turned on in a very short period of time. Using 10
pixel per ribbon mode requires only 360 channel commands, and can make the effect more
instantaneous.
5.4.4.10 "Star Rays", "Wide Grid", and "Thin Grid"
In the Light-O-Rama SuperStar Sequencer, there are three buttons at the right end of the toolbar that will
set the ribbons into "Star Rays", "Wide Grid", or "Thin Grid":
Star Rays
In this layout, morphs that come from the top to the bottom should accelerate, and the trail should
get longer. Typical settings might be a start trail of 2 and an end trail of 12.
Scenes that come from the top to the bottom should get larger. The yellow perspective marks on
the right side of the pixel grid are designed to help you do this.
Wide Grid
This view spaces the ribbons to give square pixels. That is, the space between the ribbons is equal
to the height of each pixel. If you are using the ribbons primarily for animations and text, you will
probably use a layout like this.
Thin Grid
This view spaces the ribbons closer together. The quality of the animations will improve, but it will
take more ribbons to cover the same amount of area.
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5.4.4.11 The Layout Dialog Box
In the Light-O-Rama SuperStar Sequencer, the layout settings get saved into each .sup file. The layout
you set also gets saved as a default layout. This default layout will be used for new sequences that you
create.
Number of Ribbons (1-24)
Ribbon Orientation
Ribbon Shape
Ribbon Length
Location of Ribbon Controllers
Number of Ribbons (1-24)
This will set the number of rows of ribbons if in horizontal view, or the number of columns of ribbons if
in vertical view. Note that if you are using half ribbons, this setting is the number of rows, not the
number of ribbons.
Ribbon Orientation
Setting "Vertical" will display the ribbons vertically in columns.
Setting "Horizontal" will display the ribbons horizontally in rows. Note that the star is not supported
in the horizontal view.
Ribbon Shape
Setting "Straight" will display the ribbons in straight lines. This is the common way to display the
ribbons.
Setting "Circle" will display the ribbons in circles. The start of the ribbon will be at the left center of
each circle. This allows for a variety of circular patterns. Sequencing circles can be a challenge,
but the results can be amazing. An example can be seen on the Light-O-Rama website with Deck
the Halls for 2 CCRs and for 4 CCRs.
Ribbon Length
Setting "Full" will display the ribbons as a full length 50 pixel ribbon. This is the normal setting.
Setting "Half" will display the ribbons as a half length 25 pixel ribbon. The common use of this
setting is to allow a matrix with fewer ribbons. For example, using 4 CCRs you can create a matrix
of 8 rows with 25 pixels in each row. You can cut the ribbons per the instructions that come with
the CCRs, but if you do this, you void the warranty. Another option is to loop the ribbons back
without cutting them. You will lose some pixels in the loop, but you will not void the warranty.
When using half ribbons with the controller location set to "top/left", you are expected to lay them
out as diagrammed below:
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Location of Ribbon Controllers
Set "Top/Left" if your CCR controllers are on the top or left of your ribbons.
Set "Bottom/Right" if your CCR controllers are on the bottom or right of your ribbons.
Note that for a horizontal layout, the first controller should be at the bottom, and the last controller at
the top. For a vertical layout, the first controller should be at the left, and the last controller at the
right.
5.4.4.12 Balanced Color Mode / Full Color Mode
If you use the Light-O-Rama Hardware Utility to try various setting for the RGB values of CCR pixels, you
will find three important characteristics:
First, the brightness is not linear. For example, a setting of 100 is only a little brighter than a setting of
50, but 50 is significantly brighter than 25.
Second, the red, green, and blue elements are not balanced. For example, on a computer screen,
setting red to 100 and green to 100 will result in yellow, but on a CCR pixel, it will be more of a greenish
yellow. This is because the CCR's green element is stronger than the red element. Setting red and blue
to 100 will result in a bluish purple, because the blue element is stronger than the red element.
Third, the LEDs are so bright that the perceived colors will not be as deep as what you see on the
computer screen. This must be taken into account when comparing the colors on the computer screen
with what you will get on the ribbons. For example, red 100 and green 50 will give a bright orange; red
60 and green 30 will give a dim orange that will show as a muddy orange on the computer screen, but on
the Cosmic Color Ribbons it will still be a fairly bright orange.
Making the brightness linear
Balanced Color Mode
Full Range Color Mode
Go Back to Balanced Color Mode
Making the brightness linear
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The Light-O-Rama SuperStar Sequencer automatically adjusts the start and end settings to make
them linear. For example, a start setting of 50 in the SuperStar Sequencer will export to a setting of
25 in the Sequence Editor. This gives the proper intensity for the start and end color of an effect.
But realize that a ramp that goes from 100 to 0 will not go from 100 to 0 smoothly: The hardware will
bring the voltage down from 100% to 0% smoothly, but the brightness will go down slowly at first,
then quickly at the end. The SuperStar Sequencer simulates this fast drop off when it plays the
sequence onto the ribbons. Note that this fast drop off can be solved using the "Smooth Ramps"
setting.
Balanced Color Mode
The SuperStar Sequencer defaults to "Balanced Color Mode". In this mode, the red element is used
in its full range, but the green and blue elements are limited to less than full brightness. So, for
example, if you set red to 100 and green to 100, you will get a true yellow on the ribbon.
Full Range Color Mode
To set this mode, go to the Tools menu and select Configuration. When in Full Range Color Mode,
the color controls will have the following ranges:
Red: 0-100
Green: 0-120
Blue: 0-130
In this mode, setting red, green, and blue all to 100 will give the same results as in Balanced Color
Mode. Setting red to 100, green to 120, and blue to 130 will give a bluish white. The SuperStar
Sequencer simulates this color shift, but to do so it must "dim down" the settings that are 100 and
below in order to support simulation of the colors that are at 100 and above. Realize that even
though the colors on the screen are dimmed down, the colors on the Cosmic Color Ribbon will not
be.
Go Back to Balanced Color Mode
When going back to Balanced Color Mode, the SuperStar Sequencer advises that any settings
greater than 100 will automatically be adjusted down to 100. Note that after going into Balanced
Color Mode, the next time you click on a color control, a warning box may appear that says "Enter
an Integer between 0 and 100." This is a bug which will be fixed in the future. Click "OK" on the
warning box; if another warning immediately appears, click "OK" on that also. These warnings can
be ignored.
5.4.4.13 Smooth Ramps
As discussed in the Balanced Color Mode / Full Color Mode section, the start and end setting of each
color is adjusted by the Light-O-Rama SuperStar Sequencer so that the brightness is linear. However,
on a single fade, the SuperStar Sequencer cannot control the rate at which the brightness changes in
between the start and the end. To get around this, the SuperStar Sequencer can use "smooth ramps".
In smooth ramps mode, ramps that are one second long or longer are actually treated as ten short
ramps. In this way, the SuperStar Sequencer gains control of the rate of change of the ramp. The fast
change of ramps is not easily perceived for short ramps, but with very long ramps you will notice it. To
see the example, try the following:
Set Smooth Ramps mode
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Add a non-smooth ramp
Add a smooth ramp
What are we doing?
Observe the difference
Summary
Set Smooth Ramps mode
Click on the Tools menu and select Configuration.
Select Smooth Ramps in the Configuration dialog box.
Add a non-smooth ramp
Launch the Scene dialog box.
Select pixels 0-10 on the pixel grid.
Set the time duration to 1.00 to 1.95 seconds.
Set the start color to red = 100.
Set the end color to red = 0.
Click on the Add button.
The scene will be added to layer 1.
Add a smooth ramp
Select pixels 11-20 in the pixel grid.
In the scene dialog box, set the time duration to 1.00 to 2.00 seconds.
Leave the start color at red = 100.
Leave the end color at red = 0.
Click on the Add button.
The scene should be added to layer 2 so that they both are stacked on top of each other.
What are we doing?
Both of the scenes cover almost the same time range. The two scenes should be stacked on top of
each other. The pixels you selected should not collide (that is, each scene should turn on a
different set of pixels).
Observe the difference
Click on the Play button. The first scene added is of a duration less than one second, so the ramp
will not be smoothed. The second scene is a second long, and so the ramp will be smoothed.
Note that the top pixels (belonging to the first scene) will not drop in brightness as fast as the
bottom pixels (belonging to the second scene).
Summary
When in Smooth Ramps mode, only ramps 1.00 second long and longer are smoothed. Even if you
are in Smooth Ramps mode, smoothing is not done for ramps less than 1.00 second. This is
because the smoothing of short ramps is not easily perceptible to the eye. Realize that any ramp
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that is smoothed gets chopped up into ten ramps, and thus the number of commands is ten times
greater, and the length of the exported sequence file is ten times greater for that effect. This is why
smoothing of short ramps is not done.
Smooth Ramps mode defaults to off, but you can turn it on, and then the setting gets stored in both
your launch configuration file and in the .sup file. It affects the export of a Light-O-Rama .lms or .las
file, and as mentioned, exported files using smoothed ramps will be larger.
5.4.4.14 Configure Controller Unit IDs Using the Light-O-Rama Hardware Utility
After purchasing Cosmic Color Ribbons, you must configure them using the Light-O-Rama Hardware
Utility. There are instructions on how to do this in the manual that comes with the ribbons. You will
assign a unit ID to each controller, the same as you would with any other controller.
In addition, the Hardware Utility has a Cosmic Color Ribbon Configuration screen. Be sure to use the
following settings on it:
Unit ID Mode: Normal (single ID).
Channel Mode: Triples (RGB, RGB, ...)
Resolution: 50 pixels
Strips: 1
DMX Mode: Both macro and RGB channels
The "Standalone Speed" setting does not matter with respect to the Light-O-Rama SuperStar Sequencer
.
5.4.4.15 Configure Controller Unit IDs in the SuperStar Sequencer
After setting the unit ID for each of your Cosmic Color Ribbons with the Light-O-Rama Hardware Utility,
you then must let the Light-O-Rama SuperStar Sequencer know which unit IDs you assigned.
Note that a Light-O-Rama unit ID is a hexadecimal number from 01 to F0. If they were decimal numbers,
the ID would be from 1 to 240, but since they are hexidecimal, the IDs are 01, 02, 03, 04, 05, 06, 07, 08,
09, 0A, 0B, 0C, 0D, 0E, 0F, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 1A, 1B, 1C, 1D, 1E, 1F, 20, and so
on.
Launch the Configuration dialog box
Set the unit ID of the star controller
Set the unit ID of the first ribbon controller
Network settings
Examples
Do I need more hardware to use more than one network?
Setting more than one network in the Light-O-Rama Sequence Editor
Launch the Configuration dialog box
Launch the SuperStar Sequencer, click on the Tools menu, and select Configuration.
Set the unit ID of the star controller
If you are not using a star, select "No" underneath "Star in Use". The Unit ID field will be dimmed,
indicating that no unit ID for a star controller will be used.
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If you are using a star, select "Yes" underneath "Star in Use". Set the unit ID of the Light-O-Rama
controller for the star using the dropdown list.
The typical Light-O-Rama controller has 16 channels. Note that if you use the star, you must use
the first 6 channels of the controller for it. The remaining 10 channels will not be used by the
SuperStar Sequencer, which means you can use them in your main sequence if you choose to do
so.
Set the unit ID of the first ribbon controller
Set the unit ID of the first ribbon controller using the dropdown list. The remaining ribbon controllers
must be assigned unit IDs that are in successive numeric order, keeping in mind that they are
hexidecimal numbers. For example, if you have four ribbons, and the first ribbon has unit ID 18, then
the next three ribbons must have unit IDs 19, 1A, and 1B.
Network settings
Generally speaking, Light-O-Rama supports up to 16 Light-O-Rama networks, but the SuperStar
Sequencer currently only supports up to four of them. The default setting for the SuperStar
Sequencer is to use one network (the Standard network), with the other three networks (Auxiliary
Networks A, B, and C) disabled. When using one network (the Standard network), you must set the
first and last unit IDs that are controlled by the network.
If using more than one network, enable the auxiliary networks you are using and set the first and last
unit IDs controlled by each auxiliary network.
Examples
Setting up one network for the star and 12 ribbons
Setting up one network for the star, 8 ribbons, and other lights
Setting up four networks with no star, 24 ribbons, and other lights
Setting up one network for the star and 12 ribbons
Let's say we have a star, 12 ribbons, and no other lights. We are controlling the star with a standard
16 channel Light-O-Rama controller that has unit ID 01, and the twelve ribbons are controlled by their
respective controllers with unit IDs 02 through 0D. Then we would use the following settings:
Star in Use: Yes
Unit ID of Star Controller: "01"
Unit ID of First Ribbon Controller: "02"
Standard Network: Enabled
Standard Network, Unit ID of First and Last Controller: "01" "0D"
Auxilliary Networks: Disabled
Setting up one network for the star, 8 ribbons, and other lights
Let's say we have a star and 8 ribbons, and will be running them alongside other lights. We are
controlling the star with a standard 16 channel Light-O-Rama controller that has unit ID 01. We also
have three other 16 channel Light-O-Rama controllers, with unit IDs 02, 03, and 04. The eight
ribbons are controlled by their respective controllers with unit IDs 05 through 0C. Then we would use
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the following settings:
Star in Use: Yes
Unit ID of Star Controller: "01"
Unit ID of First Ribbon Controller: "05"
Standard Network: Enabled
Standard Network, Unit ID of First and Last Controller: "01" "0C"
Auxiliary Networks: Disabled
Setting up four networks with no star, 24 ribbons, and other lights
Let's say we have no star, but 24 ribbons, and will be running them alongside other lights. We have
256 channels for other lights, which are controlled by 16 standard 16 channel Light-O-Rama
controllers with unit IDs 01 through 10. We have 24 ribbons controlled by their respective
controllers, with unit IDs 11 through 28. We want to run the various ribbons on four different
networks. Then we could use the following settings:
Star in Use: No
Unit ID of Star Controller: Disabled
Unit ID of First Ribbon Controller: "11"
Standard Network: Enabled
Standard Network, Unit ID of First and Last Controller: "01" "10"
Auxiliary Network A: Enabled
Auxiliary Network A, Unit ID of First and Last Controller: "11" "18"
Auxiliary Network B: Enabled
Auxiliary Network B, Unit ID of First and Last Controller: "19" "20"
Auxiliary Network C: Enabled
Auxiliary Network C, Unit ID of First and Last Controller: "21" "28"
Do I need more hardware to use more than one network?
If you have one USB485 connector plugged into one USB port of your computer, then you are using
one network. To use more than one network, you must first purchase other USB485 connectors
(one for each additional network). Plug in each USB485 connector to a different USB port on your
computer. Then plug in the Cat 5 cable coming from each USB485 connector into the first controller
of the network group you are going to control with that network.
Setting more than one network in the Light-O-Rama Sequence Editor
Launch the Light-O-Rama Sequence Editor.
Click on the Edit menu.
Move the mouse down to Preferences at the bottom of the Edit menu; a flyout menu appears.
Select Network Preferences from the flyout menu; the Network Preferences dialog appears.
Select a comm port for each network that you plan to use.
Important: For all networks you are using, select "Short Range (Faster)"
5.4.4.16 Channelizer
A source file for the Light-O-Rama SuperStar Sequencer ends with an ".sup" file extension. These files
contain all the effects for the SuperStar sequence, but do not contain any information about what unit
IDs your controllers have been configured to use. Each channel is assigned to its appropriate controller
unit ID when you export the file to a ".sup.lms" musical sequence or a ".sup.las" animation sequence
(which can only be done with a paid version of the SuperStar Sequencer, not with the demo version).
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So, if you have a paid version of the SuperStar Sequencer, you can configure the unit IDs and then
export the file, and your sequences will be configured for your particular unit IDs.
If you purchase a SuperStar sequence, it comes with the exported .sup.lms sequence files, so that even
if you do not have a paid version of the Light-O-Rama SuperStar Sequencer, you can still play the
sequences using the Light-O-Rama Sequence Editor or Show Player. However (with the demo version of
the SuperStar Sequencer) you have no way of changing the unit IDs that the channels are assigned to
(from within the SuperStar Sequencer).
Therefore, the demo version of the SuperStar Sequencer has a "Channelizer". The Channelizer reads a .
sup.lms file and creates a new .sup.lms file with the channels reconfigured to your unit IDs.
Before you use the Channelizer, you must first tell the software what unit ID you have assigned to your
first CCR controller. To do this, click on the Tools menu, then click on Configuration. This will launch
the Configuration dialog box. We will use an example where you have six standard 16 channel LOR
controllers, which have been assigned unit IDs 01 through 06, and twelve CCR controllers with the next
twelve unit IDs (which would be 07, 08, 09, 0A, 0B, 0C, 0D, 0E, 0F, 10, 11, and 12). The standard LOR
controllers and the first six CCRs will be on the Standard network, and the remaining six CCRs will be
on the Aux A network.
The SuperStar sequences assume that you have assigned your CCR controllers' unit IDs in order. If you
have a vertical CCR matrix, then you should order your CCR unit IDs from left to right. If you have a
horizontal CCR matrix, then you should order your CCR IDs from bottom to top.
Since your first CCR controller has been assigned unit ID 07, then in the SuperStar Configuration dialog
box, select "07" for the "Unit ID of First Ribbon Controller".
In the network section, Standard Network should be selected, and the "Unit ID of First and Last
Controller" for the Standard network should be "01" "0C".
Auxiliary Network A should also be selected, and its first and last controllers should be set to "0D" "12".
When you are done, the dialog box should look like this:
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The Configuration dialog
Click on OK, and you have now told the SuperStar Sequencer what unit IDs should be used for your
CCRs. You are now ready to "channelize" the sequence files:
In the SuperStar Sequencer, click on the File menu, and select "Channelize...". For example, if you
have purchased the Carol of the Bells sequence, and your controllers are on the bottom of the CCR
matrix, then you would open the file CarolOfTheBells_Bottom.sup.lms.
After opening the file, the SuperStar Sequencer will automatically create a new file with your
configuration encoded in the filename. In this example, the channelized file it will create will be named
"CarolOfTheBells_Bottom_r1u7_Ar7u13.sup.lms".
The "r1u7" in the filename means that ribbon 1 is assigned to unit number 7 (which has unit ID 07) in the
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standard network. The "Ar7u13" means that ribbon 7 is assigned to unit number 13 (which has unit ID
0D) in the Aux A network.
Copy the channelized file to your Light-O-Rama Sequences directory, and you can now play the
channelized sequence using the Light-O-Rama Sequence Editor.
5.4.4.17 Select All, Select All Left, and Select All Right
In the Light-O-Rama SuperStar Sequencer, you will find these actions in the Edit menu. "Select All" will
select all effects in the SuperStar sequence; "Select All Left" will select all that are left of the time
selected in the time scale; "Select All Right" will select all to the right of the time selected in the time
scale.
Select All is useful for adding some blank space to your SuperStar sequence: If you needed to create a
small amount of blank space at the beginning of a sequence, you could Select All, then use the Nudge
Right button. To create a large amount of space, you could Select All, press the Cut button, select a
time on the time scale, and then press the Paste button.
Similarly, Select All Right is useful for creating some blank space in the middle of your SuperStar
sequence: You could Select All Right, Cut, then Paste at the desired new location.
5.4.4.18 Importing a Timing Grid and up to 3 Timing Channels
In the Light-O-Rama SuperStar Sequencer, you can create a timing grid and timing marks by clicking on
the Tools menu and selecting "Create Timings". However, if you already have a timing grid and some
timing channels that you have created in the Light-O-Rama Sequence Editor, you can import one timing
grid and up to three timing channels from a sequence file:
Launch the SuperStar Sequencer.
Click on the Tools menu, select Layout, and set the number of CCRs that you have.
Click on the File menu, and select Import Timings.
Uncheck "Import First Freeform Timing Grid".
Type the name of the timing grid to import.
Type the name of the first timing channel to import.
Type the name of the second timing channel to import.
Type the name of the third timing channel to import.
Click on the "..." button and select the sequence file that you wish to import timings from.
Click on OK.
The timing grid and timing marks will appear at the top of the time layers.
5.4.5
Visualization Sequences
The Light-O-Rama SuperStar Sequencer can import visualizations created using the Light-O-Rama
Visualizer.
Import Visualization
Special notes on Import Visualization
Instant Sequences using a visualization
Is the SuperStar program now a Visualizer program?
Selecting a light fixture
Adding an effect
Play the effect
Add a morph
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Play it
The concept
Instant Sequence
Future enhancements
Import Visualization
To use this feature, click on the SuperStar Sequencer's File menu and select "Import
Visualization...". The Import Visualization dialog box will appear:
Sorted by Rows: This is the default. Your lights will be sorted by rows, and each light fixture will
be represented by a box on the green sequencing rows. The program does its best to sort your
lights along the rows that it sees. Many light displays have two or three rows of lights; for
instance, there could be lights at the roof line, the window line, and the ground line. In that case,
the program will create three rows of green sequencing squares above your visualization. The first
row will contain the light fixtures that the program found at the roof line, the next row will contain
the light fixtures that the program found at the window line, and the third row will contain the light
fixtures the program found at the ground line. Note that this is just an example; the program may
find a different number of rows in your visualization.
A sequencing row can only have 50 boxes, so if you have more than 50 light fixtures in a row on
your visualization, then the light fixtures will be split into more than one sequencing row. Also, if
you have a prop with many light fixtures in it, the program does its best to not split the prop
between lines.
CCRs are always placed first. The sorting applies only to props and light fixtures.
In short, the program sorts things in a way that makes it easiest to sequence, and will produce
the best instant sequences.
Sorted by CCDevice, Props, Fixtures: Your lights will be sorted by CCDevice, props, and then
light fixtures. CCRs will be first, props will be next (sorted by row), and light fixtures will be last
(sorted by row). This would be useful if you had two mega trees and wanted to do morphs across
both mega trees.
Native (same order as created): No sorting is done; the CCRs, props, and light fixtures are put
in the same order that they were created in when you created the visualization. Depending on
what order you created objects in the Visualizer, you could end up with things being in a
somewhat random order in the green sequencing grid.
Scrunch the Sequencing Grid: As mentioned, sorting by rows gives the best instant
sequences, but may create more rows than you have a license for. If you have purchased the
2_CCR license level, you can only export two sequencing rows. So, if "Sorted by Rows" put your
lights into three or more rows, you will not be able to export all rows. In this case, you can use
"Scrunch the Sequencing Grid", and it will scrunch everything into as few rows as possible. Using
"Scrunch the Sequencing Grid" makes it so if you have 100 light fixtures or less, you will be able
to fit all of them onto two sequencing rows and will be able to export your sequences with the
2_CCR license level.
Special notes on Import Visualization
When importing your visualization, you may get the warning: "The visualization file being loaded
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contains fixtures that have no assigned channels or duplicate channels. These fixtures will be drawn
in dark grey and cannot be selected."
If you have light fixtures in your visualization that have no channels assigned to them, they will be
drawn in dark gray in the SuperStar screen and will be inactive (meaning they cannot be selected
and will never light up).
Also, SuperStar likes to have each channel assigned to only one light fixture. However, it is
common to have a channel assigned to more than one light fixture. To solve this, the additional
fixtures that are assigned to the channel are drawn in dark gray and are inactive, meaning that they
cannot be selected and will never light up within SuperStar. However, when you export the
sequence and play it from the Sequence Editor to your lights, or to the Visualizer, all of the light
fixtures connected to that channel will light up.
Instant Sequences using a visualization
The Instant Sequence also feature works for visualizations, using the following steps:
Click on the File menu and select "Import Visualization"
Select a visualization file that you created using the Light-O-Rama Visualizer
Press Ctrl+I to launch the Instant Sequence dialog box, and use the three buttons in the lower left
of the dialog box
Click on the "Open Audio File" button to open your audio file
Click on the "Sequence All" button
Click on the "Play/Stop All" button
Is the SuperStar program now a Visualizer program?
No. The SuperStar Sequencer imports the visualization file and displays it in the SuperStar work
area. The SuperStar Sequencer can only display the visualization file; the Light-O-Rama Visualizer
is used to create or modify visualizations.
Selecting a light fixture
After importing a visualization file, you can click on any of the light string fixtures to select them. A
single click selects one item, while Ctrl+click can be used to select additional items. A click and
drag will select any item within the drag rectangle. Each light string fixture is also mapped to a box
in the green sequencing grid. When clicking on a light fixture, you will see it become selected, and
will also see a green square get selected. You can also select fixtures by clicking on the green
squares. Left click selects, and right click deselects.
Adding an effect
Select one or more light fixtures.
Click on the Tools menu and select Scenes. The Scene dialog box will appear.
Click on the Add button in the Scene dialog box. A white bar will appear in the time layer area.
This bar represents the effect you just added.
Play the effect
In the toolbar is a group of buttons that look like the controls on a tape recorder. Press the Play
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button (the button with a right-facing triangle); this will play eight seconds of the sequence. After
pressing Play, you should see your selected light fixtures turn on when the play cursor runs across
the white bar which represents the effect that you just added.
Add a morph
Click on the Tools menu and select Morphs. The Morph dialog box appears, and the first and last
boxes in the green sequencing grid should have "1" and "2" on them.
In the yellow time scale, select from 3.00 seconds to 4.00 seconds.
Click on the Add button in the Morph dialog box.
A white bar with a tail should appear in the time layer area.
Play it
Click on the Play button again. When the play cursor runs across the white bar with a tail, the
morph will turn on every fixture, one at a time. In other words, the effect starts at the "1" on the
green sequencing grid, and travels to the "2" on the green sequencing grid. This ends up doing a
sweep or a chase across all the fixtures.
The concept
Every light in your visualization has a location and a color. When selecting a fixture, you have
selected a location. You select the color by using the red, green, blue and white color controls on
the left side of the SuperStar Sequencer. The default is to have all four color controls "on".
However, if you want to turn on all the red lights in your display, turn on only the red color controls
and select all your fixtures. Add a scene, and you will see only the red lights in your display turn on
when you hit the Play button.
Note: Click on the word "Main" above the color controls, and it will cycle through the basic rainbow
colors.
Instant Sequence
You can use the Instant Sequence feature on your visualization:
Click on the Tools menu and select "Instant Sequence".
If you don't already have an audio file loaded, click on the "Open Audio File" button in the Instant
Sequence dialog box.
Click on the "Sequence All" button.
After all the processing is done, click on the "Play/Stop All" button.
If you want to change the number of effects that are being created, click on the Timing Map button in
the upper left of the Timing Map dialog box, and change the Sensitivity setting.
To create a different instant sequence, click on the "Roll Dice" button in the Instant Sequence dialog
box. Then click on Sequence All, then Play/Stop All.
Future enhancements
While a wide range of visualizations have been tested with the SuperStar Sequencer, there is an
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even wider range of possible visualizations, and so it is difficult to test every scenario. So, as you
work with your particular visualization, feedback is welcomed on ways that support can be improved
for your particular needs. Please send such feedback to wishlist@lightorama.com.
5.4.6
Summary of Commands and Keyboard Accelerators
The following pages in this help file summarize various commands and keyboard accelerators in the
Light-O-Rama SuperStar Sequencer:
Toolbar Summary
Toolbar Buttons that have Keyboard Modifiers
Timeline and Effect Object Selection
Top Part of Color Controls
Color Picker Dialog Box
Bottom Part of Color Controls
Sequencing Grid Commands for Scenes
Selection Grid Commands for Morphs
5.4.6.1
Toolbar Summary
The following is a summary of the various buttons in the toolbar of the Light-O-Rama SuperStar
Sequencer:
New Sequence, Open Sequence, Save Sequence, Cut, Copy, Paste
Delete a selected group, Fast Rew ind, Rew ind, Pause or Freeze Fram e, Stop, Play 8 seconds, Forw ard,
Fast Forw ard, Play All
Set or add a scene, Scene Mode, Morph Mode, Im age Mode, Text Mode
Nudge Left, Nudge Right, Nudge Length Left, Nudge Length Right, Move Effects up, Move Effects Dow n
Star Rays, Wide Grid, Narrow Grid
Select Props, Select Fixtures
See also Toolbar Buttons that have Keyboard Modifiers.
5.4.6.2
Toolbar Buttons that have Keyboard Modifiers
The following is a summary of toolbar buttons that have keyboard modifiers in the Light-O-Rama
SuperStar Sequencer:
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Shift +
= Paste and keep all effects in their original locations
Ctrl +
= Fast rewind to beginning
Ctrl +
= Fast forward to end
= Freeze frame mode: Use the left and right arrow keys to step through the sequence.
Ctrl +
= Big nudge left
Ctrl +
= Big nudge right
Ctrl +
= Big nudge length left
Ctrl +
= Big nudge length right
See also Toolbar Summary.
5.4.6.3
Timeline and Effect Object Selection
The timeline and selecting effect objects in the Light-O-Rama SuperStar Sequencer:
Tim eline and Effect Object Selection
Dragging the mouse on the gray area of the timeline will select the time duration.
Selecting an object will also set the time duration in the timeline.
Ctrl+mouse click on an unselected object will add that object to the selection group.
Ctrl+mouse click on a selected object will remove that object from the selection group.
Ctrl+mouse drag on unselected objects will add those objects to the selection group.
Ctrl+mouse drag on selected objects will remove those objects from the selection group.
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Top Part of Color Controls
The top part of color controls in the Light-O-Rama SuperStar Sequencer:
Top part of color controls
Left click on a color box, or on "Main" or "Tail" = Step through the 8 basic color wheel colors.
Right click on a color box, or on "Main" or "Tail" = Launch the Color Picker dialog box.
5.4.6.5
Color Picker Dialog Box
The Color Picker dialog box of the Light-O-Rama SuperStar Sequencer:
The Color Picker dialog box
Select a color and click OK to set the color.
Note that the eight basic colors of the color wheel are already among the custom colors.
5.4.6.6
Bottom Part of Color Controls
The bottom part of color controls in the Light-O-Rama SuperStar Sequencer:
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Bottom part of color controls
Mouse click on the control to set the intensity. Mouse drag will also set the intensity.
Double click on the first color to set the second and third colors also. For example:
Before a double click on the first color
After a double click on the first color
5.4.6.7
Sequencing Grid Commands for Scenes
Sequencing grid commands for scenes in the Light-O-Rama SuperStar Sequencer:
Sequencing grid for scenes
Left mouse click = Set a pixel.
Right mouse click = Clear a pixel.
Left mouse drag = Set pixels.
Right mouse drag = Clear pixels.
Ctrl+left mouse click = Set all pixels.
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Ctrl+right mouse click = Clear all pixels.
Shift+left mouse click = Toggle pixel.
Shift+left mouse drag = Toggle pixels.
Example of a toggle:
Before Shift+left m ouse drag
After Shift+left m ouse drag
5.4.6.8
Selection Grid Commands for Morphs
Selection grid commands for morphs in the Light-O-Rama SuperStar Sequencer:
Selection grid for m orphs
Left mouse drag to set the State 1 line: "1a" marks the beginning of the left mouse drag; "1b" marks the
end.
Right mouse drag to set the State 2 line: "2a" marks the beginning of the right mouse drag; "2b" marks
the end.
When the morph is performed, "1a" morphs to "2a", and "1b" morphs to "2b".
5.5
Show Editor
The Light-O-Rama Show Editor is used to create shows. Shows are groups of sequences to be played
as a group. They can be scheduled to play at certain times using the Schedule Editor, and will then be
played using the Show Player.
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To start the Show Editor, you can run it from your computer's Start Menu by selecting "All Programs" ->
"Light-O-Rama" -> "Light-O-Rama Show Editor". Alternatively, if the Light-O-Rama Control Panel is
already running, you can right-click its icon in your computer's system tray, and select "Show Editor"
from the popup menu that will open.
Shows consist of several sections. Each section serves a different purpose - for example, the "startup
section" is a list of sequences that will be played when the show begins, while the "animation section" is
a list of animation sequences that will be played throughout most of the show's duration (after startup
and before shutdown). All sections are optional.
For details on each of the sections, please refer to the following:
The Background Section
The Startup Section
The Animation Section
The Musical Section
The Interactive Section
The Shutdown Section
The Show Editor consists of six main tabs, and a toolbar at their top. Each of the tabs is associated
with one of the six sections of the show (such as "background" and "animation"), while the toolbar has
buttons to create, open, and save shows.
To add a sequence to a section, click on that section's tab, and then on the large "+" button. This will
prompt you for the name of the sequence that you want to add. Similarly, to remove one, select the
sequence from the section's list by clicking on its name, and then click the large "-" button.
A sequence can be moved up or down in a section's list by clicking on its name and then on the large up
arrow or down arrow buttons. This generally affects the order that the sequences will be played in, but
not always: For example, in the musical section, you can select that the sequences will be played in the
order listed, or in a random shuffle; if you choose the latter, it doesn't matter what order they are listed
in. Similarly, in the animation section, you can select that the sequences be played simultaneously (as
opposed to sequentially); if you do, their listed order does not matter.
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The Show Editor's tab for the m usical section of a show
5.6
Schedule Editor
The Light-O-Rama Schedule Editor is used to schedule shows to be played at certain times. Shows are
created using the Light-O-Rama Show Editor, and consist of sequences, which are created using the
Light-O-Rama Sequence Editor. Scheduled shows are then played by the Light-O-Rama Show Player.
To start the Schedule Editor, you can run it from your computer's Start Menu by selecting "All
Programs" -> "Light-O-Rama" -> "Light-O-Rama Schedule Editor". Alternatively, if the Light-O-Rama
Control Panel is already running, you can right-click its icon in your computer's system tray, and select
"Schedule Editor" from the popup menu that will open.
For an overview of schedules, please refer to:
Schedules
The Weekly Schedule
The Calendar Schedule
For help on the Schedule Editor, please refer to:
Opening, Saving, and Reverting
Switching between the Weekly and Calendar Schedules
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Adding a Show to the Weekly Schedule
Adding a Show to the Calendar Schedule
Editing a Scheduled Show
Deleting a Scheduled Show
The Schedule Editor, show ing the w eekly schedule
Opening, Saving, and Reverting
Light-O-Rama maintains just a single schedule (with two parts - the weekly schedule and the
calendar schedule), so when the Schedule Editor starts, it automatically opens and displays the
current schedule. Once you start editing it, however, the displayed schedule may differ from the
saved schedule. So, after you have edited the schedule and are satisfied with the changes you
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made, click the toolbar's Save button to save your changes.
On the other hand, if you wish to discard your changes without saving them, click the toolbar's
Revert button instead. Only the changes made since the last time that you saved will be discarded.
In order for the changes that you have made to the schedule to take effect, you must first save the
schedule.
Switching between the Weekly and Calendar Schedules
The schedule consists of two parts - the weekly schedule and the calendar schedule. The Schedule
Editor only displays one of these two at a time, although both are always in effect.
When the Schedule Editor starts, it displays the weekly schedule. You can switch to the calendar
schedule by pressing the toolbar's Calendar button, and you can switch back to the weekly
schedule by pressing its Week button.
Adding a Show to the Weekly Schedule
With the weekly schedule displayed, there are two ways to add a show to it:
Click the toolbar's Add button.
Click on an unscheduled area of the schedule and select "Add" from the popup menu.
Adding a new show to the w eekly schedule
In either case, the Add Show dialog will open:
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The Add Show dialog for the w eekly schedule
Opening the Add Show dialog by clicking on an unscheduled area, rather than by using the Add
button, has a couple advantages: First, it will automatically be populated with a start time and an
end time based on where you had clicked. In the above example, the click was made at
approximately 6:30 AM, and so the start and end times were automatically set to 6:00 AM and 7:00
AM.
Second, it automatically takes into account conflicts between the new show and any existing
shows. For example, if there were already a show scheduled starting at 6:45, the end time of the
new show would have automatically been set to 6:45 rather than 7:00. Similarly, if a show had
already been scheduled at this time on Sunday, the "Sun" checkbox for the new show would have
automatically been unchecked.
To add a new show using this dialog, first select the name of the show file; it is easiest to do this
using the "..." button next to the File box, which will open up a dialog allowing you to choose among
the existing show files.
Next, choose the start and end time for the show, and then select the day or days of the week that
you wish this show to run.
Close the dialog by pressing "Add" (or "Cancel" if you no longer wish to add the new show), and
save your changes by pressing the toolbar's "Save" button (or "Revert" if you wish to get rid of your
changes).
Adding a Show to the Calendar Schedule
With the calendar schedule displayed, there are two ways to add a new show. In either case, first
select the day that you want to schedule the show for (by clicking that day in the calendar), and
then either:
Click the toolbar's Add button, or
Click on an unscheduled area of the schedule and select "Add" from the popup menu.
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Adding a show to the calendar schedule for March 15, 2008
In either case, the Add Show dialog will open:
The Add Show dialog for the calendar schedule
Opening the Add Show dialog by clicking on an unscheduled area, rather than by using the Add
button, has a couple advantages: First, it will automatically be populated with a start time and an
end time based on where you had clicked. In the above example, the right-click was made at
approximately 3:30 PM, and so the start and end times were automatically set to 3:00 PM and 4:00
PM.
Second, it automatically takes into account conflicts between the new show and any existing
shows. For example, if a show had already been scheduled to start at 3:45 PM, the end time in the
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above dialog would have automatically been set to 3:45 rather than 4:00. Note that this conflict
checking is only done for other shows in the calendar schedule, not for shows in the weekly
schedule; this is because the purpose of the calendar schedule is to easily override the weekly
schedule for specific dates and times.
To add a new show using this dialog, simply select the show's filename (this is easiest using the
"..." button, which will let you choose from the list of existing shows), select the start and end times,
and "Add" (or "Cancel" if you wish to discard the new show).
Finally, remember to save your changes using the toolbar's "Save" button (or, if you with to discard
your changes, "Revert" instead).
Editing a Scheduled Show
No matter whether the weekly schedule or the calendar schedule is currently displayed, you can
edit a scheduled show by clicking on that show in the schedule, and selecting "Edit" from the popup
menu:
Editing an existing show
This will open a dialog very similar to the one you originally used to add the show. It will allow you
to modify the name of the show file to be used, the start and end time, and, in the weekly schedule,
the days of the week that the show will run on.
Finally, remember to save your changes using the toolbar's "Save" button (or, if you with to discard
your changes, "Revert" instead).
You cannot edit the contents of a show - such as the sequences it uses - from the Schedule Editor.
In order to do that, you need to use the Show Editor.
Deleting a Scheduled Show
No matter whether the weekly schedule or the calendar schedule is currently displayed, you can
delete a scheduled show by clicking on that show in the schedule, and selecting "Delete" from the
popup menu:
Deleting an existing show
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Note that this does not actually delete the show - it only deletes it from the schedule. The show will
still be available for editing with the Show Editor, or for scheduling at some other time.
Finally, remember to save your changes using the toolbar's "Save" button (or, if you with to discard
your changes, "Revert" instead).
5.7
Simple Show Builder
The Light-O-Rama Simple Show Builder is an alternative to the Show Editor and the Schedule Editor,
allowing you to create shows and to schedule them to be played at certain times. While the Simple
Show Builder is easier to use, the Show Editor and the Schedule Editor are more flexible and powerful.
The Simple Show Builder progresses, step by step, through a few screens:
First, a "Welcome" screen is displayed, giving some brief instructions on what you will need to have
ready in order to use the Simple Show Builder.
Next, you are given a choice of what type of device type you want to use for your show.
Then, you can select the sequences that you want to use for the show.
Next, you can pick the time or times that the show should run at.
If you chose to use an MP3 device, you will then be asked to insert your SD card into your SD card
reader/writer, and to tell the Simple Show Builder when you have done so. Your show will then be
downloaded to your SD card.
Otherwise, you will be presented with a final screen, showing some directions on how to enable the
Show Player to run the show that you have just scheduled.
Welcome
The first screen in the Simple Show Builder shows a list of things that it would help to have ready
before you use it. After you have these things ready, simply click "Next".
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The Sim ple Show Builder's w elcom e screen
Choose the Device Type
The next screen in the Simple Show Builder allows you to select the type of device that you want to
control your show. You can run it from your PC (using the Light-O-Rama Show Player), or any of a
few types of Light-O-Rama MP3 devices. Choose the device you wish to use, and click "Next".
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Select the device type that w ill control your show
Select Sequences
The Simple Show Builder will next ask you which sequences you wish to use in the show. On the
left is a list of your existing musical sequences (either those with 16 channels, those with 32
channels, or all of your musical sequences, based on your choice of the radio buttons at the
bottom).
Add a sequence to the show by highlighting it and then clicking the "Add" button; this will move the
show from the left pane to the right pane, which is the list of sequences in your show. Similarly,
remove one from your show by highlighting it and clicking "Remove".
The sequences will be played in the order that you list them, but you can change the order simply
by clicking on the "Up" or "Down" arrow (on the right-hand side).
When you are satisfied with the sequences in your show and their order, continue by pressing the
"Next" button.
Note that if any other than "Use a PC" is selected, only effects on channels that are set up to use
the Regular Light-O-Rama network will be downloaded.
Note that only musical sequences can be scheduled using the Simple Show Builder. If you wish
your show to have animation sequences, you must instead use the Show Editor and the Schedule
Editor.
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Select the sequences to be played in your show , and the order they w ill be played in
Choose the Times
The Simple Show Builder will then ask you to select the times at which you want your show to run.
You can have different times for up to two different sets of days of the week. You can select any
days you want to be in either set, but typically this is used to have your show played during different
times on weekdays and weekends. Note that "weekends" here might mean "Friday and Saturday",
rather than "Saturday and Sunday", since your show will probably be playing while it's dark out, and
so "weekend" is really "the night before a weekend day". In fact, this is how the Simple Show
Builder operates by default, but again, you can change this however you want.
After selecting the days of the week, select the start and end times for each.
Next, choose whether you want the show to run continuously, or once every hour or every half hour.
If you select "continuously", then after all of its sequences have been played, the show will
automatically start over with the first sequence; this will continue until the end time is reached. If,
instead, you select "once every hour" or "once every half hour", the show will stop after its last
sequence, and start again once every hour (or half hour), until its end time is reached.
When you are satisfied with the scheduled times, click "Next".
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Select the tim es that you w ant the show to run at
Download to the SD Card
If you had asked the Simple Show Builder to control your show via a Light-O-Rama MP3 device,
rather than via the Show Player on your computer, you will then be prompted to insert your SD card
in your SD reader/writer. When you have done so, click the large "CLICK HERE to write the SD
card" button, and wait for confirmation that your show has been written to the SD card.
The Simple Show Builder is then complete; simply move your SD card to the Light-O-Rama MP3
device, and the sequences that you selected will play at the times that you selected.
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Dow nload the show to your SD card
Finished
If you had asked the Simple Show Builder to control your show via the Show Player on your
computer, rather than via a Light-O-Rama MP3 device, you will be presented with a final screen
giving directions on how to enable the Show Player. After you have read and understood them,
simply click "Finish", and your show will be scheduled.
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Final directions from the Sim ple Show Builder
5.8
Show Player
The Light-O-Rama Show Player is a program that runs behind the scenes, monitoring your schedule to
see if a show should be playing at the current time, and if so, playing it.
To make sure that the Show Player is running, and therefore that your scheduled shows will be played,
you first must ensure that the Light-O-Rama Control Panel is running. Next, right-click on the Light-ORama Control Panel's icon in your computer's system tray, and select "Enable Schedule" from the
popup menu. If "Enable Shows" is greyed out, that means that it is already selected.
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The Light-O-Ram a Control Panel, w ith show s enabled
If the Light-O-Rama Control Panel is not running, or if "Disable Shows" is greyed out, your scheduled
shows will not be played.
Note that only one source can control your lights at any time - either the Show Player, the Sequence
Editor, or the Hardware Utility. So, if you try to enable the Show Player with one of the others running,
you may be shown a message saying that you need to shut down the others before "Enable Shows" will
work.
5.9
Comm Listener
The LOR Comm Listener is a program that runs in the background, allowing other programs (such as
the Sequence Editor and the Show Player) to control DMX devices. The Comm Listener must be
running in order for those programs to control such devices.
The LOR Comm Listener is automatically started when the LOR Control Panel is started, unless DMX
support is not configured (for example if the license level does not support it, or if no DMX listener port is
specified in the Sequence Editor's Network Preferences dialog). Also, it is automatically shut down
when the LOR Control Panel is shut down. So, to make sure that you can control your DMX devices,
make sure that the LOR Control Panel is running.
5.10
Hardware Utility
The Light-O-Rama Hardware Utility is used to manage the hardware that you use to control your lights.
This includes several types of controllers as well as other devices such as Light-O-Rama MP3 Directors
and Light-O-Rama wireless devices.
Each of these types has a different tab in the Hardware Utility. When you start the Hardware Utility, the
tab for Light-O-Rama controllers is displayed; to access one of the others, simply click its tab.
For details on each, please refer to the following sections:
Light-O-Rama Controllers
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Selecting a Comm Port
Setting Unit IDs
Configuring Units
Testing Units
Downloading Sequences
Firmware Update
Light-O-Rama MP3 Directors
Light-O-Rama Wireless Devices
Digital IO Boards
X10 Controllers
Test Console
To run the Hardware Utility, select it from your computer's Start menu (Start / Light-O-Rama / Hardware
Utility) or, if the Light-O-Rama Control Panel is currently running, right-click on its icon in your
computer's system tray and select "Hardware Utility" from the popup menu.
The Hardw are Utility's tab for Light-O-Ram a controllers
5.10.1 Light-O-Rama Controllers
The Light-O-Rama Hardware Utility can be used to configure and test Light-O-Rama controllers in several
ways:
Selecting a Comm Port
Setting Unit IDs
Configuring Units
Testing Units
Downloading Sequences
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Firmware Updates
To use these, select the Hardware Utility's tab labeled "LOR Control" (it is already selected by default
when the Hardware Utility is started).
The Hardw are Utility's "LOR Control" tab, for configuring and testing Light-O-Ram a controllers
5.10.1.1 Selecting a Comm Port
The "Setup Comm Port" section of the LOR Control tab of the Light-O-Rama Hardware Utility is used to
set which RS-232 comm port the Hardware Utility will use for Light-O-Rama controllers.
The Setup Com m Port section
While the Sequence Editor and Show Player can use up to four different comm ports simultaneously for
Light-O-Rama controllers, the Hardware Utility only uses one at a time. By default, it will be set to use
the port you have configured to be your "Regular" port (if you have done so); see "Network Preferences"
in the Sequence Editor for details on how to set your Light-O-Rama ports.
Only comm ports 1 through 16 are supported in the Hardware Utility.
If you know the comm port that it should be using, you can simply select it from the "Manual Select"
dropdown box. If you select a port other than your "Regular" port, the Hardware Utility will offer to
automatically change your "Regular" port to be the one that you selected.
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If you do not know the comm port to be used, you can ask the Hardware Utility can automatically detect
it:
Connect a Light-O-Rama controller to your PC, for example using an SC485 connector or a USBRS485 adapter.
Connect the controller to AC power, and turn it on.
Click on the "Auto Configure" button.
The Hardware Utility should then automatically detect the comm port that you have hooked the controller
up to. If it does not:
Check the physical connection (such as cables and the SC485 connector).
Check that the controller's power is on.
Ensure that switches or jumpers on the controller are correct.
Ensure that the correct type of cable is used.
Retry the "Auto Configure" button.
If all of the above fails to find the port, then watch the controller's blinking LED light while manually
selecting different comm ports from the list. Once a comm port is selected, wait about five seconds. If
the LED stops blinking, then that is the correct port. If it does not stop blinking, try the next comm port
in the list.
If this still does not determine the correct comm port, there may be a problem with the connector or the
controller.
If "Auto Configure" does not work, but you were able to determine the comm port by manual selection,
there may be a problem with the connector. Or, if your computer is an older PC or laptop, there may be
a compatibility issue with the computer's communications drivers.
In any case, if you can get the unit's LED to stop blinking, then that controller will most likely work on
your PC.
5.10.1.2 Setting Unit IDs
Each Light-O-Rama controller must have a unique assigned unit ID, identifying this particular controller.
The reason for this is that every Light-O-Rama controller in a network can see every lighting command
message that is sent over the network, not only the lighting commands sent for that controller. So, all of
the commands contain a unit ID, and a controller only acts upon a command if the unit ID of the
controller matches the unit ID of the message.
A unit ID is a two-character field. Each character can have any of the values 0, 1, 2, 3, 4, 5, 6, 7, 8, 9,
A, B, C, D, E, and F. For example, a unit ID might be "03", "07", "25", "37", "6B", "C8", or "DA".
However, certain values are reserved, and so not allowed (specifically, "00", and "F1" through "FF").
Some Light-O-Rama controllers have selector switches that allow you to directly set their unit IDs. In
that case, simply use a small screwdriver (making sure that the unit is not attached to power) to dial the
switches to the desired unit ID.
Other controllers do not have selector switches. To set the unit IDs of these controllers, you can use
the LOR Control tab of the Light-O-Rama Hardware Utility:
Connect the Unit to the Computer
Select the Comm Port
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Set the ID of a New Unit
Change the ID of an Existing Unit
Troubleshooting
Connect the Unit to the Computer
The first step in setting a Light-O-Rama controller's unit ID using the Hardware Utility is to connect
the unit to the computer, for example using an SC485 adaptor or a USB-RS485 adaptor. Make sure
that the selector switches are correctly set for the type of cable used (units are shipped ready to
use data cables). Plug the unit into an AC outlet, and turn the unit on.
Select the Comm Port
After you have connected the unit to the computer, select the comm port that the Hardware Utility
should use to communicate with the controller.
Set the ID of a New Unit
If this is a new unit that has not previously been assigned a unit ID, use the "Set New Unit ID"
section of the LOR Control tab of the Hardware Utility. Simply select the unit ID you want to assign,
and click the "Set Unit ID" button.
Setting the ID of a new unit
Change the ID of an Existing Unit
If you have previously assigned a unit ID to this unit, but want to change it, use the "Change Existing
ID" section of the LOR Control tab of the Hardware Utility. Select the unit's current ID in the "Old
Unit ID" list, and the unit ID that you want to change it to in the "New Unit ID" list. Finally, click the
"Set Unit ID" button.
Changing a unit ID
If you do not remember the unit's current unit ID, or if the controller doesn't seem to be reacting to its
current ID, you can change it to a new unit ID by selecting "Any Unit" in the "Old Unit ID" list.
However, be very careful. If you select "Any Unit", then all units that are connected to the PC will
have their unit IDs changed. So, make sure that you have only the one controller (whose unit ID you
wish to change) connected.
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Changing a unit ID for "Any Unit"
Troubleshooting
If, while setting a Light-O-Rama controller's unit ID, you receive an error saying that the unit cannot
be located, the first thing to do is to check all connections and to make sure that the correct comm
port is selected. If the Hardware Utility still cannot locate the unit, check the Communication LED
on the unit. When the unit is disconnected from the data cable the LED should blink; when it is
connected and the Hardware Utility is running with the correct comm port selected, the LED should
stop blinking, turning on steady.
If the Communications LED continues to blink regardless of the steps taken, then there may be a
problem with the cable, the adaptor, the controller, or the PC's comm port.
If the LED stops blinking but you still get an error when attempting to set the unit ID, then there may
be a problem with the adaptor or the controller, or the PC may have a communications driver that is
not completely compatible with Light-O-Rama. However, you may still be able to set the unit ID by
checking the "Ignore Errors" box and then trying to set the unit ID again. If you do check the "Ignore
Errors" box, make sure that the unit ID has been set correctly by running some tests on the
controller.
5.10.1.3 Configuring Units
Some Light-O-Rama controllers, such as the MC-Px and CTBxxD units, have special options that can be
configured. You can use the LOR Control tab of the Hardware Utility to do so, using the following steps:
Connect The Unit to the PC
Select the Comm Port
Select the Unit
Choose "Configuration"
Set the Minimum and Maximum Intensities
Set the Input Channel Types
Set the Port Type
Configuring DIO32 Servos
Configuring Cosmic Color Ribbons and Cosmic Color Bulbs
Dimming Curves
Update
Connect the Unit to the PC
The first step is to connect the unit to the computer, for example using an SC485 adaptor or a USBRS485 adaptor. Make sure that the selector switches are correctly set for the type of cable used
(units are shipped ready to use data cables). Plug the unit into an AC outlet, and turn the unit on.
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Select the Comm Port
After you have connected the unit to the computer, select the comm port that the Hardware Utility
should use to communicate with the controller.
Select the Unit
After you have connected the unit to the PC and selected the comm port, select the unit ID of the
controller that you wish to configure: Hit the "Refresh" button, and the Hardware Utility will scan
your network for connected units. You can then select the unit ID from the dropdown list.
Alternatively, if you already know the unit ID, you could simply type it into the dropdown box, without
hitting "Refresh" first; this is quicker, but has some drawbacks:
Depending upon the type of controller and the level of firmware, hitting "Refresh" may allow the
Hardware Utility to automatically populate the configuration settings screen with the actual current
configuration of the controller. Typing in the unit ID, without first hitting "Refresh", will not do this,
and so the configuration settings screen will simply show default values, which may or may not be
how the controller is currently configured.
Also, "Refresh" allows the Hardware Utility to figure out the type of the controller, which lets it know
various things about how to interact with this controller specifically; for example, the maximum
number of bytes in a standalone sequence varies with the type of controller. If you hit "Refresh", the
Hardware Utility will know how many bytes this controller can handle, and so won't allow a larger
sequence to be sent to the controller. Simply typing in the unit ID, without first hitting "Refresh", will
not do this, and so the Hardware Utility may try to send a standalone sequence that is larger than
the controller can deal with.
NOTE: Scanning the network may take some time. If you have set the unit IDs of your controllers to
low values, you can use the "Max Unit ID" section to speed up this scan drastically. It is therefore a
good habit to assign your controllers unit IDs starting at 01, and increasing sequentially through 02,
03, and so on.
Selecting the unit to configure
Choose "Configuration"
Next, click the "Configuration" button (near the bottom of the LOR Control tab of the Hardware Utility
). This brings up configuration settings:
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The configuration section of the LOR Control tab
Set the Minimum and Maximum Intensities
While active, the controller will not set its lights' intensities below the specified minimum. If,
however, it loses communications with its director, it will turn them off (i.e. 0% intensity). The lights
are not turned up to the minimum until the unit receives its first lighting command.
Setting a maximum intensity below 100% may be used to help prolong the life of bulbs, although
there is an important exception: Retro LED C7 and C9 bulbs (also known as replacement LEDs) can
be harmed by using them at any intensity other than 100% or 0%.
The initial values displayed in this section are read from the controller itself (although this is
supported only for certain versions of firmware - your controller may need a firmware update in order
to read the values from the controller).
These settings only take effect for ports that are configured as "Triac Board".
Setting the intensity range
Set the Port Type
The port type can be set to Triac Board, SSR, or Servo Motor. When set to Triac Board, dimming
and fading are possible. When set to SSR, the unit will support SSRs with zero cross detectors.
For the CTB08D controller, the two servo pins can be activated by setting Port B to Servo.
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Setting the port type
Set the Input Channel Types
Circuits that are used for interactive triggers can be either normally open ("N/O") or normally closed
("N/C"). The current value for each circuit is read from the controller itself, and the value can be
updated in the "Input Channels" section.
Not all versions of firmware support this feature; if your controller has not yet been updated with
firmware that supports it, the circuit will be treated as normally open (which is also the default for
versions of firmware that can support both).
Setting the input channel types
Configuring DIO32 Servos
DIO32 devices can be set up to control servos; the Hardware Utility can be used to configure them
by clicking the "DIO32-Servo Screen" button in the Configuration section. Doing so brings up the
following:
DIO32 servo configuration options
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For each circuit, you can select the appropriate pulse width to be used for the servo attached to that
circuit. There are at least two reasons why you might want to do this: First, some servos support
different pulse widths than others; second, you might want to use this to limit the range of the servo.
The minimum value in the selected pulse width will be used whenever a 0% intensity is set on that
circuit's channel; the maximum value will be used whenever a 100% intensity is set. Regardless of
the pulse width, 50% intensity always corresponds to 1.5 milliseconds.
Note that only sixteen circuits are displayed, though the DIO32 has 32 circuits. This is because its
32 circuits are spread among two unit IDs. For example, the first sixteen circuits might be for unit
ID 01, in which case the next sixteen would be for unit ID 02. Both sets of sixteen can be
configured independently, by selecting the appropriate unit ID. However, if you want to configure
both, make sure to update the controller with your changes for one before proceeding to the other.
Configuring Cosmic Color Ribbons and Cosmic Color Bulbs
Cosmic Color Ribbons and Cosmic Color Bulbs have their own configuration options, unique to
them. You can use the Hardware Utility to configure these options by clicking the "CCR-CCB
Config" button in the Configuration section (note, though, that this button will be greyed out unless
you have selected a Cosmic Color Ribbon or Cosmic Color Bulb unit; you may have to use the
Refresh button in order to let the Hardware Utility know about your Cosmic Color Ribbon or Cosmic
Color Bulb). Doing so will bring up the following screen:
Cosm ic Color Ribbon/Cosm ic Color Bulb configuration options
For details on these options, please refer to your Cosmic Color Ribbon or Cosmic Color Bulb manual
(a PDF of the CCR manual is available online at http://lightorama.com/Documents/
CR150D_Man_Web.pdf). Here is a brief overview of each:
Unit ID Mode: In "Normal" mode, the Cosmic Color device will be a single unit ID, with 157 circuit
IDs. In "Legacy" mode, the Cosmic Color device will use up to ten sequential unit IDs (depending
upon the configured resolution), with up to 16 circuit IDs for each unit ID.
Channel Mode: In "Triples" mode, channels will be arranged red, green, blue, red, green, blue,
and so forth. For example, circuit 1 is red for the first pixel; circuit 2 green for the first pixel;
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circuit 3 blue for the first pixel; circuit 4 red for the second pixel; and so on. In "Sequential" mode,
all red pixels will come first, then all green pixels, then all blue pixels.
Standalone Speed: The speed at which a standalone sequence will run. A value of 8 is normal
speed; higher values are faster, and lower values are slower.
Resolution: The number of logical pixels that the Cosmic Color device will be. For example,
setting it to 50 will give individual control over each of the 50 physical pixels, using 150 channels
(one red, one green, and one blue for each pixel), while setting it to 1 will make all of the lights on
the Cosmic Color device act as a single pixel, using three channels (red, green and blue).
Num of strings/ribbons: The number of end-to-end connected strings or ribbons.
Flip String 1 / Ribbon: Reverses the order of the pixels on the ribbon, or string 1 of the CCB.
Thus, when unchecked, pixel 1 is nearest the controller, and when checked, pixel 50 is nearest
the controller.
Flip String 2: For a Cosmic Color Bulb, reverses the order of the pixels on string 2 of the CCB.
This setting has no effect on CCRs.
DMX Mode: Selects how the Cosmic Color device will appear in a DMX universe: just the RGB
channels, just the Macro channels, or both.
After choosing the configuration options, make sure to update the unit with the new settings.
Dimming Curves
The Hardware Utility's Advanced Configuration screen can be used to set dimming curves for Gen3
controllers, or for pre-Gen3 controllers that have Gen3 firmware installed. To get to the Advanced
Configuration screen, click on the Advanced Configuration button in the Configuration section of the
LOR Control tab of the Hardware Utility.
Dimming curves determine the output of a channel versus the intensity setting of that channel. For
example, the On/Off only curve has the output set at 100% for intensity values greater than 50% (or
DMX 128), and the output at 0% for any other intensity value.
Each channel can be configured for a specific dimming curve. Gen3 firmware comes with three
curves: "LOR standard" (which is normal for incandescent lights), "Dim Curve01" (which is a good
curve for LED Lighting), and "On/Off only" (which is best with loads such as strobe lights that should
never be dimmed).
The LOR Standard and On/Off curves cannot be changed. Any other curves can be downloaded and
updated on the controller. If a channel is set to use a dimming curve that is not present on the
controller, then the channel will default to using LOR Standard.
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The Advanced Configuration screen
Update
When you have set the configuration settings to the value you want, click the "Update Unit" button
to send the new configuration information to the controller. Note: Doing so will update both the
settings from the main screen and the settings from the DIO32 servo screen.
After updating, hit "Refresh" again to reload the new settings from the controller into the Hardware
Utility.
5.10.1.4 Testing Units
You can test the operation of Light-O-Rama controllers using the LOR Control tab of the Hardware Utility
, sending commands to turn lights on and off and to do other effects, or generate interactive triggers, by
taking the following steps:
Connect the Unit to the Computer
Select the Comm Port
Select the Unit
Test the Unit
Connect the Unit to the Computer
The first step is to connect the unit to the computer, for example using an SC485 adaptor or a USBRS485 adaptor. Make sure that the selector switches are correctly set for the type of cable used
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(units are shipped ready to use data cables). Plug the unit into an AC outlet, and turn the unit on.
Select the Comm Port
After you have connected the unit to the computer, select the comm port that the Hardware Utility
should use to communicate with the controller.
Select the Unit
After you have connected the unit to the PC and selected the comm port, select the unit ID of the
controller that you wish to use. If you know the controller's unit ID, you can simply type it into the
dropdown box labelled "Select Unit". If not, use the "Refresh" button, and the Hardware Utility will
scan your network for connected units. You can then select it from the dropdown list.
NOTE: Scanning the network may take some time. If you have set the unit IDs of your controllers to
low values, you can use the "Max Unit ID" section to speed up this scan drastically. It is therefore a
good habit to assign your controllers unit IDs starting at 01, and increasing sequentially through 02,
03, and so on.
Selecting the unit to use
Test the Unit
The "Test Unit's Operation" screen of the LOR Control tab of the Hardware Utility is the screen
displayed by default when the Hardware Utility is opened. If it is not currently open, make sure you
have selected the LOR Control tab, and then hit the "Test" button near the bottom of the Hardware
Utility:
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The testing section of the LOR Control tab
By setting the "Test Mode" appropriately, you can either test output to the controllers - that is, test
that they can control your lights - or test input from your controllers - that is, test that they can
generate interactive triggers.
Test Outputs (test lights)
To test that your controllers can control your lights, select "Test Outputs (test lights)" as your "Test
Mode".
After selecting the circuits that you wish to test (by checking their boxes in the "Select Circuits to
Test" section), you can send a lighting effect command to those circuits by choosing the "Light
Mode", "Start Intensity", "End Intensity", and "Fade Duration", and clicking on either the "ON",
"OFF", or "Fade" buttons. Note: If "ON" is used, the intensity is specified via "End Intensity", not
"Start Intensity".
Alternatively, the "Chase Sequence" section can be used to turn the selected circuits on and off in
sequence.
Test Inputs (for interactive)
To test that your controllers can generate interactive triggers, select "Test Inputs (for interactive)" as
your "Test Mode".
Select the circuits that you want to test. When you trip a trigger for one of those circuits, it should
show up as red in this screen.
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The input testing section of the LOR Control tab, w ith no circuits tripped
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The input testing section of the LOR Control tab, w ith circuit 1 tripped
5.10.1.5 Downloading Sequences
The Standalone Sequence Downloader section of the LOR Control tab of the Light-O-Rama Hardware
Utility can be used to send an animation sequence to a Light-O-Rama controller, which can later run that
sequence independently, in "standalone" mode, without being hooked up to a computer running Light-ORama software.
When a unit runs a sequence in standalone mode, it not only executes the lighting commands in the
sequence that are for that controller itself, but also, if the sequence contains any commands for other
units, it will transmit them to the other units that it is connected to. In this way, a single controller can
be downloaded with a sequence, and act as a "director" for several linked controllers.
It is important that only one controller in any mutually connected group act as a director. Downloading
sequences to two separate controllers that are hooked up in a mutually connected group will have
undesired results, as the commands transmitted by the two will interfere with each other. Similarly, it is
important not to also control sequences from your computer while you have a controller hooked up to it
acting in standalone mode, for the same reason.
Normally, the controller will execute the standalone sequence any time that it is powered on. However,
some controllers have internal clocks that allow the standalone sequence to be scheduled to run during
a particular timeframe.
Note: The CTB08 controller does not have transmit capability in standalone mode.
To download a sequence to a controller to be used in standalone mode, take the following steps:
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Create the Sequence
Connect the Controller to the PC
Select the Comm Port
Select the Unit
Download the Sequence
You can also use this section of the Hardware Utility to choose when the sequence will run (for
controllers that support this), to remove the standalone sequence from a controller, and to test a
standalone sequence.
To get to the Standalone Sequence Downloader screen, make sure that you are in the LOR Control tab
of the Hardware Utility, and then click on the "Standalone" button.
The Standalone Sequence Dow nloader section of the Hardw are Utility
Create the Sequence
Using the Sequence Editor, create an animation sequence. Only animation sequences - not
musical sequences - can be downloaded for standalone mode. When you create the sequence, you
must assign unit IDs and circuit IDs to the channels, as normal.
Some controllers have very little storage space for sequences. Because size is a limiting factor,
you should consider the following tips to keep your sequence's size at a minimum:
Fade commands take up the most space.
The least space is used when all lights on a controller are at either 100% or 0% intensity.
When possible, place similar commands at the same time. For example, if you turn one
circuit of a controller off and then, a tenth of a second later, turn another circuit on the same
controller off, that will take about twice as much space as would turning both of them off at the
same time.
Use loops whenever possible.
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Different types of controllers have different maximum sequence sizes; controllers such as the
CTB08 have little space and can handle only very simple animations.
Also, sequences to be used in standalone mode have some limitations:
The sequence must contain only one track.
The sequence should only contain commands for controllers on a single network; unexpected
results may occur if you have more than one network listed in the sequence.
Timings are only supported on tenth-of-a-second boundaries (for example, 1 second, 1.1
seconds, 1.2 seconds). If any timings in the sequence are at some centisecond other than a
tenth-of-a-second boundary (for example, 1.15 seconds), they will be considered to be at the
next tenth-of-a-second boundary.
Depending on the device type, between 1 and 10 loop levels may be supported.
Loop speed modification is not supported, and will be ignored.
Connect the Controller to the PC
Connect the unit to the computer, for example using an SC485 adaptor or a USB-RS485 adaptor.
Make sure that the selector switches are correctly set for the type of cable used (units are shipped
ready to use data cables). Plug the unit into an AC outlet, and turn the unit on.
Select the Comm Port
After you have connected the unit to the computer, select the comm port that the Hardware Utility
should use to communicate with the controller.
Select the Unit
After you have connected the unit to the PC and selected the comm port, select the unit ID of the
controller that you wish to use. If you know the controller's unit ID, you can simply type it into the
dropdown box labelled "Select Unit". If not, use the "Refresh" button, and the Hardware Utility will
scan your network for connected units. You can then select it from the dropdown list.
NOTE: Scanning the network may take some time. If you have set the unit IDs of your controllers to
low values, you can use the "Max Unit ID" section to speed up this scan drastically. It is therefore a
good habit to assign your controllers unit IDs starting at 01, and increasing sequentially through 02,
03, and so on.
Selecting the unit to use
Download the Sequence
Choose the animation sequence you wish to download using the "Open" button in the "Select
Sequence" section, and then download it using the "DownLoad" button in the "Download Selected
Sequence" section:
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Selecting and dow nloading the sequence
If you do not see this in the Hardware Utility, make sure that you are on the LOR Control tab, and
click on the "Standalone" button near the bottom.
Scheduling the Sequence
Some Light-O-Rama controllers can schedule the downloaded sequence to run at certain times or in
certain conditions (those that cannot will run the sequence continually whenever powered on). To
schedule when it will run, use the "Trigger Condition" section:
Scheduling the sequence
Select the condition you want to start the sequence, and click "Send Trigger info to Unit".
If you do not see this in the Hardware Utility, make sure that you are on the LOR Control tab, and
click on the "Standalone" button near the bottom.
Note: If you choose to use specific scheduled times, the clock on the controller is set to the current
time according to your computer. Make sure that the time on your computer is correct.
Removing the Sequence
To remove a downloaded sequence from a standalone controller, use the "Delete" button in the
"Remove Sequence" section:
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Rem oving a sequence
Note: This does not actually remove the sequence from the controller; rather, it makes it so that the
controller will no longer play the sequence. So, if you later decide to use the sequence again, you
can simply reschedule the sequence to run, rather than downloading the sequence again.
If you do not see this in the Hardware Utility, make sure that you are on the LOR Control tab, and
click on the "Standalone" button near the bottom.
Testing the Sequence
After downloading a sequence to a controller to be used in standalone mode, it is recommended that
you test the sequence, using the buttons in the "Test Sequence" section. To start the sequence,
click "Sequence ON"; to stop it, click "Sequence OFF".
Note that the "Sequence OFF" button will stop the sequence even if it was started automatically (by
powering on or by schedule, as opposed to via the "Sequence ON" button).
Testing the sequence
If you do not see this in the Hardware Utility, make sure that you are on the LOR Control tab, and
click on the "Standalone" button near the bottom.
5.10.1.6 Firmware Updates
The Firmware Update section of the LOR Control tab of the Hardware Utility can be used to send new
firmware to Light-O-Rama controllers. A controller's firmware has a similar purpose to the operating
system on your computer (such as Windows XP or Windows Vista): The operating system on your
computer is used to run other programs that you load on the computer, such as Light-O-Rama. The
firmware on a Light-O-Rama controller is used to execute the commands to control the lights and run
standalone sequences.
From time to time, new versions of firmware will become available. In general, unless the new version of
firmware has a new feature that you need to use, you should not update the firmware.
If you do wish to update the firmware of a controller, do so using the following steps:
Select the Unit
Select the Firmware File
Download the Firmware
If any problems are encountered, please see "Troubleshooting".
To get to the Firmware Update section of the Hardware Utility, make sure that you are in the LOR
Control tab, and click the "Firmware" button (near the bottom).
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The Firm w are Update section of the Hardw are Utility
Select the Unit
It is recommended that only one controller be connected to the computer when updating firmware.
Units can have firmware updated when more than one is attached to the computer, but if you choose
to do this, make sure that "Selected unit listed above" is selected, and make sure that the proper
unit is selected in the "Select Unit to Configure.. Download.. Test" section (above the "Firmware"
section).
If you instead use the recommended method of having only a single controller attached to the PC
during a firmware update, choose "Only one unit is connected".
To update the firmware of a Light-O-Rama MP3 Player or a Light-O-Rama Wireless Unit, select the
matching entry in the "Select Unit" section.
Selecting the unit
Select the Firmware File
Use the "Open" button to select the firmware file that you wish to send to the controller. The "Open"
button starts in your Light-O-Rama base directory; the firmware files are typically located in the
"Firmware" subdirectory.
Select the latest version of firmware for the unit being updated. The names of the firmware files
correspond with the names of the controllers.
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Selecting the firm w are file
Download the Firmware
Finally, start the download by pressing the "Download" button. The progress bar will provide you
with an update.
If you encounter any problems, please see "Troubleshooting".
Starting the dow nload
Troubleshooting
If the download does not start within 15 seconds of hitting the "Download" button, check that the unit
is powered and properly connected to the PC. If all else fails, power the unit on and off after you
click the download button and the PC is attempting to start the download.
5.10.2 Light-O-Rama MP3 Directors
The LOR MP3 tab of the Light-O-Rama Hardware Utility can be used to download musical sequences to
a Light-O-Rama MP3 director (such as an "LOR1602W with Show Director and MP3 Player"), and
schedule when those sequences should be played.
Up to nine separate shows can be downloaded to an MP3 director.
For details, please refer to the following sections:
Scheduling/Show Options
Old Firmware
Select When Show Plays
Select How Show Plays
MP3 Player Showlist
Download the Show
Set the Time
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The LOR MP3 tab of the Hardw are Utility
Scheduling/Show Options
This section allows you to select various options about the show:
Old Firmware
Select When Show Plays
Select How Show Plays
Old Firmware
If your MP3 unit has the original firmware (Version 1.0) then you must check this box. To determine
if the unit has this old version of firmware, watch the LEDs when you apply power. Newer versions of
firmware will chase the LEDs briefly when power is first applied. The Old version of firmware will not
perform the chasing of the LEDs.
New versions of firmware will provide you with many new scheduling features. It is recommended
that if you update your firmware if you want these additional features.
Select When Show Plays
This section gives three main options for when the show will play: "plays anytime powered", "plays
during scheduled time", and "plays when triggered". Additionally, you can specify that the show
cannot be interrupted by input triggers, even if other shows are set up to start on those triggers.
Selecting "plays anytime powered" will cause the show to run whenever the MP3 director is powered
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on.
Selecting "plays during scheduled time" allows you to specify a time or times when the show should
play. Up to nine shows can be downloaded to a controller, and each will be assigned a number
between 1 and 9. If two shows are scheduled for the same time, the lower numbered show will be
played.
Selecting "plays when triggered" will cause the show to start whenever some external trigger
happens (such as a circuit being closed or a motion detector being tripped). If you choose this
option, you will be prompted to select the trigger's switch number (up to six switches are supported),
and whether the switch is normally open or normally closed.
A normally open switch has its contacts open until you activate it, at which point they close; a
normally closed switch has its contacts closed until you activate it, at which point they open. Most
switches are normally open; motion detectors, however, are typically normally closed. This is
because they are often used in security systems, where it is important to notice that a wire has
been cut.
Select How Show Plays
In this section, you can choose whether the show should loop continuously (that is, when it finishes
playing the last sequence in its list, it will start over at the first), or only one time, or every so often
(every hour, half hour, fifteen minutes or ten minutes).
If you choose to play the show every so often, you will also be prompted for what the lights should
do in between. You can choose to have all your lights on, or off, or else use an animation sequence
as a "filler" that will play continuously during the time in between.
MP3 Player Showlist
You can add musical sequences to the show by clicking the "Add Sequence" button. To remove
one, click on it to highlight it, and then click the "Remove Sequence" button.
The sequences will be played in the order listed. You can change the order by clicking on a
sequence to highlight it, and then clicking "Move Up" or "Move Down".
Sequences with subsequences cannot be added to the showlist.
Optionally, you can also specify a "start sequence", which will be played once and only once every
time the show starts up, before the other sequences. This is most useful if you selected that the
show should loop continuously. For example, a show with a start sequence and three sequences in
the showlist will, when "loop continuously" is turned on, first play the start sequence, then the first
sequence of the showlist, then the second, then the third, and then back to the first in the showlist not back to the start sequence.
Both musical sequences and animation sequences can be used as start sequences.
Note that only effects from channels set up to use the Regular Light-O-Rama network will be
downloaded; those on auxiliary networks will not.
Download the Show
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When you have selected the show's options and the sequences to be played, you can download the
show to an SD card (which can later be placed into the MP3 director). Make sure that you have
your SD card reader/writer hooked up to your PC, and click on the "Create Show" button. This
brings up a final options screen:
The final options for dow nloading a show to the SD card
On this screen, first select the show number that you want to use for this show. Each show on a
card must have a unique number assigned. If multiple shows are scheduled at the same time, the
lowest numbered show will take priority.
If you have a very large display, selecting "lock step" may help the different controllers used in the
display react with a higher degree of synchronization. This is not supported on all controller types,
and the level of firmware in the controllers must be 3.0 or higher.
If you wish to add a file to the SD card to set the MP3 director's internal clock, check the box that
says so. Note that there are also other ways to set the director's clock.
Select the communications speed that will be used to broadcast lighting commands. The
recommended setting (57.6) will suffice for many users' displays. If you have many controllers that
are far distances apart, a slower speed may help; if your sequences use many rapid lighting
commands, a faster speed may help.
Next, select the drive that contains your SD card, and click "Place Show on the SD Card". After
this completes, you can move the SD card to your MP3 director.
Set the Time
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If any of your shows are set up to run on schedules, it is important to set the MP3 director's clock
appropriately. There are several ways to do this:
First, you can directly hook your MP3 director up to your PC, and click on the "Set to PC's time"
button (in the lower right-hand corner of the LOR MP3 tab).
If you cannot (or do not wish to) hook the MP3 director up to your PC, you can instead create a
"time file" to be placed on an SD card. The first time that SD card is placed in the MP3 director, the
director's clock will be set to the time specified in the time file (which you can choose, so that you
have enough time to move the card from your PC to your MP3 director).
There are two ways to build a time file: First, you can click on the "Only place SET TIME file on the
SD card"; this will create a time file and download it, without downloading a show as well. Second,
when you create a show, during the final options dialog, you can request that a time file be created
and downloaded along with the show.
Finally, you can manually set the time on an MP3 director. See the director's user's guide for
details.
5.10.3 Light-O-Rama Wireless Devices
The LOR RF tab of the Light-O-Rama Hardware Utility can be used to configure Light-O-Rama wireless
devices (such as the Easy Light Linker).
When using this tab, make sure that only a single wireless device is in the daisy-chained network
hooked up to the PC.
For details, please see the following sections:
Frequency
Speed
Power Level
Stream Data
Get Current Configuration
Set Defaults
Update Configuration
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The LOR RF tab of the Hardw are Utility
Frequency
Use this section to control the frequency used by the wireless device. Note that the transmitter and
any receivers for it must be set to use the same frequency.
You can also use this to set the frequencies of two different transmitters to different values, so that
they will not interfere with each other; these different transmitters can then be placed far apart from
each other, effectively increasing the range of your wireless network.
Finally, some other wireless source in your area may interfere with Light-O-Rama's wireless
communications at certain frequencies, so if you notice problems with the controllers hooked up to
your wireless devices, try changing the frequency that is used.
If you change this setting, make sure to click the Update Configuration button so that the change
will be sent to the wireless device currently hooked up to the PC.
Speed
Use this section to control the communications speed used by the devices. The faster speed is
typically the better, allowing more frequent lighting effects, unless your controllers are separated
over large distances. In that case, if you notice problems with the higher speed, try changing to the
lower speed.
Note that a transmitter and its receivers must use the same speed.
If you change this setting, make sure to click the Update Configuration button so that the change
will be sent to the wireless device currently hooked up to the PC.
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Power Level
If your transmitter and receivers are physically close to each other, using too much power might
cause unintended effects. If you notice this, try setting a lower power level.
If you change this setting, make sure to click the Update Configuration button so that the change
will be sent to the wireless device currently hooked up to the PC.
Stream Data
This section continuously streams data. This is mostly for internal testing purposes, and it is
unlikely that you will need to use this.
Get Current Configuration
Clicking this button will retrieve the settings (such as frequency) from the wireless device currently
hooked up to the PC, and display them in the "Current Device Parameters" section.
Set Defaults
Clicking this button will reset the settings (such as frequency) of the wireless device currently
hooked up to the PC back to their factory defaults.
Update Configuration
After you have changed the frequency, speed, or power level, click this button to send the changes
to the wireless device currently hooked up to the PC.
5.10.4 Digital IO Boards
The Digital IO Boards tab on the Light-O-Rama Hardware Utility can be used to determine if Light-ORama can properly communicate with digital IO boards (including BSOFT digital IO boards) installed on
your computer. In order to use these boards with Light-O-Rama, your computer must have the Universal
Library and InstaCal installed.
To get a list of the boards that Light-O-Rama can find installed on the PC, click the "Refresh List"
button. Once a list of boards appears, you can select a board to test. If the board is a BSOFT digital IO
board, make sure that you check the appropriate checkbox.
After a board has been selected, you can test either individual pins on the board, or chase through all
pins.
If you cannot control the board using the Hardware Utility, then you will not be able to control the board
using any Light-O-Rama software, including the Sequence Editor or the Show Player.
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The Digital IO Boards tab of the Hardw are Utility
5.10.5 X10 Controllers
Light-O-Rama can control industry standard X10 modules using CM11A X10 controllers (available for
purchase at a variety of online stores). The X10 CM11A tab of the Light-O-Rama Hardware Utility can be
used to test the connection and functionality of such controllers.
To do so, first connect the controller to a serial port, using the cable supplied with the CM11A.
Select the port that you believe the CM11A to be on in the "Select CM11A Port" dropdown list, and click
on the "Init Unit" button. In the status window above the port selection dropdown list, you will see if the
unit has been located on the selected port. Note: Occasionally there will be a false report of a CM11A
being located on comm ports that are actually internal modems. This is generally Comm 3.
Select the house code and unit number of the controller, and test the unit using any of the "On", "Off",
"Fade Down" and "Fade Up" buttons.
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The X10 CM11A tab of the Hardw are Utility
5.10.6 Test Console
Clicking on the "Console" button of the Light-O-Rama Hardware Utility opens the Test Console. The
Test Console can be used to test standard Light-O-Rama controllers, or to configure and test Light-ORama iDMX-1000 DMX interface.
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The Test Console of the Hardw are Utility
Controller Type
Use this section (in the lower left) to choose whether to use a test a standard Light-O-Rama
controller or to configure and test a Light-O-Rama DMX interface. In the latter case, you can choose
between the ability to send any of 101 different intensities, from 0 to 100 ("LOR %" mode), or the
ability to send any of 256 different intensities ("DMX" mode).
DMX Channel Mode
This section (in the lower right) is available only if the controller type is set to "iDMX-1000 - LOR %"
or "iDMX-1000 - DMX". It allows you to choose how to map Light-O-Rama channels to DMX
channels.
NOTE: Only "Virtual Controllers" is currently supported. "Extended Circuit IDs" will be supported in
a future release.
In "Virtual Controllers" mode, the DMX interface is treated as sixteen separate Light-O-Rama
controllers each having its own unit ID and each with sixteen circuits, for a total of 256 channels.
These 256 channels are each mapped to an individual DMX channel.
In "Extended Circuit IDs" mode (which is not currently supported), the DMX interface will be treated
as a single Light-O-Rama unit ID, but can individually address all 256 circuits (whereas currently a
single Light-O-Rama unit ID supports up to 16 circuits).
Select Unit ID
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Use this section to select the unit ID.
If the controller type is set to "Standard Controller", or if the DMX channel mode is set to "Extended
Circuit IDs", both dropdown lists are enabled, with 0 through F available as the choices in each. So,
for example, to use unit ID C7, select "C" from the first dropdown list, and "7" from the second.
If the DMX channel mode is set to "Virtual Controllers", only the first dropdown list is enabled. The
DMX interface will use all sixteen unit IDs starting with the value selected there. For example, to
use unit IDs 30 through 3F, select "3" in the first dropdown box.
Select Channel Group
A Light-O-Rama DMX interface can support up to 256 DMX channels simultaneously. However, the
intensity sliders at the top of the Test Console only show sixteen of them at once (plus the master
slider). To select which sixteen are currently displayed, use the "Select Channel Group" slider with
the controller type set to iDMX-1000.
Set Intensities
The top portion of the Test Console shows sixteen sliders for the intensities of sixteen channels,
plus a master slider (on the left) which can be used to slide them all simultaneously.
Above each slider are the Light-O-Rama unit ID and circuit ID associated with that slider. Also, if
the controller type is set to iDMX-1000, then above those is the corresponding DMX address. These
values depend upon the selections made for the controller type, DMX channel mode, unit ID, and
channel group.
A common use of this is to determine the Light-O-Rama intensities to be used to produce various
effects on a DMX controller. For example, a DMX controller may be able to turn on red, green, or
blue lights; each of these is done by sending the same circuit a different command value. In LightO-Rama, these are represented as intensities. The Light-O-Rama intensities and the corresponding
DMX values are displayed below each slider.
So, for example, you could use this portion of the Test Console to determine that your controller
turns on a blue light when sent a value of 94, which corresponds to a Light-O-Rama intensity of
37%. So, when building a sequence in the Sequence Editor, you can tell this DMX controller to turn
on a blue light by applying a Set Intensity effect for 37%.
Test Buttons
You can use the various buttons at the bottom of the Test Console to send lighting effect commands
to the controller.
5.11
ServoDog Utility
The Light-O-Rama ServoDog Utility can be used to configure the Light-O-Rama ServoDog, which is a
fourteen channel digital controller that can perform digital input, digital output, servo control and PWM
("Pulse Width Modulation") dimming.
For details on how to use the ServoDog Utility, please refer to your ServoDog manual. This can be
downloaded from the Light-O-Rama Support page.
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The Light-O-Ram a ServoDog Utility
5.12
Visualizer
The Light-O-Rama Visualizer is a sophisticated planning and virtual hardware simulation tool designed to
compliment the Light-O-Rama software suite.
The Visualizer will most commonly be used during the design of your show. It allows you to add and
edit lights on a virtual stage, to see, what they will look like in the real world. Once the design is
complete and the channels are virtually wired, the Sequence Editor or the Show Player can control the
Visualizer just as if it were any of the hardware types supported by Light-O-Rama. This even includes
advanced controllers such as Cosmic Color Devices, as the Visualizer includes supports for all CCR
macros and color modes (channels 151-157).
Since the Visualizer uses standard IP communication, it is not limited to just design simulations on your
sequencing computer; it can also be used as a display item in your show. For example, you could
attach a large screen TV to a computer somewhere else on your physical stage and control it from your
show computer.
System Requirements
Limits
Concepts and Terminology
Tutorial
Advanced Topics
Dialog Windows
Mouse Wheel
Shortcut Keys
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The Light-O-Ram a Visualizer
5.12.1 System Requirements
For editing, the Visualizer should run without difficulty on any reasonably modern computer from the past
ten years.
For simulation, the performance of the Visualizer is dependent upon the size of the simulation, the
number of channels in use, and the amount of data being sent from the Sequence Editor or Show Player
. The Visualizer has been successfully tested with a 600x400 2000 channel RGB sequence on a 2.33
GHz Pentium 4 with 512 MB of RAM running Windows XP - a machine that is approximately 9 years old
at the time of writing.
The size limit of a simulation or background is 2500x2500. If you load a simulation larger than that, or
start a new simulation with a picture larger than that, you will be prompted to change the size. Please
understand that just because the maximum is 2500x2500, that does not mean that you will have
success with your simulation at that size. Smaller simulations will run much faster than larger ones.
5.12.2 Limits
The Light-O-Rama Visualizer imposes the following limits on your visualizations:
Editor
Maximum size of a simulation: 2500x2500 pixels. However, it may be further limited based on
your computer's specifications.
Total number of fixtures: 1024
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Total number of props: 512
Total number of bulbs/vertices per fixture: 256
Maximum number of loaded channel references: 10,000 normal plus 10,000 RGB
Simulation
Maximum number of virtual channels: Unlimited, but only the first 255 will be simulated.
Maximum number of fixtures per channel: Unlimited, but only the first 16 fixtures will be
simulated.
Device types and unit IDs: This depends upon your license's feature level. Please refer to the
feature comparison chart to check whether your device type or unit ID is supported by your feature
level. Note: The demo version of the Visualizer counts as Basic with respect to this.
5.12.3 Concepts and Terminology
There are several concepts you should be familiar with before you create your first visualization with the
Light-O-Rama Visualizer:
Stage and Background
The main editor area is known as the "stage". The stage is the area where you will be designing your
layout, and where the Visualizer will simulate your design. When creating your stage, you should create
one large enough to comfortably create all your design elements, while minimizing the size to enhance
performance. You can also import a background picture (in GIF or JPEG format) to give a more realistic
representation of your stage.
Drawing Lights
Upon the stage, you can draw bulbs or strings of bulbs, which are simply called "lights". The Visualizer
supports multiple different light types including mini/rope lights, individual bulbs, Cosmic Color Devices,
and flood lights. Strings of lights do not need to be continuous - you are free to draw a single string in
one location, then another in another location, and make them both part of the same fixture.
There are several different kinds of lights, shapes, and channel effects. Some fixtures can only use
certain types of bulbs, or have certain parameters. For example:
The maximum size of a flood light is 64, versus 16 for "normal" type bulbs.
Flood lights can only be of round shape, while strings can use any of several different shapes.
Strings are the only type of light that have a "spacing".
Fixtures
All lights automatically become part of a "fixture". The fixture is actually the primary element on your
stage. Whenever you create or select lights, or make changes, you are actually manipulating one or
more fixtures.
Every fixture has its own set of properties depending on what kind of fixture it is and what kind of
channels the fixture uses. These properties allow you to change the size of the bulbs on the virtual
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stage, the foreground/background level, name, comment, et cetera.
It helps to think of a fixture as a collection of zero, one, or more channels. For example, if you are using
Light-O-Rama to drive a holiday light display, a single fixture could be the "Left Garage Bush", where you
have four different color light strings, each being a different channel. You could then also have the "Right
Garage Bush", which is a collection of four different channels.
Channels
You can use and reuse any channel on any fixture. There are no restrictions on duplicating one or more
channels from one fixture to another.
The number of channels you can assign to a fixture depends on the fixture type as well as the type of
channels (normal or RGB). While a fixture that has no assigned channels cannot be simulated, it is
perfectly acceptable to create them.
There are three different types of channels in the Visualizer: CCR, Normal, and RGB. The CCR type
channel can only be used with CCR (Cosmic Color Ribbon) type fixtures, and cannot be directly created.
The RGB type channel, which can be assigned to any fixture type, requires exactly three Normal
channels - one each for the red, green, and blue components. When these channels are rendered the
three components are combined to create a bulb in true color. Normal channels consist of a single bulb
color.
Since the fixture is a collection of channels, it is also where you will create those channels and the
colors they represent. While you can use your sequences or channel configuration files to help create
the channels within the Visualizer (see Reference Channels), you need to understand that there is no
real connection between the sequence file and the Visualizer file. The Visualizer will only ever use the
color you specify within the Visualizer for a particular channel on a fixture. For example, if you create a
channel in the Sequence Editor that you specify as blue, and then create a fixture that contains the
same channel in the Visualizer but instead say that it is red, it will display within the Visualizer as red,
not blue.
Even if you use a reference file (i.e. a sequence file or channel configuration file), no connection is
maintained between that file and the Visualizer. For example, if you use a reference file that defines a
channel in the Sequence Editor as green, and then later change it within the Sequence Editor to white,
the Visualizer will still render the channel in green, until you change the channel on the fixture in
question within the Visualizer.
With the exception of the color, to properly communicate between the Sequence Editor and Visualizer,
you must define the channel identically in both. Think of this as properly "wiring" the Visualizer, much
the same as you would wire your stage. For example, if your "Left Garage Bush Blue" channel is
defined in the Sequence Editor as device type LOR, Regular network, unit 1A, circuit 5, then you should
define the channel the same way in the Visualizer: device type LOR, Regular network, unit 1A, circuit 5.
Props
A "prop" in the Visualizer is a collection of fixtures. Since fixtures are collections of channels, think of a
prop as being an easy way to associate different collections of channels. For example, you may create
a large Christmas tree on your stage that consists of eight regions, each of which is four colors. Each
region could be made as a fixture, and the collection of all eight regions (fixtures) could be made a prop
called "The Tree".
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You do not directly draw props. Instead, you create the individual fixtures and then associate them
together as a prop.
A Quick Review So Far
Props contain fixtures, fixtures contain channels, and channels tie the Visualizer together with your
sequence that is run in the Sequence Editor or Show Player.
Layers
The Visualizer uses a concept called "layering" (or "Z-Order") when creating fixtures. Fixtures can be
placed on one of sixteen levels from the "background" (level 1) to the "foreground" (level 16). The primary
use of levels is to allow you to layer fixtures on your stage. When you simulate your show, fixtures are
rendered in background to foreground order. This means that fixtures on higher levels are rendered on
top of those in the back. You can also disable the simulation of certain layers so that you can better
see areas that may be hidden.
Layers can also help you design your stage. Much like turning off layers for simulation, you can turn
them off for editing. Fixtures that are on edit disabled layers can be made invisible and cannot be
selected in the main stage area. This allows for easier selection of fixtures and props that may be
hidden or obstructed.
Wizards
To aid in the creation of complex props and fixtures, the Visualizer provides several different wizards.
These wizards allow you to quickly create Trees, Arches and Fans, CCRs, and CCR Matrices. Each
wizard has unique parameters.
Import/Export
The Visualizer also helps you quickly create a stage by allowing for the import and export of previously
created fixtures and props. You can quickly create a library of standard objects and quickly share them
between different Visualizer files, or with other users.
Symbol Fixture Creation
To create complex fixtures, you may want to use the "symbol" create tool. The symbol tool can take a
character from a graphics font (such as "Wingdings"), and create a light string representation of it.
5.12.4 Tutorial
This tutorial will walk you step by step through creating your first visualization with the Light-O-Rama
Visualizer, and then controlling that simulation through the Sequence Editor. The Visualizer uses
standard menu items and controls, so you may want to skip this section and dive right in if you are
comfortable.
Since the majority of users of Light-O-Rama create light shows for the outdoors, this tutorial is geared
towards them. However, the concepts presented here apply equally to any stage.
To begin using the Visualizer, you should first have a digital picture of your stage in either JPEG or GIF
format (JPEG is recommended). You may want to edit your picture in a photo editing program to reduce
its size and to cut out parts of your stage that will not be used in your show. If you would like to follow
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along exactly with this tutorial, use the one supplied with the Visualizer (called "InTownHouse.jpg",
located in the "Visualizations\Editor\LOR Visualizer Tutorial" directory).
A Quick Review of the Main Window
Start the Visualizer just like you would any other program in the Light-O-Rama software suite (either
through the LOR Control Panel's popup menu, or your computer's Start menu). There are several main
areas of the Visualizer that you should be familiar with:
Near the top of the screen, you'll see the tool bars. The tool bars give you a quick way to perform
most of the commands within the Visualizer. The three toolbars are:
The Edit Bar: Commands on this bar allow you to manipulate the simulation, fixtures, props, or
the background. It includes things such as new file, cut/copy/paste, et cetera.
The Draw Bar: Commands on this bar allow you to change to various modes - prop selection,
fixture selection, simulation, et cetera.
The Display Bar: Allows control of information display, including the colors of prop and fixture
names, the drawing grid, et cetera.
On the right side, when a simulation is loaded, you'll find the list of props and fixtures being used in
the current file. The list is called the "Object Selection" area.
At the bottom of the screen is the status bar. Program information is displayed there, including the
current cursor location, if the file is unsaved, et cetera.
Create a New File
Select the "New File command" to begin creating a new Visualizer file. You can create the new file by
going to the "File" menu and selecting "New", or by selecting the "New File" command on the Edit
toolbar. Most menu commands are duplicated on the toolbars.
You will be presented with the first of two dialog windows. The first window asks you if you would like to
use a background picture for your stage, or if you would like to use a "blank" background. For this
tutorial, select the "use a background" picture option, and then press the select file button ("..."). You
can select either a picture of your own stage, or the sample file ("InTownHouse.jpg") included when you
installed the Visualizer.
The next dialog presented will allow you to change the size of the simulation. When creating a new
simulation, you need to take into account the performance of your computer. The larger the simulation
you create, the more resources the Visualizer will need when running your simulation. If you are using
the included sample background, you can keep the size as-is. Otherwise, a good size to start with is
800 x 600. The system will automatically resize your background picture to fit the window size you
specify. You could also divide your stage up into several different Visualizer files for ease of use. For
instance, you may want to use one for stage left, and a separate one for stage right. You should also
remember that Visualizer files are separate from any sequence, channel configuration, or show file. You
can use and Visualizer file with any show or sequence.
If you like, you can change the intensity of the background using the slider here, or the one on the
"Display Tool Bar" found on the main screen.
Once you have selected your size, the main edit screen will be updated with your new parameters and
picture. If in the future you wish to change the size of the simulation or the background graphic, you
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may do so by selecting "Simulation Properties". If you resize your simulation, the Visualizer will
automatically reposition all of your lights. If you change the background graphic, you will need to move
things around as needed.
Drawing Lights and Creating Fixtures
We will now create some lights and fixtures. Select the "Light String" icon on the toolbar or from the
menu: Edit / Toolbox / Draw Light Strings. Move the mouse to the main editing area and your cursor will
change into a pencil. You are now in "draw" mode. There are several different draw modes, depending
on which tool you are using. Currently you are drawing "strings"; other tools allow you to draw "flood
lights", "single bulbs", "CCRs", et cetera.
Pick a place where you would like to start drawing strings, and click the left mouse button once. For
this tutorial, select the leftmost roof edge. now move the mouse to the second location - at the bottom
of the roof. When you move the mouse, you'll see a sight line appear. It is along this line that the
Visualizer will create your string of lights. Click again. This anchors the lights at that location, and you
can continue drawing. Draw several more lines of lights along the roof until you get to the second
"peak", and then double click. You've just created your first fixture!
Depending on if you have changed any of the Visualizer options, you should be presented with the
"Fixture Properties" dialog. If it didn't automatically show, simply double-click "New Fixture 1" in the
object selection area on the right of the main screen. The Fixture Properties dialog allows you to
change many different aspects of a fixture. For a complete description of all the different options, please
see the section titled "Fixture Properties".
The first thing to do is to give your new fixture a descriptive name. Since we outlined the roof, simply
call it "Roof Outline". You are free to name fixtures any way you like. The comment field is a
convenient place to hold information you may want to use later - actual lengths of lights, amperage
drawn, et cetera.
Skip down to the "Assigned Channels" section, so we can set some channel colors. Click on the first
row, and the "Channel Settings" dialog will appear. This dialog is similar to the one you use in the
Sequence Editor to define a channel. We'll touch more on this dialog later when we get ready to do a
simulation, but for now we simply need to give the channel a name and a color. Call the first channel
"Roof Red", and then set the color to red. Hit "OK", and then create three more channels, in green,
blue, and white.
While you were creating those channels, the changes were being reflected in the "Sample Bulbs" area.
Light strings in the Visualizer are a lot like multi-wire rope lights: Along the path you drew, the Visualizer
will create as many repeating groups of lights as needed. First, hit the "Background Color" button, and
change the color to black if it is not already. You should now be able to see all four bulbs in the colors
you specified. The background color button only affects the display of the sample bulbs in this dialog; it
has no other effect.
Since we are playing with the bulbs, let's check out a couple more things you can do with them. The
"Size", "Spacing" and "Shape" are exactly what they sound like: Size controls how big each bulb is on
the string. Spacing controls how much empty space is left between bulbs. Shape lets you choose from
ten different types of bulbs - round, various stars, and so forth. For our example, choose the "5 Point
Star" with size 6 and spacing 2. Now press OK and your main screen will be updated with the new
bulbs following the path you created.
Now let's create another string. Start at the left of the second peak and draw up to the top, then back
down to the right, ending with a double click. A new dialog appears that allows you to assign this new
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drawing to an existing fixture, or to use it as the basis for a new one (if you were not prompted, delete
this new drawing, go to "File / Options / 4. Fixtures" and change the "Assume the fixture is new"
dropdown from "Always" to "Ask", and then try again).
Since this is another roof string, select the "Roof Outline" fixture. By repeating these steps, you can
create lights on different parts of your stage that all behave using the same channels. Your roof now
consists of two separate strings.
Take what you have learned up to this point, and create two more string fixtures: one for the gutters, and
another around the garage door. Be sure that each fixture has four channels assigned, and that the
channels are red, green, blue and white (in that order). Make them any shape you want, along with any
size or spacing you desire.
Different Kinds of Fixtures
The Visualizer does not limit you to only the string fixture. In fact, there are four different types of
fixtures you can create:
String: Multi-wire rope light
CCR: Cosmic Color Ribbons and other Cosmic Color Multi-Bulb fixtures (such as CCBs)
Flood: Flood lights
Single Bulbs: Single-point light sources - Christmas tree stars, strobes, et cetera
The Visualizer is RGB-Aware
Let's create a new Cosmic Color Flood Light that shines on the garage door. The Visualizer is RGBaware, and can properly blend channels into more than sixteen million colors.
Select the Flood Light tool, and then click on the center of the garage door. The "Fixture Properties"
dialog box will appear, but you may notice that it looks a little different. Name the flood light "Garage
Flood", and change the size to 64.
Change the "Channel Type" from "Normal" to "RGB". Three channel spaces will now open up. Name
each channel, just like you did with the String fixtures. Notice that you can't change the colors - that is
because this is an RGB fixture, and the Visualizer will blend the values that it receives from the
Sequence Editor or Show Player to create the actual color of the bulb.
You may have noticed that when you selected channel type RGB, the "RGB Sample Color" button was
enabled. This sample color is only used to draw the bulb while you are editing. To help keep things
separate, make the sample color something that you don't normally use on your stage. For now, we
can keep the pink color. Press "OK".
Editing Strings and Bulbs
Let's also take a moment to learn about editing strings and lights. Click on the "Fixture Select" tool on
the toolbar (or Edit / Toolbox / Fixture Select Tool from the menu). The cursor changes to an arrow.
Now click on one of the strings over the roof.
The light string will turn into a dashed line, and a lot of "handles" will appear in red and green (or, if you
changed them, the colors you selected). The red handles are called "tool handles". They allow you to
stretch, shrink, skew, and rotate the entire fixture. For example, you can grab a corner and drag; doing
so will make the fixture bigger or smaller. The tool handles are as follows:
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Four corners: Stretch and shrink
Four middle arrows: Skew
Dot (right side): Rotate
X (middle): Move
The green handles are called "vertex handles". You can grab any one of these and move that light
anchor to a new location, or delete it. Place the cursor over one of the vertex handles, and it changes to
a cross-hair. Click once, and this point is removed. Click and drag, and this point is moved to a new
location.
You can split a string into two separate segments by simply placing the cursor over the sight line
between any two points and clicking once. A new vertex handle will be created.
Once you are done experimenting, put the Roof Outline fixture back where it belongs.
Object Selection Area
The object selection area on the right can also be used to select a fixture. Click any fixture name, and it
will be selected just as if you pointed at that fixture and clicked at it in the editor. This is useful if you
have multiple fixtures that are close together, and can't seem to be able to select the one you want. If
you want to change the properties of a fixture, double clicking the fixture name in the list will bring up its
properties box.
The Visualizer has many commands that you may already be familiar with from other editing software:
Delete, Cut, Copy, Paste, et cetera. Feel free to learn about them at your own pace.
Wiring
Now that you have created a few fixtures, let's wire those fixtures up so you can run your first simulation.
For now, we are going to create the channels manually, but you could also load a Sequence Editor file
into the Visualizer and use it as a "reference" - something you can learn more about in the Reference
Files section of this help file. Once you have wired a fixture, the Visualizer will remember the settings
each time you load this simulation file.
Double click the "Roof Outline" fixture in the object selection area on the right. The now-familiar Fixture
Properties dialog will be shown. Click on the first channel (the red one that you created), and you will be
presented with the Channel Settings box.
In order for your simulation to be properly controlled by the Sequence Editor or any other program in the
suite, the channel details must match those in the sequence. Since you are probably the most familiar
with Light-O-Rama controllers, let's use those:
Set the Red channel to device type "Light-O-Rama Controller". When you do that, more fields become
available. Set the network to "Regular", the unit to "01", and the circuit to "1". Leave the "Special Type"
field blank. Then press "OK".
You have now "wired" the first channel of this fixture. Go ahead and wire up the next three channels,
using circuits 2 through 4 (green as 2, blue as 3, and white as 4). Now wire up the Gutters fixture using
circuits 5 through 8, and the Garage Door fixture using circuits 9 through 12 in the same manner.
RGB fixtures are wired similarly, so go ahead and wire up the Flood Light fixture using circuits 13
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through 15. You should save your file now by using the "Save" icon in the toolbar, or by selecting "File /
Save" from the menu.
The most important thing to remember about wiring up your simulation is that there is no connection
between what a channel is called or what its color is in the Sequence Editor and what the name or color
is in the Visualizer. Just as with a physical controller, you could call a channel "Blue Door" in the
Sequence Editor, but hook it up to the "Red Tree" on your stage. If you see unexpected results during a
simulation, this is the first thing to check.
Running Your First Simulation
Now we need to do a bit of setup so that the Sequence Editor and the Visualizer can "talk" together.
You should only need to do this once, and possibly in the future if you do something such as changing
computers. The defaults should work, but we should double check them.
Select File / Options from the menu, and then click on the "6. Com/Ref" settings tab. Check that the
Communications field is set to "Local", that the IP address reads "127.0.0.1", and that the port is
"30303". Press "OK".
Start the Sequence Editor, and load the tutorial test sequence that was included (located in the directory
"Sequences\LOR Visualizer Tutorial"). Go to Edit / Preferences / Visualizer Preferences. Ensure that
the Host is set to 127 0 0 1, and the port to 30303. The thing to take away from this is that the
Visualizer settings and the Sequence Editor settings must match with each other; if the two programs
are set up differently, change one or the other so that they match, and then press OK.
Ensure that the Sequence Editor is set up to control the Visualizer: From its Play menu, ensure that the
"Control Visualizer" option is checked. If it is not checked, the Sequence Editor will not send any
commands to the Visualizer.
Almost there. Unless the Visualizer is placed into Simulation mode, it will ignore all commands from the
Sequence Editor. To place the Visualizer into Simulation mode, press the "Play" icon in its toolbar.
The Visualizer will then go into Simulation mode, hiding many of its controls and toolbars. It is now
ready to accept commands from the Sequence Editor.
Note: Depending upon your operating system and security settings, you may be prompted that the
Visualizer was blocked from communicating. If so, you can select "Unblock". If you do not unblock the
Visualizer, it will not be able to receive commands from the Sequence Editor. For more information, see
the section titled "Simulation and Firewalls".
Now play your sequence in the Sequence Editor (using its Play button on its standard toolbar). If
everything is set up correctly, you'll see the lights in your simulation flash on and off. Congratulations!
If you don't see any lights flashing, make sure that you have correctly set up the communications
parameters, that you have selected "Control Visualizer" on the Sequence Editor's Play menu, that the
Visualizer and the Sequence Editor are both in "play" mode, and that you have wired up your channels
correctly. If you see wrong lights flashing, make sure that you have wired your channels properly.
5.12.5 Advanced Topics
This section covers several advanced topics for the Light-O-Rama Visualizer:
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Wizards
Tree Wizard
Arch/Fan Wizard
CCR Wizard
CCR Matrix Wizard
Channel Assignment Wizard
Reference Channels
Virtual Channels
Importing and Exporting Fixtures and Props
Symbols
Locks
Levels
Colors and Background Intensity
Using Cosmic Color Devices in the Visualizer
Multi-Color Channels (Strings)
Simulation and Firewalls
5.12.5.1 Wizards
There are several different types of wizards available in the Light-O-Rama Visualizer. Some help you
draw complex props, while others help you to quickly assign channels to the fixtures associated with a
prop (the Channel Assignment Wizard and the Fixture Rename Wizard) .
All drawing wizards create a prop and one or more fixtures. Depending on the options you select, you
will be presented with one or more dialog boxes that allow you to specify how the required fixtures will be
created. In general, you can elect to create new fixtures, or assign the wizard data to existing fixtures,
or a combination of both.
Note that after you use one of the drawing wizards, what is created is just like any hand-drawn fixture. If
you want to modify your newly created prop, it may be easier to delete it and start again with the
appropriate wizard rather than trying to move individual bulbs, pixels, et cetera.
Tree Wizard
Arch/Fan Wizard
CCR Wizard
CCR Matrix Wizard
Channel Assignment Wizard
5.12.5.1.1 Tree Wizard
The Light-O-Rama Visualizer's Tree Wizard helps you create "light trees": strings of lights or CCR pixels
that are shaped like Christmas trees. To run the Tree Wizard, select it from the draw toolbar and click
where you would like the base of the tree in the editor. The Visualizer will then present the Tree Wizard
dialog.
There are many options that let you customize the way the tree will be built, and the choices you make
will be shown to you in the example drawing. The scroll bars can be used to change the orientation of
the tree.
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5.12.5.1.2 Arch/Fan Wizard
The Light-O-Rama Visualizer's Arch/Fan Wizard (also referred to as simply the "Arch Wizard") can
create arches of fans of light. Like the Tree Wizard, you can select the Arch Wizard from the
Visualizer's toolbar and then click where the base of the arch should be located. The Visualizer then
presents the Arch Wizard dialog.
The options here let you set your preferences, and the scroll bar can be used to rotate the edge from
"straight on" to "edge on".
The Visualizer's Arch/Fan Wizard
5.12.5.1.3 CCR Wizard
The Light-O-Rama Visualizer's CCR Wizard (not to be confused with its CCR Matrix Wizard) allows for
the quick placement of Cosmic Color Ribbon (or other Cosmic Color Device) pixels along a path
specified by the user.
The CCR Wizard can be thought of as a hybrid between the String Drawing tool and a wizard. When
you select the CCR Wizard, your cursor will change to a pencil. You can now draw a path, much like
using the Light Strings tool. When you double click, the Visualizer will ask you how many pixels the
path represents (up to 500), and then it will space CCD pixels equidistantly along the path.
5.12.5.1.4 CCR Matrix Wizard
The Light-O-Rama Visualizer's CCR Matrix Wizard (not to be confused with its CCR Wizard) allows you
to create a jumbotron-style display of CCR pixels. Once you select the tool, you will need to draw a
rectangular area in your editor. Once you have marked the start and end corners, the CCR Matrix
Wizard dialog is presented, wherein you can specify the options required.
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The Visualizer's CCR Matrix Wizard
5.12.5.1.5 Channel Assignment Wizard
The Light-O-Rama Visualizer's Channel Assignment Wizard helps to quickly assign channels to
complex props. It is accessed from the third tab on the Prop Properties box.
The Channel Assignment Wizard is only available for props that have one or more assigned fixtures, and
then only when all of the prop's fixtures are of the same type. If you have assigned two or more different
fixtures (for example, a String fixture and a Flood Light fixture) to the same prop, the Channel
Assignment Wizard cannot be used for that prop.
The Channel Assignment Wizard can quickly create new channels, or assign channels that you have
previously loaded via a reference file. Props that contain CCRs use a different channel wizard (the CCR
Channel Assignment Wizard) that is documented separately.
There are multiple steps required to finish this wizard, and not all steps are necessary for different
channel/fixture combinations.
Assigning New Channels to Non-CCR Fixtures
Assigning Reference Channels to Non-CCR Fixtures
Assigning Channels to CCR Fixtures
Assigning New Channels to Non-CCR Fixtures
Step 1: Identify if the channels will be Normal or RGB.
Step 2: Identify if the channels will be new or use a previously loaded Sequence Editor reference file
(new, in this case).
Step 3: Identify the total number of channels to be assigned per fixture, and what the colors of those
channels will be.
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Step 4: Identify the type of device to be used (Light-O-Rama, Dasher, etc.), and, if LOR, the addressing
mode (normal or legacy).
Step 5: Identify if the system should automatically go on to the next unit in sequence, or if the user
wants to be prompted when the wizard exhausts all available circuits on a unit.
Step 6: Identify the channel data to be used: network, unit and circuit. Not all device types use all of
these fields.
Assigning Reference Channels to CCR Fixtures
Step 1; Identify if the channels will be Normal or RGB.
Step 2: Identify if the channels will be new or use a previously loaded Sequence Editor reference file (use
a previously loaded Sequence Editor reference file, in this case).
Step 3: Identify the total number of channels to be assigned per fixture, and if the user wants to
automatically go on to the next unit in sequence, or if he or she wants to be prompted when the wizard
exhausts all available circuits on a unit.
Step 4: Identify the first reference channel to be used. Reference channels are then used in order from
this point.
Assigning Channels to CCR Fixtures
For each CCR fixture that is part of a prop, the Visualizer will present a dialog allowing the user to set
the base address and other CCR parameters.
5.12.5.2 Reference Channels
You can use any sequence file or channel configuration file to help you assign channels to fixtures in
the Light-O-Rama Visualizer. The Channel Assignment Wizard can also help with assigning reference
channels to complex props.
Note: It must be remembered that there is no connection between the Visualizer and the reference file
used to assign channels to a visualization. Once you assign a channel in the Visualizer, changes to
that channel in the Sequence Editor are not automatically reflected in the Visualizer, nor vice versa.
To load a reference file, select the "Load LOR Channel References" command. From here, you can load
one or more sequence files (musical or animation), or channel configuration files. Press the select file
button ("...") to pick the file that you want to use, and then press the LOAD button.
Once a file is loaded, the Visualizer will sort the channels and then attempt to remove all duplicates. If
the program cannot determine which channel should be used, a dialog will be presented to you to
choose which channel you wish to keep.
When you select the DONE command, you are given the option to update your fixtures with the new
channel data. The Visualizer will then attempt to match your imported channels with those already
defined in the Visualizer, and update where applicable.
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Loading a channel reference file will also make it easier to initially assign channels to your fixtures.
Once you have loaded one or more channel references, a button becomes available on the Channel
Settings window, allowing you to select a channel from those loaded. Once selected, the program will fil
in all the rest of the window (name, color, device type, etc.).
5.12.5.3 Virtual Channels
Depending on the device type you specify for a channel, the Light-O-Rama Visualizer listens for
commands based on a "key'. For example, if a channel of a fixture specifies that it is LOR hardware,
then the network, unit, and circuit are all required. When the Visualizer receives a command from the
Sequence Editor or the Show Player, it will match that command with that channel if the device type,
network, unit, and circuit all match. In this case, it helps to think of the Visualizer as a physical light
controller: When you physically wire your devices to your controllers, those controllers do not care what
color lights you hooked up, nor what you named the channel in the Sequence Editor.
However, the Visualizer has another type of channel, called the virtual channel. If you don't specify a
device type, then the Sequence Editor will send, and the Visualizer will attempt to match, the channel's
name. For example, this could be used to create a "beat channel", flashing with the beat of a song, that
isn't actually hooked up to any real string of lights on any controller, but which can be viewed in the
Visualizer.
You can utilize this functionality by creating the channel in the Sequence Editor as having no device
type, and in the Visualizer wire the channel using an identical name and no device type.
Notes:
The Visualizer will not simulate virtual channels from a compressed sequence.
There is a limit of 255 virtual channels in the Visualizer. If your simulation has more than 255 virtual
channels, then only the first 255 will be simulated.
5.12.5.4 Importing and Exporting Fixtures and Props
The Light-O-Rama Visualizer makes it easy for you to create a library of frequently used fixtures and
props, and to share those fixtures and props with other Visualizer users if you desire.
To export a fixture, first select it and then open the fixture's properties dialog. Click on "Export Fixture
File", and give your fixture a file name. When you press OK, you will be asked if you also want to save
the fixture's channel data. Saving the channel data allows you to quickly import this fixture into another
simulation, without the need to wire it up. If, however, your channels will be changing, you plan on using
this fixture with multiple sets of channels, or if you intend to share this fixture with other users, you may
want to not save the channels during the export.
To import a fixture, select the "Insert Fixture from File" tool. Select the fixture you wish to import, and
press OK. If there were one or more channels defined on the fixture, you will be asked if you want to
retain them or blank them out.
Importing and exporting props works in the same way as importing and exporting fixtures, except that
you start the process on the "Prop Properties" dialog box. When you import a prop, you are also given
the option to rename the prop and the associated fixtures.
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5.12.5.5 Symbols
The Light-O-Rama Visualizer allows you to use a character (symbol) from a font to create a fixture, and
several graphical fonts have been included with the application. To create a fixture from a symbol, click
the Insert Fixture from Symbols tool. Select one of the fonts at the top of the screen, and then select a
picture you would like to use. Note that you cannot use overly complex drawings: If the "# Of Points"
line just above the OK button is red, you cannot use that particular symbol.
5.12.5.6 Locks
While working in the Light-O-Rama Visualizer, you may find that your stage is cluttered and that you
keep accidentally changing a fixture or prop that you don't intend to change. To prevent this from
happening, you can "lock" the object. There are multiple ways to lock or unlock an object:
Select it, go to its properties, and click the "Locked" checkbox
Select it, and press the "Lock" or "Unlock" icon in the toolbar
Click the area to the left of the name in the object list.
When an object is locked, you cannot select it in the main editing area. The object will still be there, but
it won't react. If, however, you select it in the object list on the right (by clicking on its name), the lock is
ignored and you can work with the object.
Note that it is possible to lock a prop while still leaving the features associated with that prop unlocked.
There are two different kinds of lock - fixture lock or prop lock - which means there are four possible lock
stats: none (blank), Fixture Locked, Prop Locked, and Both Locked.
Fixture Mode
The lock is either blank (unlocked) or blue (the fixture is locked). The system ignores the state of the
prop if this fixture is assigned to one.
Prop Mode - Normal Display Mode
(This means every fixture of a prop is displayed in the list). All three colors are used:
Blue Lock: The fixture is not part of a prop (so it is considered a "virtual" prop), and the fixture itself is
locked, or this is a real prop, and it is unlocked, while this particular fixture is locked.
Purple Lock: The prop is locked, but this particular fixture (which is part of the locked prop) is unlocked.
Yellow Lock: The prop is locked, and this particular fixture is locked as well.
Prop Mode - Simple Display Mode
(Only the prop name or the virtual prop name is displayed). All three colors are used:
Blue Lock: This is a virtual prop (it is actually just a fixture that is not assigned to a prop), and the
fixture is locked, or this is a real prop and one or more of the fixtures assigned to the prop are locked,
but the prop is not locked.
Purple Lock: This prop is locked, and none of the fixtures associated to the prop are locked (all are
unlocked).
Yellow Lock: This prop is locked, and one or more of the fixtures associated to the prop are locked as
well.
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5.12.5.7 Levels
The Light-O-Rama Visualizer allows you to stack objects on top of one another, and then specify which
are on top of the others. In the computer world, this is called "Z-Order", or "layering". Things that are in
the foreground will have a higher "level" than those in the background.
There are several ways you can use levels:
While a simulation is running, objects that are in the foreground will be rendered "on top of" those
in the background. This gives a "see through" effect that more accurately represents your stage.
You can also turn off one or more levels during simulation. This could be useful if you have
foreground objects that are completely obscuring things in the background, or if you are trying to
increase the performance of the simulation.
During editing, placing your fixtures on levels allows you to segregate your stage. For example,
while drawing your background lighting, you could turn off all other levels, or display them at a
lower intensity.
The Level Visibility and Properties box allows you to turn levels on or off for simulation, rename them, et
cetera. A fixture can be moved between levels in several ways, by selecting the fixture and then:
Using the properties box of the fixture
Using the "Move Forward" or "Move Backward" icon
Using the "Move to Foreground" or "Send to Background" icon
5.12.5.8 Colors and Background Intensity
The Light-O-Rama Visualizer's Display Bar has buttons to quickly change the color of fixture names, tool
handles, and vertex handles. You can also quickly change the intensity of the background by using the
slider, and turn on or off various grid markers to help you in drawing fixtures.
5.12.5.9 Using Cosmic Color Devices in the Visualizer
There are some special considerations when using Cosmic Color Devices in the Visualizer.
Cosmic Color Floods
Cosmic Color Ribbons / Cosmic Color Bulbs
CCR Options and Addressing
Full CCR/CCB Fixtures (single master)
Master/Slave CCR/CCB (split CCR/CCB)
Compile Errors
Master/Slave CCR/CCB Simulation Considerations
Cosmic Color Floods
Create a Cosmic Color Flood the same as any other flood light. Specify that the fixture is RGB, and
assign the correct channels to the flood.
Cosmic Color Ribbons / Comic Color Bulbs
The Visualizer considers both of these devices identical and calls them by a single name: CCR.
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CCR Options and Addressing
In the real world, a CCR/CCB consists of 50 pixels or bulbs tied to a single controller. However, this
may not be convenient when working in the Visualizer, so they can be handled in two different
ways: Full CCR/CCB Fixtures or Master/Slave CCR/CCB. In the end, both ways will simulate the
same way; the only difference is how the CCR/CCB fixtures are defined.
Full CCR/CCB Fixtures (single master)
Using this method, a single CCR/CCB fixture in the Visualizer represents a single physical CCR/
CCB. In this way, all 50 pixels are assigned to the same Visualizer fixture regardless of where they
are placed on the stage. Simply set the "Physical Starting Pixel" to 1, and set the rest of the CCR/
CCB parameters as needed.
Master/Slave CCR/CCB (split CCR/CCB)
This is the recommended method. Using this method, two or more fixtures represent a single
physical CCR/CCB. This allows you to group consecutive like-pixels together for easier editing. The
CCR/CCB with physical pixel #1 is considered the "master". To create "slaves", specify a physical
pixel number greater than 1 with the same Network and Base Unit ID as the master. You cannot
specify a unit ID mode, channel mode, or resolution on slave CCRs/CCBs.
Compile Errors
When a simulation is started, all CCRs/CCBs are checked to ensure that they have exactly 50
pixels, a master, et cetera. Should an error be found, the simulation will not run, and you will be
presented with a list of errors to correct. Once the errors are corrected, the simulation will run.
When correcting errors, it may be easier to only correct the first error presented and then attempt to
run the simulation again. That is because a single problem could cause multiple errors.
Master/Slave CCR/CCB Simulation Considerations
While editing, you can place split CCR/CCB fixtures on different foreground/background levels, and
the Visualizer will display them as such. You can also assign different bulb sizes, and that too will
be honored.
While in simulation mode, however, all the "attached" fixtures will behave as if they are on the same
level and with the same bulb size as the master fixture. That is because the system needs to
compile all the separate fixtures into one main entity, and that entity takes the parameters of the
main CCD.
5.12.5.10 Multi-Color Channels (Strings)
The Visualizer can support multi-color sets using a sub-channel type. Only the String type can use
multi-color.
To create a multi-color channel, create a string fixture and assign a channel to it. In the "Special Type",
select "Multi", and then select the total number of physical colors this channel will represent. After
selecting the number, one or more color boxes will appear to allow you to set the color.
By specifying Multicolor, you can assign up to five different colors to the channel. You don't individually
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control these colors. When the channel is on, then all (1-5) of those bulbs are on.
Fixtures can have multiple multi-color subtypes. In theory, you can create a fixture with 80 separate
colors (16 controlled in groups of 5), but there is a lot of overhead when creating multi-color bulbs, and
so that is not recommended. The multi-color sub-type can also be used to simulate multi-channel rope
light where there is more than one bulb per circuit.
Multi-Color settings
5.12.5.11 Simulation and Firewalls
Depending upon your computer's operating system and/or the internet security programs you may be
using, the Light-O-Rama Visualizer may not be able to communicate with the Sequence Editor or Show
Player, due to being blocked by your firewall. In this case, you may need to take steps to tell your
firewall to allow the Visualizer to communicate:
Using the Built-In Windows Firewall
If you are using the Windows Firewall that is included in Windows from Windows Vista onwards,
allowing the Visualizer to communicate is easy. The first time that you place the Visualizer into
Simulation mode, the Windows Firewall will prompt you, stating that "Windows Firewall has blocked
some features of this program". From that dialog, simply press the "Unblock" button. Depending
upon the settings of your system, you may then be prompted again, with "Windows needs your
permission to continue". If so, select "Continue".
If at any point you accidentally told Windows Firewall to keep blocking the Visualizer, you can
change that by:
1. Pressing the Windows Start button
2. Typing "firewall" into the search box
3. Clicking on the "Windows Firewall" entry (note: not the "Windows Firewall with Advanced
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Security Options" entry)
Clicking "Allow a program through Windows Firewall" (on the left)
Select "Continue" if prompted
On the "Exceptions" tab, scroll through the list of programs until you find LORVisualizer
Place a check mark in front of LORVisualizer, and click OK
Restart the Visualizer
Window s Firew all blocking the Visualizer
Using Other Security Programs
Please check with the author or help system of your security software on how to unblock the
Visualizer.
5.12.6 Dialog Windows
This section describes the various dialog windows used in the Light-O-Rama Visualizer:
About
Arch/Fan Wizard
Assign Fixtures from Wizard
Assign to Fixture
CCR Matrix Wizard
Change Size
Channel Assignment Wizard
Channel Settings Dialog
Draw CCR Wizard
Duplicate Channel Reference
Duplicate RGB Channel Reference
Fixture Properties
Insert Symbol Fixture
Level Visibility and Properties
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Load LOR Reference File
Main Editing Window
Main Editor Window
Menu Items
New Prop
New Simulation
Object Selection Area
Options
Prop Properties
Rename Fixture
Rename Prop
Reorder Prop (Change Fixture Order)
Select Reference Channel
Simulation (Background) Properties
Simulation (Compile) Errors
Status Bar
Toolbars
Tree Wizard
5.12.6.1 About
This Light-O-Rama Visualizer dialog shows your license information and Visualizer revision information.
OK
Close the dialog.
System Info
Run the Microsoft System Information program, to gather and display statistics about your
computer.
5.12.6.2 Arch/Fan Wizard
This Light-O-Rama Visualizer wizard allows you to create light arches or fans with either strings or
CCRs.
Example Picture
Prop (Arch) Name
Type of Arch
Size
First Segment Location
Number of Segments
Light Type
Pixels per Segment
Fan Options
OK
Cancel
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The Visualizer's Arch/Fan Wizard
Example Picture
Shows what the arch or fan will look like with the parameters you have specified.
Prop (Arch) Name
The name the prop will be given when the arch or fan is created in the editor. Any fixtures created
will use this name plus a sequential number (e.g. "Example Arch 1" for the prop name "Example
Arch").
Type of Arch
Allows you to choose if you are creating an arch (a semicircle of lights) or a fan (a semicircle of
lights that start at the center and extend to the outside edge).
Size
Size of the arch or fan in pixels. You can always make the prop larger or smaller by using the tool
handles in the editor.
First Segment Location
Allows you to control if the first arch or fan segment is created on the left side or the right side of
the prop.
Number of Segments
The number of separate segments the arch will consist of (1 through 16). For light strings, every
segment created becomes a fixture and thus is controlled by its own set of channels.
Light Type
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The type of lights you will use in your simulation for this arch or fan (strings or CCR).
Pixels per Segment
If you selected the CCR light type, this option allows you to set the number of CCR pixels each
segment will use. For example, a seven segment arch that uses five pixels per segment will require
35 total pixels.
Fan Options
The following options only apply to fans, and are unavailable for arches:
Inside Radius
Density
Segments Start at Center (Vs. Edge)
Inside Radius
The size (in pixels) of the inside curve. Lights "radiate" from the outside semicircle (size) to the
inside semicircle (designated by the inside size).
Density
The number of radii that each segment consists of.
Segments Start at Center (Vs. Edge)
When creating the radii, the Visualizer will normally create them with a start point on the outside
semicircle inwards to the inside semicircle. Checking this box reverses that. This is handy for CCR
fans when pixel order is important.
OK
Create the arch or fan.
Cancel
Close the dialog with no change.
5.12.6.3 Assign Fixtures from Wizard
This Light-O-Rama Visualizer dialog appears after finishing one of the drawing wizards. On it, you can
elect to create new fixtures for the entire prop, or to assign the fixtures required to fixtures that already
exist.
This dialog changes depending on the type of wizard being run. However, the choices are essentialy the
same:
Create as many new fixtures as required (New)
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Create as many new full CCR fixtures as required (CCDs only)
For each fixture required, ask if the drawing should be aded to an existing fixture or to create a
new one (Existing)
Generally speaking, you should try to create new fixtures whenever possible. An exception to this may
be for CCR pixels, since they are grouped by fifty at once.
The difference between "New Fixtures" and "New Full CCR Fixtures":
When creating CCD devices, the Visualizer can create the fixture in two different ways. Full CCD
fixtures create the minimum number of fixtures required, where each fixtures will be a full (50 pixel) CCD,
while the generic "New Fixtures" will create one fixture for each region, and then set the starting pixel for
each.
In general, the generic "New Fixtures" is easier to use for editing within the simulation, but does require
extra care to ensure they are set up correctly. Full CCD fixtures more correctly represent a physical
CCD device, but editing them is much harder.
The Visualizer's Assign Fixtures From Wizard
5.12.6.4 Assign to Fixture
This Light-O-Rama Visualizer dialog is presented after finishing a new drawing, or after using a drawing
wizard and specifying that you want to choose to add existing fixtures. You can only ever assign a
drawing to a like fixture. For example, you cannot attach a string drawing to a flood fixture - only to
other string fixtures.
Fixture Dropdown
This dropdown lists all compatible fixtures that this new drawing can be added to, as well as an
option to create a new fixture.
OK
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Add the drawing to the selected fixture, or create a new one.
Cancel
Cancel the drawing.
The Visualizer's Assign to Fixture dialog
5.12.6.5 CCR Matrix Wizard
This Light-O-Rama Visualizer dialog allows you to create a matrix of CCR pixels, much like a jumbotron.
You first select the tool from the editor and then draw a rectangular area. When the area is drawn, this
dialog appears, allowing you to set the parameters.
Example Picture
Prop (Matrix) Name
Start Matrix At
Consecutive Pixels Run
Number of CCR Pixels
Light Size
OK
Cancel
The Visualizer's CCR Matrix Wizard
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ExamplePicture
Shows what the matrix will look like with the parameters you've specified. The colors shown here
are to help you with the orientation of the matrix:
Green Pixel: The very first pixel that will be created (starting pixel).
Red Pixels: The pixels that comprise the first row (horizontally) or the first column (vertically).
Black Pixels: All remaining pixels.
Prop (Matrix) Name
The name the prop will be given when the matrix is created in the editor. Any new fixtures created
will use this name plus a sequential number (e.g. "Example Matrix - CCR 1").
Start Matrix At
Determines where the first pixel of this matrix will be created (top left, top right, bottom left, or
bottom right).
Consecutive Pixels Run
Determines how the pixels run from the first pixel (either vertically or horizontally).
Number of CCR Pixels
How wide and high the CCR matrix will be, in pixels.
Light Size
The physical size of the CCR pixels as rendered in the Visualizer.
OK
Create the matrix with the supplied parameters.
Cancel
Discard changes.
5.12.6.6 Change Size
This Light-O-Rama Visualizer dialog is accessed from the Simulation Properties dialog box after
pressing the Change Size button. This dialog allows you to change the size of the background, as well
as resize and reposition any existing fixtures.
Original Size
New Size
Maintain Aspect Ratio
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The Visualizer's Change Sim ulation Size dialog
Original Size
Displays the current size of the simulation in pixels.
New Size
The updated size you wish to use for the simulation.
Maintain Aspect Ratio
When checked, any change to either the height or width will automatically change the other field
proportionally. For example, if the original size of your simulation was 800 by 600 - a ratio of 4 to 3 changing the width to 1024 will automatically change the height to 768, maintaining the ratio of 4 to
3. If this is unchecked, you can change the fields independently.
5.12.6.7 Channel Assignment Wizard
The Light-O-Rama Visualizer's Channel Assignment Wizard helps to quickly assign channels to
complex props:
Channel Assignment Wizard: Non-CCR Fixtures
Channel Assignment Wizard: CCR Fixtures
5.12.6.7.1 Channel Assignment Wizard: Non-CCR Fixtures
The Light-O-Rama Visualizer's Channel Assignment Wizard helps to quickly assign channels to
complex props, and is accessed from the third tab of the Prop Properties box.
The Channel Wizard is only available for props that have one or more assigned fixtures, and where all
fixtures are of the same type. If you have assigned two or more different fixtures -- for example a String
fixture and a Flood Light fixture -- to the same prop, the Channel Wizard cannot be used.
The Channel Wizard can quickly create new channels, or assign channels that you have previously
loaded via a reference file.
In all cases, once you have specified the required options, the Next button will take you to the next step
in the process, while the Previous button will take you back one step.
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The OK button becomes available once you have completed all the necessary steps, and Cancel will
close the dialog with no changes.
The exact steps necessary to use this wizard depend on whether you are using new channels or
reference channels, but the first two steps are the same in either case:
Step 1
Step 2
Step 3 (for new channels)
Step 4 (for new channels)
Step 5 (for new channels)
Step 6 (for new channels)
New Channels Summary
Step 1
Step 2
Step 3 (for reference channels)
Step 4 (for reference channels)
Reference Channels Summary
Step 1
What Kind of Channels: Select if you will be assigning normal channels to the fixtures, or a set
of RGB channels.
Set/Reset RGB Sample Color to Default: If you selected RGB channels, selecting this box will
reset the sample color to the default you specified in the options dialog. Otherwise, the sample
color will not be changed.
Step 1
Step 2
Use loaded reference channels, or create new ones:
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If you have previously loaded a sequence file or channel configuration file, you can choose to use the
channels from it, or to create new channels from scratch.
Depending on your selection, the wizard will present different options: Step 3 (for new channels) or
Step 3 (for reference channels).
Step 2
Step 3 (for new channels)
This dialog begins the data collection for the channels you will be creating. Every fixture assigned to
this prop will be given the same quantity, type, and color channels, in the same order.
Number of Repeating Channels Per Fixture: The number of channels each fixture will have.
Create a Color Sequence: Select the color of each channel by clicking on the numbered box,
and then selecting a color.
Step 3 for new channels
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Step 4 (for new channels)
Device Type: Select the type of device each of these channels will emulate.
What LOR Addressing Mode Should Be Used: If you selected the LOR device type, then these
radio buttons are active. They allow you to choose between Normal addressing (256 max circuits
per unit) and Legacy addressing (16 max circuits per unit).
Step 4 for new channels
Step 5 (for new channels)
When the wizard runs out of circuits on a unit (Automatically use next unit / Prompt me):
While assigning circuits to channels, there may not be enough circuits on any one unit to satisfy the
total number of channels needed. If you select Automatic, once the Visualizer runs out of circuits
on a unit, it will continue on to the next channel by incrementing the unit ID and setting the circuit
back to 1 (or whatever the first valid circuit of this device type is).
If, however, you select "Prompt me", then when the system runs out of circuits, a dialog box will
appear allowing you to select the next unit / circuit that the Visualizer should use.
Use the same channels on every fixture of this prop: There may be times when you want to
duplicate the channels being created across all the fixtures rather than sequentially increment them.
If you check this box, each fixture will get an identical copy of the channels created.
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Step 5 for new channels
Step 6 (for new channels)
This is the last step for non-CCR fixtures that are using new channels.
Select the starting address for the first channel of the first fixture: These dropdown boxes
allow you to set the first address of the first channel of the first fixture associated with this prop.
Depending on the device type selected, one or more of these fields may not be available (since
they don't apply to the device selected). Once you have set the address and pressed OK, the
Visualizer will assign the channels to the fixtures.
Step 6 for new channels
New Channels Summary
To assign new channels, the system will update every fixture of a prop in the order that they are
assigned to the prop. For each fixture, the system will create the number of channels specified in
step 3, in the color order specified. The first channel created on the first fixture will use the
parameters you specified in step 6. For each channel created after that, the system will increment
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the previous circuit ID by 1. If the system runs out of circuits for a particular unit, it will
automatically increment the unit ID by one, and reset the circuit ID to one (or whatever the minimum
for the appropriate device type is) if "Automatically use the next unit" was selected in step 5, or a
prompt will appear if "Prompt me" was selected in step 5. If you checked "Use the same channels
on every fixture of this prop", the second and subsequent fixtures will get the same channels as the
first one.
Step 3 (for reference channels)
Number of Repeating Channels Per Fixture: The number of channels each fixture will have.
When the wizard runs out of circuits on a unit (Automatically use next unit / Prompt me):
While assigning circuits to channels, there may not be enough circuits on any one unit to satisfy
the total number of channels needed. If you select Automatic, once the Visualizer runs out of
circuits on a unit, it will begin assigning channels with the next loaded reference channel unit. If
the system runs out of units for a particular device type or network, you will be prompted.
If, however, you select "Prompt me", then whenever the system runs out of circuits, a dialog box
will appear, allowing you to select the next reference channel that the Visualizer should use.
Use the same channels on every fixture of this prop: There may be times when you want to
duplicate the channels being created across all the fixtures rather than sequentially increment
them. If you check this box, each fixture will get an identical copy of the channels created.
Step 3 for reference channels
Step 4 (for reference channels)
This is the last step for non-CCR fixtures that are using reference channels.
Select first reference channel: The Visualizer will sort all the loaded reference channels into
order by device type, network, unit, and circuit. The system will then assign channels in the order
that they are sorted.
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Step 4 for reference channels
Reference Channels Summary
To assign reference channels, the system first sorts all channels into device type, network, unit,
and circuit order. The system will then update every fixture of a prop, in the order they are assigned
to the prop. For each fixture, the system will create the number of channels specified in step 3.
The first channel created on the first fixture will be the one selected on step 4. For every channel
after that, the system will assign the next loaded and sorted reference channel. If you specified
"Automatically use next unit", the system will continue to assign the next loaded reference channel
until the wizard completes, or the system runs out of channels with the device type or network of the
channel you selected in step 4. On the other hand, if you specified "Prompt me" on step 3 and the
next unit to be assigned is different, or if you ran out of circuits for a particular device type or
network, you'll be presented with a dialog to select the next reference channel to be used. If you
checked "Use the same channels on every fixture of the prop", the second and subsequent fixtures
will get the same channels as the first one.
5.12.6.7.2 Channel Assignment Wizard: CCR Fixtures
The Light-O-Rama Visualizer's Channel Assignment Wizard for CCR fixtures is a simple, one-step
process that repeats for each CCR assigned to a prop.
For each CCR assigned to a prop, the CCR settings dialog is presented, which allows you to set the
most important parameters of each CCR:
Physical Starting Pixel Number
Network
Base Unit ID
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Unit ID Mode
Channel Mode
Resolution
The Visualizer's Channel Assignm ent Wizard w hen used for CCR fixtures
Physical Starting Pixel Number
CCR fixtures can be split apart into separate entities. The fixture with a particular address with pixel
#1 is considered the master, and any others the slaves.
Network
The network this CCR is part of.
Base Unit ID
The unit ID of this CCR. For every CCR assigned after the first one, the system will attempt to
guess the next unit ID to be used. You should check and change it as needed.
Unit ID Mode
Normal (one unit per CCR) or legacy (ten units per CCR).
Channel Mode
If the channels are in triplet (RGB) order or sequential order.
Resolution
The logical resolution this CCR is running at.
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5.12.6.8 Channel Settings Dialog
This Light-O-Rama Visualizer dialog allows you to specify the specifics for a channel assigned to a
fixture.
Name
Select Reference Channel (...)
Select RGB Reference Channel (RGB)
Device Type
Network/Unit/Circuit
Special Type
Special Parameter
The Visualizer's Channel Settings dialog
Name
The name of the channel. Required.
Select Reference Channel (...)
If you have loaded one or more reference files, this button is available. Pressing it and selecting a
channel from the dropdown will assign the loaded parameters to this Visualizer channel.
Select RGB Reference Channel (RGB)
If you have loaded one or more reference files, if the file contained RGB channels, and if you
specified that this fixture use RGB channels, then this button is available. Pressing it and selecting
a channel from the dropdown will assign the loaded parameters to this Visualizer channel. The
system will then prompt you if you also wish to assign the other two related channels.
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Device Type
Select the device type this Visualizer channel is emulating.
Network/Unit/Circuit
These fields should match your sequence's channel for this particular fixture. One or more of these
fields may not be available depending on the type of device you selected above.
Special Type
Certain fixture and channel types can use special effects. Currently the Visualizer supports two
special types: Strobe and Multi Color. A strobe channel emulates a "strobe light" - bulbs on this
channel will flash quickly on and off randomly. A multi color channel will display up to five bulbs
when a channel is turned on. You cannot individually control the bulbs.
Special Parameter
If you selected a special type above, this field allows you to specify any needed additional
parameters. If you selected "Strobe" above, this field allows you to set the "speed" of the strobe
effect. If you selected "Multi Color", you will be able to choose the number of colors, and the actual
colors themselves.
5.12.6.9 Draw CCR Wizard
To use the Light-O-Rama Visualizer's CCR Wizard, select the CCR Wizard tool and then draw a path on
the editor screen along which you would like the pixels to be created. Once you double click, this dialog
appears.
Prop (CCR) Name
How Many Pixels should Visualizer create for this drawing?
OK
Prop (CCR) Name
The name the prop will be given when the CCR is created in the editor. Any new fixtures created will
use this name plus a sequential number (e.g. "Example Prop - CCR 1").
How Many Pixels should Visualizer create for this drawing?
Select the number of pixels that your drawing consists of.
OK
Once you press the OK button, the system will create as many pixels as you specified, along the
path that you drew. You will then be presented with the Assign Fixtures from Wizard dialog.
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5.12.6.10 Duplicate Channel Reference
While loading one or more reference files into the Light-O-Rama Visualizer, the system may detect that
a duplicate channel is being loaded with a different name or color. This dialog allows you to resolve the
conflict.
The left side shows the channel as it was previously loaded. The right side shows how the channel is
defined in the currently loading file. You have four options:
Keep Old Reference
Use New Reference
Keep ALL Old References
Use ALL New References
Duplicate Channel Reference
Keep Old Reference
The reference on the left side will remain, and the one on the right is discarded. If another duplicate
is loaded, you will be prompted again.
Use New Reference
The reference on the right side will replace the one on the left. If another duplicate is loaded, you will
be prompted again.
Keep ALL Old References
The reference on the left side will remain, and the one on the right is discarded. From this point
forward, any duplicates, for this channel or others, are ignored in the file being loaded.
Use ALL New References
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The reference on the right side will replace the one on the left. From this point forward, any
duplicates, for this channel or others, will replace what was previously loaded.
5.12.6.11 Duplicate RGB Channel Reference
While loading one or more reference files into the Light-O-Rama Visualizer, the system may detect a
duplicate RGB channelbeing loaded with a different name or mismatched colors. This dialog allows you
to resolve the conflict.
The left side shows the RGB channel as it was previously loaded. The right side shows how the RGB
channel is defined in the currently loading file. You have four options:
Keep Old Reference
Use New Reference
Keep ALL Old References
Use ALL New References
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Duplicate RGB Channel Reference
Keep Old Reference
The reference on the left side will remain, and the one on the right is discarded. If another duplicate
is loaded, you will be prompted again.
Use New Reference
The reference on the right side will replace the one on the left. If another duplicate group is loaded,
you will be prompted again.
Keep ALL Old References
The reference on the left side will remain, and the one on the right is discarded. From this point
forward, any duplicates, for this RGB channel or others, are ignored in the file being loaded.
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Use ALL New References
The reference on the right side will replace the one on the left. From this point forward, any
duplicates, for this RGB channel or others, will replace what was previously loaded.
5.12.6.12 Fixture Properties
This Light-O-Rama Visualizer dialog allows you to set various parameters for a fixture. This includes
things like the name, channels assigned, bulb size and shape, et cetera. Each different type of fixture
(strings, floods, etc.) has different requirements, so some sections may or may not be visible and some
fields may not be available, depending upon the type of the fixture.
Name
Type
Comment
Part of Prop
Level
Locked
Number of Points
Virtual Bulbs
Flood Light
Channel Type
Assigned Channels
Cosmic Color Ribbon
Name
The name of the fixture. This descriptive name can be shown on the editor window, and is presented
in the object selection area. The system will attempt to create a unique name for new fixtures. It is
not, however, required that all names be unique.
Type
This is the type of fixture. It cannot be changed.
Comment
Use this field to add any comments about the fixture. This field is not used by the system; it is only
here to help with your design, and can be used any way you see fit. For example, you may want to
track the total number of amps this fixture will draw, what it is built from, et cetera.
Part of Prop
If this fixture is part of a prop, then the prop is listed here. If the fixture is not assigned to a prop,
"(None)" is displayed. You can also assign or remove this fixture from a prop by clicking on the
dropdown list.
Level
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The layer this fixture currently resides on.
Locked
Locked fixtures cannot be selected in the main editing area. This prevents accidental changes to
the fixture. The lock can be enabled or disabled here as well as in the object selection area.
Number of Points
The current number of vertices (for string fixtures) or number of bulbs (for single bulbs/CCRs/floods)
that this fixture consists of. String fixtures can have a maximum of 256 vertices (with unlimited
bulbs), or 256 bulbs for CCRs, floods, and single bulb fixtures.
Virtual Bulbs
The Virtual Bulbs section allows you to specify the parameters of the bulbs being generated, as well
as see a sample representation of those bulbs. Depending on the fixture type, some fields may not
be available. For example, you cannot change the spacing or the shape of the bulbs of a CCR
fixture.
Size: The size of the bulbs that will be used for this fixture in the simulation.
Spacing: For string fixtures, this is the amount of space between two consecutive bulbs.
Shape: Some fixture types allow you to use different bulb shapes - round, square, triangle,
various star shapes, et cetera.
Sample Bulbs: This area gives you a representation of what the bulbs will look like, based
upon the parameters you have specified. If you have defined normal channels for this fixture,
the sample will show how the bulbs will appear in the channel colors defined. If you have
specified that this fixture uses RGB channels, then the color used will be the "RGB Sample
Color". From left to right, the sample shows the bulbs from full intensity to lower intensities.
Background Color: When you first create a fixture, the system will use the background color
as specified in the options dialog. However, this background may make the bulbs hard to
see. Pressing this button will allow you to specify a different background color just for this
fixture.
RGB Sample Color: Since the color of the bulbs for this fixture is not fixed, this button
allows you to quickly specify the color of the bulbs while editing. It is best to use a color here
that you don't normally see on your stage, so that you can quickly identify those elements
that are RGB. If you would like more control over the sample color, you can also use the
sliders to the right of the button. These sliders allow you to specify the R, G, and B
components separately.
Flood Light
For flood light fixtures, this section replaces the "Virtual Bulb" section.
Max Opacity: Flood lights are generally used to "wash" areas with light. This wash is not
opaque, since you can still see what is being lit by the flood light. The Visualizer attempts to
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simulate this by allowing you to set the maximum opacity of a flood light. Normally, if a light
is turned on to 100%, the entire background will be obscured by the light. If, however, you
specify a maximum opacity of less than 100%, then no matter how bright the channel is
turned on, some of the background will still show through.
Size: The size of the flood light.
Background Color: When you first create a fixture, the system will use the background color
as specified in the options dialog. However, this background may make the bulbs hard to
see. Pressing the button will allow you to specify a different background color just for this
fixture.
RGB Sample Color: Since the color of the bulbs for this fixture is not fixed, this button
allows you to quickly specify the color of the bulbs while editing. It is best to use a color here
that you don't normally see on your stage, so that you can quickly identify those elements
that are RGB. If you would like more control over the sample color, you can also use the
sliders to the right of the button. These sliders allow you to specify the R, G, and B
components separately.
Channel Type
Depending on the fixture type, you can specify that this fixture uses either normal or RGB channels.
Clicking on any row here will bring up the channel settings for that particular channel. This section
does not appear for CCRs since they are always RGB and are assigned channels differently.
Assigned Channels
Depending on the type of fixture and the type of channels, this section allows you to specify up to
16 different channels. Clicking on a row here will bring up the Channel Settings dialog box.
Cosmic Color Ribbon
This section only appears if this is a CCR fixture.
Physical Starting Pixel Number: CCR fixtures can be split apart into separate entities. The
fixture with a particular address with pixel #1 is considered the master, and any others the
slaves.
Network: The network that this CCR is a part of.
Base Unit ID: The base unit ID of this CCR.
Unit ID Mode: Normal (one unit per CCR) or Legacy (ten units per CCR).
Channel Mode: If the channels are in triplet (RGB) order, or sequential. Only available for
the master CCD.
Resolution: The logical resolution this CCR is running at. Only available for the master CCD.
5.12.6.13 Insert Symbol Fixture
This Light-O-Rama Visualizer dialog allows you to create a fixture that is shaped like a character from a
symbol font.
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Font Name
Sample Area
Selection Area
# of Points
OK
Cancel
Insert Sym bol Fixture
Font Name
Allows you to select the font from which you would like to select a character.
Sample Area
Shows a larger version of the selected character.
Selection Area
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Allows you to select the character that will become a fixture.
# of Points
The Visualizer can only use fixtures that have less than 256 points. If the selected character has
more than 256 points, this field will be red, and the character cannot be used. Otherwise, the area
will be green.
OK
Create the fixture using the selected character as an outline.
Cancel
Close the dialog with no changes.
5.12.6.14 Level Visibility and Properties
In the Light-O-Rama Visualizer, a fixture can be placed on any of sixteen levels, from the background
(level 1) to the foreground (level 16). The primary use of levels is to allow you to layer fixtures on your
stage. When you simulate your show, fixtures are rendered in background to foreground order. This
means that fixtures on higher levels, when turned on, will seem to "cover" those on lower levels . You
can disable the simulation of certain layers so that you can better see areas that may be hidden. You
can also disable editing on certain layers to help you create your stage.
Name
Enabled for Editing
Enabled for Simulation
All/None/Invert
When Editing Show Fixtures on Disabled Levels at This Intensity
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Level Visibility and Properties
Name
You can rename the levels as you see fit.
Enabled for Editing
There is one checkbox for each level that enables or disables fixtures on that level for editing. When
unchecked, fixtures that are on this particular level are shown at a lower intensity (or invisible), and
cannot be selected in the main editor window. They can, however, still be selected in the object list.
Enabled for Simulation
There is one checkbox for each level that enables or disables the simulation of fixtures on that
particular level. When unchecked, fixtures on this level are not simulated (and are therefore invisible)
while being controlled by the Sequence Editor or Show Player.
All/None/Invert
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There are two sets of buttons here - one each for editing and simulation. Selecting one of these
commands quickly changes the state of all the checkboxes of that particular type.
All: All checkboxes are checked.
None: All checkboxes are unchecked.
Invert: Checkboxes that were checked are now unchecked, and those that were unchecked
are checked.
When Editing Show Fixtures on Disabled Levels at This Intensity
When a fixture is on a level that is disabled, it is presented in the editor window at a lower intensity.
This slider allows you to select what that intensity is, from 50% down to 0% (with 0% meaning it is
invisible).
5.12.6.15 Load LOR Reference File
The Light-O-Rama Visualizer's Load LOR Reference File dialog allows you to quickly assign channels to
fixtures, using one or more sequence files or channel configuration files as reference files.
To load a reference file, first click the "select file" button ("..."). Select the sequence or channel
configuration file that you would like to use, and then press the "Load" button. The Visualizer will then
load the file that you selected and merge it with any other reference files you may have loaded.
When you select "Done", you are given the option to update any existing fixtures with the loaded
references. If you select "yes", the Visualizer will match the existing channels of your simulation to the
ones loaded, and update the name and color of each if a match is found.
Load Reference File
5.12.6.16 Main Editing Window
This area in the Light-O-Rama Visualizer is where you will be doing all drawing and manipulation of
fixtures and props. It is the stage on which you will create your fixtures and props.
5.12.6.17 Main Editor Window
The Light-O-Rama Visualizer's main editor window consists of these areas:
The menu
The toolbars
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The main editing window
The object list
The status bar
The Visualizer's m ain editor w indow
5.12.6.18 Menu Items
The Light-O-Rama Visualizer's menus allow you to choose most of the commands that are available in
the Visualizer. The following main menus exist:
File: File related tasks, including load, save, and program options.
Edit: Editor related tasks: tools, wizards and the like.
Help: Show the help file.
5.12.6.19 New Prop
This Light-O-Rama Visualizer dialog allows you to create a new prop. A prop must first be created
before it can be assigned to one or more fixtures. After naming the prop, the Prop Properties box is
shown.
Name
OK
Cancel
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The New Prop dialog
Name
The name of this new prop.
OK
Create the prop.
Cancel
Discard changes.
5.12.6.20 New Simulation
The Light-O-Rama Visualizer's New Simulation dialog allows you to create a simulation with the
parameters you specify. You can change these parameters later, with the "Simulation Properties"
dialog.
Background
OK
Cancel
The Visualizer's New Sim ulation dialog
Background
Select if you would like to use a picture or a plain solid white background for your simulation. If you
select "Picture", you must use the "select file" button ("...") to select your background graphic. If
you select "Blank", you must specify a width and height in pixels.
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OK
Once the dialog is correctly completed, the OK button becomes available. When selected, it
creates the new visualization with the parameters you have specified.
Cancel
Dismisses the dialog without any changes.
5.12.6.21 Object Selection Area
This area in the Light-O-Rama Visualizer shows you the names of all fixtures or props in your simulation.
The area has several display modes and changes depending on whether you are working with fixtures or
props. While in prop mode, you have the option of using a "normal" or "simple" display:
Normal: This is a two-line display where the top line is the prop and the bottom line is the fixture.
Every fixture is shown on the list.
Simple: This is a one-line display where only the prop name is shown in the list.
5.12.6.22 Options
The Light-O-Rama Visualizer's Options dialog allows you to change the parameters, defaults, and
behaviors of the Visualizer. The Options dialog has these tabs:
General: General Visualizer parameters including autosaving, name display, et cetera.
Tooltips: When pointing at an object in the editor, the Visualizer can show you information about
the prop or fixture. This tab allows you to control what is displayed.
Colors: The system colors used.
Fixtures: Defaults for creating fixtures and props.
Bulbs: Defaults for bulbs and channels.
Com/Ref: Defaults for communication and reference files.
5.12.6.22.1 Options Tab 1: General
This tab on the Light-O-Rama Visualizer's Options dialog controls general Visualizer parameters
including autosaving, name display, et cetera:
On Startup
Auto Save Every
When Deleting a Fixture or Prop
Show Fixture/Prop Name
Show CCR Pixel Order Numbering
Always Show Prop Name
Ignore Missing Background Pictures
Use Simple Prop Display
Close Window (X) Stops Simulation
Don't Show Corrupt File Warning
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The General Options tab
On Startup
Controls the behavior of the Visualizer when it starts up. The options are: do Nothing, Show Open
File Dialog, Automatically open last file.
Auto Save Every
By setting this field to something other than "Never", the Visualizer will automatically save a
visualization file periodically.
When Deleting a Fixture or Prop
Controls if the system will prompt you before allowing a delete.
Show Fixture/Prop Name
By setting this field to something other than "None", the name of a fixture or prop will be shown on
the main editor screen (in the drawing area).
Show CCR Pixel Order Numbering
Along with the fixture name, the Visualizer can display the number of each pixel of a CCR. Pixel
numbers are important, since the order of them is important for simulation. This option controls if
that pixel number is displayed or not.
Always Show Prop Name
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The name displayed near an object is normally controlled by what mode the user is in: While in
fixture mode, fixture names are displayed, and while in prop mode, prop names are displayed.
Selecting this checkbox forces the Visualizer to always show the prop name if it is available,
regardless of the mode.
Ignore Missing Background Pictures
If selected, the system will not prompt the user if it cannot find the background graphics.
Use Simple Prop Display
The object list can be set to display in two different ways while in prop mode:
Normal: Every fixture is displayed in a two-line list, with the first line being the prop name and
the second line being the fixture name.
Simple: Only the prop name (or the fixture name if the fixture is not assigned to a prop) is
displayed.
Close Window (X) Stops Simulation
Selecting this option means that if you attempt to close a simulation with the window's control box,
only the simulation will stop and the application will remain active.
Don't Show Corrupt File Warning
The system digitally signs all editor save files. If a file is loaded with a signature that does not
match, the system will warn the user that the file may be corrupted. Selecting this option ignores
the error.
5.12.6.22.2 Options Tab 2: Tooltips
This tab on the Light-O-Rama Visualizer's Options dialog controls whether or not tooltips are displayed
on the main editor screenand, if they are displayed, how they are displayed. Tooltips can give you a
quick way of looking at a fixture or prop's parameters and data.
Show Fixture/Prop Tooltips in Edit Mode
Show Fixture Properties Even in Prop Mode
Show the Following for Fixtures
Show the First 'x' Assigned Channels
Show the Following for Props
Display up to 'x' Associated Fixtures
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The Tooltips Options tab
Show Fixture/Prop Tooltips in Edit Mode
Turns tooltips on or off.
Show Fixture Properties Even in Prop Mode
When pointing at an object in the editor in prop mode, the prop parameters are displayed. If this
option is checked, the Visualizer will show fixture properties regardless of what mode the editor is
in.
Show the Following for Fixtures
Various fields that the user may or may not feel are important. If you don't want to see a particular
parameter in the tooltips, unselect it.
Show the First 'x' Assigned Channels
If you set this value to something other than "None", the system will display this number of defined
channels, starting with the first.
Show the Following for Props
Various fields that the user may or may not feel are important. If you don't want to see a particular
parameter in the tooltips, unselect it.
Display up to 'x' Associated Fixtures
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If set to a value other than "None", the system will show the names of this many fixtures associated
to a prop, starting with the first.
5.12.6.22.3 Options Tab 3: Colors
This tab on the Light-O-Rama Visualizer's Options dialog controls what system colors the Visualizer
uses, and the defaults for fixtures:
Tool Handle: Tool handle colors.
Vertex Handle: Drawing vertices tool handles.
Fixture/Prop Names: Color of the text used to display a fixture or prop name.
Default Background Color: The color used for the sample background when a new fixture is
created.
Default RGB Sample Color: The color used for the RGB fixture when a new one is created.
Show fixtures in color while in edit mode: When checked, the Visualizer will attempt to use
the channel colors or sample RGB color for fixtures. When unchecked, black is used.
The Colors Options tab
5.12.6.22.4 Options Tab 4: Fixtures
This tab on the Light-O-Rama Visualizer's Options dialog allows you to specify defaults and parameters
when working with fixtures or props.
When creating new fixtures assume the fixture is new: When set to "Ask", the system will
present the "Assign to Fixture" dialog box, where you can select to create a new fixture or to use
an existing fixture for a newly created drawing. When this option is set to "Always", the system
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creates a new fixture and never prompts.
Default channel type: When creating a new fixture, the channel type will automatically be set to
this type where applicable.
Automatically Show the Fixture Properties Box After: You can control when the system
automatically shows the fixture properties after the following actions: creating a new fixture,
adding points to an existing fixture, selecting a fixture in the editor, selecting a fixture in the object
list, undo/redo of fixture properties.
Automatically Show the Prop Properties Box After Using a Wizard to Create 2 or More
Fixtures: If you use a wizard to create a prop, if that prop contains more than two fixtures and you
have selected this option, the Prop Properties dialog will be shown.
The Fixtures Options tab
5.12.6.22.5 Options Tab 5: Bulbs
This tab on the Light-O-Rama Visualizer's Options dialog controls the defaults and actions associated
with virtual bulbs:
Defaults: New fixtures that are created will use these parameters (as needed). You can always
change them on the fixture properties later.
Don't show a warning if a CCR has an incorrect number of pixels: A CCR must consist of
exactly 50 pixels, or it may not be simulated correctly. Checking this box disables the warning if
a CCR fixture has other than 50 pixels.
Don't show a warning if the bulb size is smaller than the recommended minimum: Some
bulbs have a recommended minimum size that is greater than one. Checking this box will disable
the warning.
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The Bulbs Options tab
5.12.6.22.6 Options Tab 6: Com/Ref
This tab on the Light-O-Rama Visualizer's Options dialog controls how the Visualizer interacts with the
Sequence Editor or Show Player:
Communications: These fields control how the Sequence Editor or Show Player will "talk
to" (control) the Visualizer. Normally you will be running the Visualizer on the same computer as
the Sequence Editor, so the defaults (Local and port 30303) should be OK. Advanced users may
want to change these fields. In all cases, the fields here must match the Visualizer Properties in
the Sequence Editor.
Don't show 'Load Another' reminder when loading reference files: The system will remind
you after loading a reference file that you can load as many such files as you like. Checking this
box will disable this reminder.
OK: Applies the changes and closes the dialog.
Cancel: Discards the changes and closes the dialog.
Load Defaults: You can reset how the Visualizer works to the installation defaults by clicking
this button.
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The Com /Ref Options tab
5.12.6.23 Prop Properties
The Light-O-Rama Visualizer's Prop Properties box is broken down into three tabs:
General: Name, comment, and fixtures that are assigned to the prop.
Fixture Properties: Most used properties that can be quickly assigned to all fixtures assigned to
this prop.
Wizards: Access to run the Channel Wizard or the Rename Wizard.
Note that the Prop Properties box's "Delete" button will delete the prop definition, but will not delete any
fixtures associated with the prop.
5.12.6.23.1 Prop Properties: General Tab
This tab on the Light-O-Rama Visualizer's Prop Properties box allows you to change various properties
assigned to a prop:
Name: The name of this prop.
Comment: A comment area for your personal use.
Locked: Lock or unlock the prop. Locked props cannot be selected or edited in the main editing
window.
Export Prop File: This button allows you to export this prop into a file library. See Importing and
Exporting Fixtures and Props for more information.
Fixture List: Click a row here to edit the fixtures assigned to this prop.
Clicking a blank line will allow you to add a fixture.
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Clicking an existing line will bring up a list of fixtures, as well as a delete button ("X") to remove
the selected fixture from the prop.
If a fixture is already assigned to a prop, the fixture name is noted with an asterisk ("*") in the
fixture list.
Removing a fixture from a prop does not delete the fixture.
Change Order of Fixtures: Pressing this button brings up the Reorder Prop dialog. This dialog
allows you to change the order of the fixtures assigned to a prop. you may want to change the
order of fixtures before using the Channel Wizard.
The Prop Properties General tab
5.12.6.23.2 Prop Properties: Change Fixture Properties Tab
This tab on the Light-O-Rama Visualizer's Prop Properties dialog allows you to update the most used
parameters of fixtures assigned to a prop. For example, you can quickly change the bulb size of all
fixtures assigned to this prop.
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The parameters that can be changed are: lock status, level, size, shape, spacing, flood size, and flood
max opacity. For more information on what these parameters mean, please see the documentation on
Fixture Properties.
Depending on the parameter, not all fields are available for all fixture types. For example, "Spacing" is
undefined for any fixture except "String" fixtures.
You may notice that some of the fields are blank and yet available. If a field is blank, that means two or
more fixtures in this prop have different values for this field. For example, if two fixtures are attached to
this prop and one has "Round" bulbs and the other "Square", the "Shape" field will be blank. If you leave
the field blank, then this parameter will not be updated for any of the fixtures in the prop. If you do
change a blank field, then all fixtures attached to this prop will have that parameter changed.
The Prop Properties Fixture Properties tab
5.12.6.23.3 Prop Properties: Wizards Tab
This tab on the Light-O-Rama Visualizer's Prop Properties dialog has buttons that allow you to run the
Channel Wizard or the Rename Wizard on the fixtures of this prop. The Channel Wizard in only
available if the fixtures of the prop are all of the same type (e.g. all string fixtures, or all flood fixtures).
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The Prop Properties Channel Wizard tab
5.12.6.24 Rename Fixture
This dialog is presented when running the Rename Wizard.
New Fixture Name: New name to assign to this fixture. This box is filled with the current name of the
fixture.
5.12.6.25 Rename Prop
This dialog is presented when you run the Prop Rename Wizard, or when importing a Prop file.
Depending on how the Rename Prop dialog is used, some fields may not be visible or usable.
Prop Name Options
Use the prop and fixture names specified in the file: This option is only presented if you are
importing a Prop file. Selecting this option disables all other options.
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Rename the prop to: This text box is pre-filled with the existing prop name. If this option is
selected (or if it is the only option available), the "Fixture Name Options" become available. You
can change the name of the prop here, or keep the existing name.
Fixture Name Options
Automatically rename the fixtures with the prop name and a number: For each fixture
attached to this prop, this option will replace the name with the prop name and a sequence
number.
Prompt me for the name of each fixture: For each fixture attached to this prop, present a
dialog with the existing name and allow it to be changed if desired.
5.12.6.26 Reorder Prop (Change Fixture Order)
The Light-O-Rama Visualizer's Reorder Prop dialog allows you to reorder the fixtures that are assigned
to a prop. Typically you would want to do this before running the Channel Wizard, since the wizard will
assign channels starting with the first fixture running to the last.
To reorder the fixtures, simply drag them into a new order in the list.
The Change Fixture Order dialog
5.12.6.27 Select Reference Channel
When you press the Select Channel Reference (...) or Select RGB Reference (RGB), this Light-O-Rama
Visualizer dialog appears. The list is populated with channels of the appropriate type. Select the
channel you would like to use in the dropdown.
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The Select Reference Channel dialog
5.12.6.28 Simulation (Background) Properties
This Light-O-Rama Visualizer dialog box allows you to change the background picture, or to remove it
entirely. You can also change the size of the visualization, and the intensity of the background or
background picture.
Image Source
None
Image Size
Editor Size
New Size
Intensity
Grid Lines
Grid Color
Grid Density (Slider)
OK
Cancel
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The Sim ulation Properties dialog
Image Source
Select your background picture using the Select File button ("...").
None
Removes the background image.
Image Size
The size (in pixels) of the original background image (if loaded).
Editor Size
The size of the current visualization.
New Size
The size of the simulation if you have used the "Change size" button and then press OK.
Intensity
Controls the brightness of the background or background graphic. Allows you to "turn off the lights"
to see a better representation of your stage. This slider has the same effect as the one on the main
editor window.
Grid Lines
A dropdown that allows you to select if a drawing grid is displayed, and if so the type of grid. The
grid is not a permanent part of your simulation, and can be turned on or off at any time.
Grid Color
Color of the grid used (if any).
Grid Density (Slider)
Controls the number of grid markings displayed. More dense grids are to the left, less dense grids
to the right.
OK
Apply the changes and close the dialog.
Cancel
Discard changes.
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5.12.6.29 Simulation (Compile) Errors
When you start a simulation, the Visualizer compiles all your fixtures and lights to improve performance.
If the Visualizer is unable to compile your sequence, this dialoag will be shown.
Errors: A text box with a list of the errors encountered. These errors will need to be corrected before the
simulation can run.
5.12.6.30 Status Bar
The Light-O-Rama Visualizer's status bar shows the current status of the Visualizer, plus additional
information which may be helpful. It is broken down into different regions depending upon whether the
Visualizer is in editing mode or simulation mode:
While Editing
1.
2.
3.
4.
5.
Indicates if the simulation has changed since it was last saved.
Information area: additional information about a tool in use, et cetera.
This section is unused while editing.
Location of the cursor (X, Y) in the edit window.
Current time.
While Simulating
1.
2.
3.
4.
5.
Stop button: ends the simulation and returns to edit mode.
Information area: Additional information about the simulation.
FPS: Shows the current performance of the simulation.
Queue Gauge: Graphically shows how much information is in the queue waiting to be processed.
Current time.
5.12.6.31 Toolbars
The Light-O-Rama Visualizer's toolbars allow you to quickly work with the Visualizer's tools and options.
There are the following toolbars:
Edit Toolbar
Actions Toolbar
Color Toolbar
5.12.6.31.1 Edit Toolbar
The Light-O-Rama Visualizer's Edit Toolbar contains tools that deal with editing your visualization:
New: Start a new visualization.
Open: Load an existing visualization.
Save: Save the current visualization.
Home Object: Take the selected fixture or prop and move it to the upper left of the editing
window.
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Delete: Delete the selected fixture or prop.
Send to Foreground: Place the selected fixture or prop on the foreground (level 16).
Send to Background: Place the selected fixture or prop on the background (level 1).
Move Forward: Move the selected fixture one level forward, towards the foreground.
Send Backward: Move the selected fixture one level backward, towards the background.
Lock: Lock the selected fixture or prop.
Unlock: Unlock the selected fixture or prop.
Cut: Remove the selected fixture or prop from the editor and place it on the clipboard so that it
can be pasted later.
Copy: Duplicate the selected fixture or prop onto the clipboard so it can be pasted later.
Paste: Create another copy of the fixture or prop on the clipboard at the home position.
Undo: Undo the last action.
Redo: Redo the previously undone action.
Object Properties: Show the properties box of the selected fixture or prop.
Simulation Properties: Show the properties of the simulation.
Load LOR Reference File: Load a sequence or channel configuration file as a reference file.
5.12.6.31.2 Actions Toolbar
The Light-O-Rama Visualizer's Actions Toolbar contains commands and actions that you can perform,
including simulation, object selection, et cetera:
Play: Place the Visualizer in simulation mode.
Select Prop: Place the Visualizer in prop mode and allow the selection of props.
Fixture Select: Place the Visualizer in fixture mode and allow the selection of fixtures.
Draw Strings: Draw strings of lights.
Draw CCRs: Draw single bulbs of a CCR fixture.
Draw Floods: Draw flood lights.
Draw Single Bulbs: Draw single bulbs.
Arch Wizard: Start the Arch/Fan Wizard.
Tree Wizard: Start the Tree Wizard.
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CCR Wizard: Start the CCR Wizard.
Matrix Wizard: Start the CCR Matrix Wizard.
Insert Fixture: Import a fixture from a fixture file.
Insert Symbol: Create a fixture based upon a font character.
Insert Prop: Import a prop from a prop file.
Level Properties: Set level options and visibility.
Create New Prop: Create a prop so that fixtures can be assigned to it.
5.12.6.31.3 Color Toolbar
The Light-O-Rama Visualizer's Color Toolbar contains tools that let you quickly adjust system colors
and the background intensity.
Names: Color of the text used to display a fixture or prop name. You can also turn off the display
by unchecking the box.
Handle: Tool handle colors.
Vertex: Drawing vertices tool handles.
Background Intensity Slider: Set the background intensity from black to normal.
Grid Display Color: Color of the drawing grid displayed.
Grid Display Option: Turn off the grid, or change the type of grid displayed.
5.12.6.32 Tree Wizard
This Light-O-Rama Visualizer wizard allows you to create light trees (mega trees) with either strings or
CCRs. Depending on your selections, some options may not be available.
Example Picture
Prop (Mega Tree) Name
Size
Type of Tree
Type of Channel Bundles/Fixtures
First Bundle Location
Number of Bundles/Fixtures
Density
Bundle Options
Scroll Bars
OK
Cancel
Defaults
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The Visualizer's Tree Wizard
Example Picture
Shows what the tree will look like with the parameters you have specified.
Prop (Mega Tree) Name
The name the prop will be given when the tree is created in the editor. Any fixtures created will use
this name plus a sequence number (e.g. "Example Tree 1" for the prop name "Example Tree").
Size
The size of the tree in pixels, in both width and height. The width of the tree is the round base, while
the height is the size of the center pole. You can always make the prop larger or smaller by using
the tool handles in the editor after creation.
Type of Tree
The wizard can create full trees (360 degrees) or half trees (180 degrees).
Type of Channel Bundles/Fixtures
When the wizard creates the tree, each channel bundle (also called a segment) can be created in
three ways:
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Wedge: The bundle is created by starting on the base, going to the top of the virtual center
pole, and then back down to the base.
Edge to Center: The bundle is created starting at the base and running to the top of the
virtual center pole.
Up and Over: The bundle is created starting at the base, running to the top of the virtual
center pole, and then back down again directly opposite of where it started.
First Bundle Location
Allows you to control where the first bundle is created. You can further refine the starting location
by using the horizontal scroll bar to "spin" the tree through the virtual center pole.
Number of Bundles/Fixtures
This slider allows you to choose how many independently controllable regions will be created. For
light strings, each bundle will become a fixture.
Density
You can make the tree appear to be more full by increasing the density.
Bundle Options
These options allow further control on how the bundles/fixtures will be created:
Counter Clockwise: When creating bundles, the system will normally create them from the
location you specify, continuing around clockwise from that point. If you select this option,
the bundles are created from your starting point, but in a counterclockwise motion instead.
Show lights at base for wedges: If you are creating wedge-shaped channel bundles,
enabling this option shows the lights at the base connecting the legs of the wedge.
Strings/CCR: You can elect to create the tree as a CCR tree, or using light strings.
Pixels per Bundle: If you are creating a CCR-based tree, this field allows you to set the
number of pixels each bundle will use.
Scroll Bars
The scroll bars allow you to change the perspective of the tree to better match your stage. The
vertical scroll bar allows a 180 degree view, from inside the tree looking straight up at the top of the
center pole, to straight on, to above the tree looking straight down at the center pole. The horizontal
scroll bar allows you to rotate the tree around the center pole This allows you to refine the starting
place of the first bundle.
OK
Create the tree.
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Cancel
Close the dialog with no change.
Defaults
Resets the parameters to logical defaults if desired.
5.12.7 Mouse Wheel
You can quickly scroll several areas of the Light-O-Rama Visualizer's main editor window by using your
mouse wheel. To scroll the simulation vertically, use the wheel while over the main editing aea. To
scroll horizontally, place the cursor on the horizontal scroll bar and rotate. To scroll the object list, point
at it and use the wheel.
5.12.8 Shortcut Keys
Along with the Light-O-Rama Visualizer's menu shortcuts, accessed with the Alt key and the underlined
letter, there are several keyboard shortcuts that can be used in the editor:
5.13
Delete key
Delete the currently selected fixture or prop.
Home key
Send the currently selected fixture or prop to the
upper left corner of the editor.
Ctrl-C
Copy.
Ctrl-V
Paste.
Ctrl-X
Cut.
+
Move the selected fixture or prop towards the
foreground.
-
Move the selected fixture or prop towards the
background.
Tab key
Select the next fixture or prop.
Verifier
The Light-O-Rama Verifier can be used to check for certain types of problems with the way that Light-ORama is configured on your machine, and with your schedule, shows, and sequences.
To use the Verifier, simply click its "Verify" button. As it is checking for issues, it will display what it is
doing in its "Output Log" tab; when it is complete, it will switch to its "Results" tab, showing a list of the
issues that it has found:
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The Verifier has found one error and seven w arnings
Each result has a description, severity, and message number, and may have additional details. There
are several "Details" columns, each of which may contain a piece of information specific to the detected
problem. For example, in the above screenshot, several warning messages appear, all with message
number 28, meaning "Channel is completely off". This message number's first "Details" column shows
the name of the sequence in which the problem was found and its second "Details" column shows the
track containing the channel which is completely off. Its third "Details" column (which cannot be seen in
the screenshot above, but which could be seen by scrolling to the right) displays the name of the
channel.
If you right-click on a particular result, a popup menu will appear:
The right-click popup m enu for a result
Clicking "Help on this result" simply opens the help file to the page for the result number in question.
The two "ignore" options let you tell the Verifier that you are not interested in seeing this result in the
future - either it specifically ("Ignore this result") or all results with the same message number ("Ignore all
results with message number 28").
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If you ignore a result (or all results with a certain message number), then whenever such results are
detected in the future, they will not count towards the number of errors or warnings which the Verifier
says it detected, and they will be displayed on the Verifier's "Ignored Results" tab instead of the
"Results" tab. You can later decide to stop ignoring such results by going to that tab, right-clicking on a
result, and unchecking the ignore option that you had previously selected.
You can also save the list of results to a text file, by clicking the Verifier's "Save" button. Only results
on the "Results" tab will be saved to the file; those on the "Ignored Results" will not be.
Please see the list of Verifier messages for details on the types of problems that the Verifier checks for.
5.13.1 List of Verifier Messages
The following messages can be generated by the Light-O-Rama Verifier. For details on any given one,
please refer to its individual help page.
Message 1 (Info): No errors or warnings found
Message 2 (Warning): Verification cancelled
Message 3 (Error): Light-O-Rama is not fully installed
Message 4 (Error): No registry entry for application path
Message 5 (Error): Application directory does not exist
Message 6 (Warning): Verifier not running from LOR application path
Message 7 (Error): Application file does not exist
Message 8 (Error): Unlicensed LOR demo version used
Message 9 (Warning): Unsupported version of Windows Media Player
Message 10 (Error): No registry entry for user data path
Message 11 (Error): User data directory does not exist
Message 12 (Warning): No registry entry for non-media data path
Message 13 (Warning): Non-media data directory does not exist
Message 14 (Warning): No registry entry for media data path
Message 15 (Warning): Media data directory does not exist
Message 16 (Error): Application file has unexpected version number
Message 17 (Warning): Weekly schedule file does not exist
Message 18 (Warning): Yearly schedule file does not exist
Message 19 (Warning): Calendar scheduling not supported
Message 20 (Warning): No shows are scheduled
Message 21 (Error): Show file does not exist
Message 22 (Error): Error reading show file
Message 23 (Error): Sequence file does not exist
Message 24 (Error): Sequence file cannot be loaded
Message 25 (Warning): Show has no sequences
Message 26 (Error): Media file does not exist
Message 27 (Warning): Conflicting channel settings in sequence
Message 28 (Warning): Channel is completely off
Message 29 (Warning): Sequence is completely off
Message 30 (Warning): Channel is missing settings
Message 31 (Warning): Channel uses undefined comm network
Message 32 (Warning): Channel in tracks of conflicting length
Message 33 (Warning): Musical file used in non-audio section of show
Message 34 (Warning): Subsequences not supported
Message 35 (Warning): Background sequences unsupported
Message 36 (Warning): Startup sequences unsupported
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Message 37 (Warning):
Message 38 (Warning):
Message 39 (Warning):
Message 40 (Warning):
Message 41 (Warning):
Message 42 (Warning):
Message 43 (Warning):
Shutdown sequences unsupported
Interactive triggers unsupported
Unsupported number of tracks
Shell commands unsupported
Shell command map file does not exist
Shell command not set
Channel conflict
5.13.1.1 Verifier Messages 1-10
The following are some messages can be generated by the Light-O-Rama Verifier. For details on any
given one, please refer to its individual help page. To see all possible messages, please refer to the List
of Verifier Messages.
Message 1 (Info): No errors or warnings found
Message 2 (Warning): Verification cancelled
Message 3 (Error): Light-O-Rama is not fully installed
Message 4 (Error): No registry entry for application path
Message 5 (Error): Application directory does not exist
Message 6 (Warning): Verifier not running from LOR application path
Message 7 (Error): Application file does not exist
Message 8 (Error): Unlicensed LOR demo version used
Message 9 (Warning): Unsupported version of Windows Media Player
Message 10 (Error): No registry entry for user data path
5.13.1.1.1 1: No errors or w arnings found
Message Number: 1
Severity: Info
Summary: No errors or warnings found
If the LOR Verifier does not find any errors or warnings (other than those you have told it to ignore), it will
output this message.
The LOR Verifier
List of Verifier Messages
5.13.1.1.2 2: Verification cancelled
Message Number: 2
Severity: Warning
Summary: Verification cancelled
If you hit the cancel button while the LOR Verifier is checking for problems, it will stop checking, display
any issues that it has found to that point, and additionally display this message to warn you that there
may be other issues that it would have found had it not been cancelled.
Note that it may not stop immediately when you hit the cancel button; it may finish its current check
first.
The LOR Verifier
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List of Verifier Messages
5.13.1.1.3 3: Light-O-Rama is not installed
Message Number: 3
Severity: Error
Summary: Light-O-Rama is not fully installed
The installation of Light-O-Rama is not complete. This could occur, for example, if the installation was
interrupted, or if a registry cleanup utility deleted certain Light-O-Rama entries from your computer's
Windows registry.
If the problem is that the registry entries have been deleted, you can solve it by running the LORPost
utility, which is typically automatically run after installation. This utility can be found in the directory
where you installed your Light-O-Rama program files, which is typically (but not always) C:\Program
Files\Light-O-Rama.
Note that the LORPost utility will ask where your Light-O-Rama data files should be stored. If you
already have a "Sequences" directory, and would like to keep your sequences there by default, tell it the
directory one level above that directory. For example, if your sequences are stored in C:
\LOR\Sequences, tell the LORPost utility to store your Light-O-Rama data files in C:\LOR.
Otherwise, try reinstalling Light-O-Rama, or uninstalling and then reinstalling.
The LOR Verifier
List of Verifier Messages
5.13.1.1.4 4: No registry entry for application path
Message Number: 4
Severity: Error
Summary: No registry entry for application path
A required Light-O-Rama entry in the Windows registry cannot be found. This could occur, for example,
if the installation was interrupted, or if a registry cleanup utility deleted certain Light-O-Rama entries from
your computer's Windows registry. You will not be able to use Light-O-Rama until this problem is
resolved.
If the problem is that the registry entries have been deleted, you can solve it by running the LORPost
utility, which is typically automatically run after installation. This utility can be found in the directory
where you installed your Light-O-Rama program files, which is typically (but not always) C:\Program
Files\Light-O-Rama.
Note that the LORPost utility will ask where your Light-O-Rama data files should be stored. If you
already have a "Sequences" directory, and would like to keep your sequences there by default, tell it the
directory one level above that directory. For example, if your sequences are stored in C:
\LOR\Sequences, tell the LORPost utility to store your Light-O-Rama data files in C:\LOR.
Otherwise, try reinstalling Light-O-Rama, or uninstalling and then reinstalling.
The LOR Verifier
List of Verifier Messages
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5.13.1.1.5 5: Application directory does not exist
Message Number: 5
Severity: Error
Summary: Application directory does not exist
Details: The name of the directory that is missing
The Windows registry says that the Light-O-Rama program files, such as the Sequence Editor and the
Hardware Utility, can be found in a certain directory, but that directory does not actually exist. You will
not be able to use Light-O-Rama until this problem is resolved.
It is suggested to uninstall and reinstall Light-O-Rama.
The LOR Verifier
List of Verifier Messages
5.13.1.1.6 6: Verifier not running from LOR application path
Message Number: 6
Severity: Warning
Summary: Verifier not running from LOR application path
Details #1: The name of the directory that LOR program files should be contained in
Details #2: The name of the directory that the Verifier is running from
The various Light-O-Rama program files, such as the Sequence Editor and the Hardware Utility, are
expected to be found in a certain Windows directory. The Verifier itself is one such program. However,
the copy of the Verifier that you are running is actually contained in a different directory.
This may not be a problem, for example if you intentionally copied the Verifier to a different directory and
ran it from there.
However, it might indicate that you are using an old version of the Verifier from a previous installation,
and that old Verifier may not be completely compatible with the current installation. Or, it might be
indicative of a deeper problem with the installation of Light-O-Rama.
It is suggested that you run the Verifier from the same directory where the Light-O-Rama program files
are installed. If you are doing so, and still get this error, consider uninstalling and reinstalling Light-ORama.
The LOR Verifier
List of Verifier Messages
5.13.1.1.7 7: Application file does not exist
Message Number: 7
Severity: Error
Summary: Application file does not exist
Details: The expected directory and filename of the missing application file
One of the Light-O-Rama program files, such as the Sequence Editor or the Hardware Utility, cannot be
found.
Depending upon exactly what is missing, your shows may still be able to play. However, they may not,
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and in any case, something is definitely wrong.
It is suggested that you uninstall and reinstall Light-O-Rama.
The LOR Verifier
List of Verifier Messages
5.13.1.1.8 8: Unlicensed LOR demo version used
Message Number: 8
Severity: Error
Summary: Unlicensed LOR demo version used
Your Light-O-Rama software has not been registered. Until you register it, it will not actually control
your lights (and will have other limitations as well).
This may have occurred for various reasons - for example, it simply may be that you have not yet
purchased a Light-O-Rama license. If you do have a license, though, you may not have entered it on
this computer, or perhaps you have recently installed a new version of Light-O-Rama (in which case your
license may or may not be valid for this new version). Or, perhaps your licensing information has been
deleted from the Windows registry, perhaps by a registry cleanup tool.
If you have not yet purchased a license, you can do so from the Light-O-Rama website.
If you have already purchased one, try using it to register Light-O-Rama on this computer. If this does
not work, perhaps you have already installed Light-O-Rama on the maximum number of computers
covered by your license, or perhaps your license is for an older version of Light-O-Rama than the one
that you are trying to run.
The LOR Verifier
List of Verifier Messages
5.13.1.1.9 9: Unsupported version of Window s Media Player
Message Number: 9
Severity: Warning
Summary: Unsupported version of Windows Media Player
The version of Windows Media Player installed on this computer is older than the minimum version
required by Light-O-Rama, or, perhaps, Windows Media Player is not correctly installed.
You may still be able to use Light-O-Rama, but it will (at the very least) be severely limited - for
example, musical sequences will not play. It is suggested that you install the latest version of Windows
Media Player.
The LOR Verifier
List of Verifier Messages
5.13.1.1.10 10: No registry entry for user data path
Message Number: 10
Severity: Error
Summary: No registry entry for user data path
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A required Light-O-Rama entry in the Windows registry cannot be found. This could occur, for example,
if the installation was interrupted, or if a registry cleanup utility deleted certain Light-O-Rama entries from
your computer's Windows registry.
Your shows will not run successfully until this problem is resolved.
If the problem is that the registry entries have been deleted, you can solve it by running the LORPost
utility, which is typically automatically run after installation. This utility can be found in the directory
where you installed your Light-O-Rama program files, which is typically (but not always) C:\Program
Files\Light-O-Rama.
Note that the LORPost utility will ask where your Light-O-Rama data files should be stored. If you
already have a "Sequences" directory, and would like to keep your sequences there by default, tell it the
directory one level above that directory. For example, if your sequences are stored in C:
\LOR\Sequences, tell the LORPost utility to store your Light-O-Rama data files in C:\LOR.
Otherwise, try reinstalling Light-O-Rama, or uninstalling and then reinstalling.
The LOR Verifier
List of Verifier Messages
5.13.1.2 Verifier Messages 11-20
The following are some messages can be generated by the Light-O-Rama Verifier. For details on any
given one, please refer to its individual help page. To see all possible messages, please refer to the List
of Verifier Messages.
Message 11 (Error): User data directory does not exist
Message 12 (Warning): No registry entry for non-media data path
Message 13 (Warning): Non-media data directory does not exist
Message 14 (Warning): No registry entry for media data path
Message 15 (Warning): Media data directory does not exist
Message 16 (Error): Application file has unexpected version number
Message 17 (Warning): Weekly schedule file does not exist
Message 18 (Warning): Yearly schedule file does not exist
Message 19 (Warning): Calendar scheduling not supported
Message 20 (Warning): No shows are scheduled
5.13.1.2.1 11: User data directory does not exist
Message Number: 11
Severity: Error
Summary: User data directory does not exist
Details: The name of the missing directory
The directory that Light-O-Rama expects to find Light-O-Rama data files in does not exist. This could
occur, for example, if the installation was interrupted, or if a registry cleanup utility deleted certain LightO-Rama entries from your computer's Windows registry, or if the directory was deleted or renamed.
Your shows will not run successfully until this problem is resolved.
You may be able to solve this problem by running the LORPost utility, which is typically automatically
run after installation. This utility can be found in the directory where you installed your Light-O-Rama
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program files, which is typically (but not always) C:\Program Files\Light-O-Rama.
Note that the LORPost utility will ask where your Light-O-Rama data files should be stored. If you
already have a "Sequences" directory, and would like to keep your sequences there by default, tell it the
directory one level above that directory. For example, if your sequences are stored in C:
\LOR\Sequences, tell the LORPost utility to store your Light-O-Rama data files in C:\LOR.
Otherwise, try reinstalling Light-O-Rama, or uninstalling and then reinstalling.
The LOR Verifier
List of Verifier Messages
5.13.1.2.2 12: No registry entry for non-media data path
Message Number: 12
Severity: Warning
Summary: No registry entry for non-media data path
A required Light-O-Rama entry in the Windows registry cannot be found. This could occur, for example,
if the installation was interrupted, or if a registry cleanup utility deleted certain Light-O-Rama entries from
your computer's Windows registry.
Until this problem is resolved, it is possible that your shows will run successfully, but it is likely that they
will not. Even if the shows themselves do run, certain sequences in them may not.
If the problem is that the registry entries have been deleted, you can solve it by running the LORPost
utility, which is typically automatically run after installation. This utility can be found in the directory
where you installed your Light-O-Rama program files, which is typically (but not always) C:\Program
Files\Light-O-Rama.
Note that the LORPost utility will ask where your Light-O-Rama data files should be stored. If you
already have a "Sequences" directory, and would like to keep your sequences there by default, tell it the
directory one level above that directory. For example, if your sequences are stored in C:
\LOR\Sequences, tell the LORPost utility to store your Light-O-Rama data files in C:\LOR.
Otherwise, try reinstalling Light-O-Rama, or uninstalling and then reinstalling.
The LOR Verifier
List of Verifier Messages
5.13.1.2.3 13: Non-media data directory does not exist
Message Number: 13
Severity: Warning
Summary: Non-media data directory does not exist
Details: The name of the missing directory
The directory that Light-O-Rama expects to find Light-O-Rama sequence files in does not exist. This
could occur, for example, if the installation was interrupted, or if a registry cleanup utility deleted certain
Light-O-Rama entries from your computer's Windows registry, or if the directory was deleted or renamed.
Until this problem is resolved, it is possible that your shows will run successfully, but it is likely that they
will not. Even if the shows themselves do run, certain sequences in them may not.
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You may be able to solve this problem by running the LORPost utility, which is typically automatically
run after installation. This utility can be found in the directory where you installed your Light-O-Rama
program files, which is typically (but not always) C:\Program Files\Light-O-Rama.
Note that the LORPost utility will ask where your Light-O-Rama data files should be stored. If you
already have a "Sequences" directory, and would like to keep your sequences there by default, tell it the
directory one level above that directory. For example, if your sequences are stored in C:
\LOR\Sequences, tell the LORPost utility to store your Light-O-Rama data files in C:\LOR.
Otherwise, try reinstalling Light-O-Rama, or uninstalling and then reinstalling.
The LOR Verifier
List of Verifier Messages
5.13.1.2.4 14: No registry entry for media data path
Message Number: 14
Severity: Warning
Summary: No registry entry for media data path
A required Light-O-Rama entry in the Windows registry cannot be found. This could occur, for example,
if the installation was interrupted, or if a registry cleanup utility deleted certain Light-O-Rama entries from
your computer's Windows registry.
Until this problem is resolved, it is possible that your shows will run successfully, but it is likely that they
will not. Even if the shows themselves do run, certain sequences in them may not.
If the problem is that the registry entries have been deleted, you can solve it by running the LORPost
utility, which is typically automatically run after installation. This utility can be found in the directory
where you installed your Light-O-Rama program files, which is typically (but not always) C:\Program
Files\Light-O-Rama.
Note that the LORPost utility will ask where your Light-O-Rama data files should be stored. If you
already have a "Sequences" directory, and would like to keep your sequences there by default, tell it the
directory one level above that directory. For example, if your sequences are stored in C:
\LOR\Sequences, tell the LORPost utility to store your Light-O-Rama data files in C:\LOR.
Otherwise, try reinstalling Light-O-Rama, or uninstalling and then reinstalling.
The LOR Verifier
List of Verifier Messages
5.13.1.2.5 15: Media data directory does not exist
Message Number: 15
Severity: Warning
Summary: Media data directory does not exist
Details: The name of the missing directory
The directory that Light-O-Rama expects to find audio and video files in does not exist. This could
occur, for example, if the installation was interrupted, or if a registry cleanup utility deleted certain LightO-Rama entries from your computer's Windows registry, or if the directory was deleted or renamed.
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Until this problem is resolved, it is possible that your shows will run successfully, but it is likely that they
will not. Even if the shows themselves do run, certain sequences in them may not.
You may be able to solve this problem by running the LORPost utility, which is typically automatically
run after installation. This utility can be found in the directory where you installed your Light-O-Rama
program files, which is typically (but not always) C:\Program Files\Light-O-Rama.
Note that the LORPost utility will ask where your Light-O-Rama data files should be stored. If you
already have a "Sequences" directory, and would like to keep your sequences there by default, tell it the
directory one level above that directory. For example, if your sequences are stored in C:
\LOR\Sequences, tell the LORPost utility to store your Light-O-Rama data files in C:\LOR.
Otherwise, try reinstalling Light-O-Rama, or uninstalling and then reinstalling.
The LOR Verifier
List of Verifier Messages
5.13.1.2.6 16: Application file has unexpected version number
Message Number: 16
Severity: Error
Summary: Application file has unexpected version number
Details #1: The name of the application file
Details #2: The expected version number of the application file
Details #3: The actual version number of the application file
A certain Light-O-Rama program file, such as the Sequence Editor or the Hardware Utility, has a version
number other than the one that the Verifier was expecting.
This may be because you are using an old version of the Verifier from a previous installation, and that old
Verifier may not be completely compatible with the current installation. Or, it might be indicative of a
deeper problem with the installation of Light-O-Rama.
Make sure that you are running the copy of the Verifier that is in the same directory where your current
version of Light-O-Rama is installed. If you are doing so, it is suggested that you uninstall and reinstall
Light-O-Rama.
The LOR Verifier
List of Verifier Messages
5.13.1.2.7 17: Weekly schedule file does not exist
Message Number: 17
Severity: Warning
Summary: Weekly schedule file does not exist
Details: The name of the missing file
The file which is supposed to contain your weekly schedule does not exist.
If you do not intend to have any shows scheduled via the weekly schedule, this is not an issue; any
shows that you have scheduled via the calendar schedule should play as scheduled. But if you do
intend to have shows scheduled via the weekly schedule, they will not be played until this problem is
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resolved.
Perhaps the file was renamed out of the way, in which case you can rename it back to the expected
name. Or, perhaps it was deleted; check your computer's Recycle Bin. If neither of these is the
problem, then you will have to recreate your weekly schedule via the Schedule Editor or the Simple
Show Builder.
The LOR Verifier
List of Verifier Messages
5.13.1.2.8 18: Yearly schedule file does not exist
Message Number: 18
Severity: Warning
Summary: Yearly schedule file does not exist
Details: The name of the missing file
The file which is supposed to contain your calendar schedule does not exist.
If you do not intend to have any shows scheduled via the calendar schedule, this is not an issue; any
shows that you have scheduled via the weekly schedule should play as scheduled. But if you do intend
to have shows scheduled via the calendar schedule, they will not be played until this problem is
resolved.
Perhaps the file was renamed out of the way, in which case you can rename it back to the expected
name. Or, perhaps it was deleted; check your computer's Recycle Bin. If neither of these is the
problem, then you will have to recreate your weekly schedule via the Schedule Editor or the Simple
Show Builder.
The LOR Verifier
List of Verifier Messages
5.13.1.2.9 19: Calendar scheduling not supported
Message Number: 19
Severity: Warning
Summary: Calendar scheduling not supported
Details #1: The date on which a show is scheduled via the calendar
Details #2: The name of the show
A show is scheduled via the calendar schedule, but your license does not support calendar scheduling
(or you are using the unlicensed demo version of the software). The show will not play at the scheduled
time.
If you already have a license, and have registered Light-O-Rama on this computer, then to get the show
to play, you can either upgrade to a higher level license which does support calendar scheduling, or else
remove the show from your calendar schedule and schedule it in your weekly schedule instead.
If you are using the unlicensed demo version, and you have not yet purchased a license, you can do so
from the Light-O-Rama website.
If you have already purchased one, try using it to register Light-O-Rama on this computer. If this does
not work, perhaps you have already installed Light-O-Rama on the maximum number of computers
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covered by your license, or perhaps your license is for an older version of Light-O-Rama than the one
that you are trying to run.
The LOR Verifier
List of Verifier Messages
5.13.1.2.10 20: No show s are scheduled
Message Number: 20
Severity: Warning
Summary: No shows are scheduled
You have no shows scheduled. None of your shows will play until you schedule them, via the Schedule
Editor or the Simple Show Builder.
The LOR Verifier
List of Verifier Messages
5.13.1.3 Verifier Messages 21-30
The following are some messages can be generated by the Light-O-Rama Verifier. For details on any
given one, please refer to its individual help page. To see all possible messages, please refer to the List
of Verifier Messages.
Message 21 (Error): Show file does not exist
Message 22 (Error): Error reading show file
Message 23 (Error): Sequence file does not exist
Message 24 (Error): Sequence file cannot be loaded
Message 25 (Warning): Show has no sequences
Message 26 (Error): Media file does not exist
Message 27 (Warning): Conflicting channel settings in sequence
Message 28 (Warning): Channel is completely off
Message 29 (Warning): Sequence is completely off
Message 30 (Warning): Channel is missing settings
5.13.1.3.1 21: Show file does not exist
Message Number: 21
Severity: Error
Summary: Show file does not exist
Details: The name of the missing show file
You have a show scheduled, but the file that is supposed to contain that show does not exist. The show
will not play until this problem is resolved.
If you do not want the show to play, this is not a problem, but you may want to remove it from your
schedule (using the Schedule Editor) so that this error message does not appear in the future.
If you do want the show to play, perhaps its file was renamed, or deleted. If it was renamed, either
rename it back, or else use the Schedule Editor to point to the new name of the show file instead of the
old name. If it was deleted, check your computer's Recycle Bin.
If these suggestions do not resolve the situation, you may have to recreate the show, using the Show
Editor.
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The LOR Verifier
List of Verifier Messages
5.13.1.3.2 22: Error reading show file
Message Number: 22
Severity: Error
Summary: Error reading show file
Details: The name of the show file
You have a show scheduled, but the show cannot be loaded. For example, perhaps the show's file has
become corrupted. The show will not play until this problem is resolved.
If you have any backups of the show file, check to see if they work. Otherwise, you may have to
recreate the show, using the Show Editor.
The LOR Verifier
List of Verifier Messages
5.13.1.3.3 23: Sequence file does not exist
Message Number: 23
Severity: Error
Summary: Sequence file does not exist
Details #1: The name of the missing sequence file
Details #2: The name of the show file that this sequence is referenced in
One of your scheduled shows refers to a sequence file that does not exist. The sequence will not play
in the show until this problem is resolved.
If you do not want the sequence to play, this is not a problem, but you may want to remove it from the
show (using the Show Editor) so that this message does not appear in the future.
If you do want the sequence to play, perhaps its file was renamed (or placed in a different directory), or
deleted.
If it was renamed (or placed in a different directory), you can either rename it back, or else use the Show
Editor to point to the new name instead of the old one.
If it was deleted, check your computers Recycle Bin, or any backups that you may have. Note that
whenever you change a sequence and save it (using the Sequence Editor), Light-O-Rama automatically
saves a backup copy of the file as it was before your changes, so you may be able to use that backup
copy. It will be saved to the same directory as the original, with the file extension ".bak" appended to its
name. For example, if your sequence is named "MySequence.las", the automatic backup will be named
"MySequence.las.bak".
If none of these suggestions help, you may have to recreate the sequence, using the Sequence Editor.
The LOR Verifier
List of Verifier Messages
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5.13.1.3.4 24: Sequence file cannot be loaded
Message Number: 24
Severity: Error
Summary: Sequence file cannot be loaded
Details: The name of the file
One of your scheduled shows refers to a sequence file that cannot be loaded. For example, perhaps the
sequence file has become corrupted. The sequence will not play in the show until this problem is
resolved.
If you have any backups of the sequence file, check to see if they work. Note that whenever you change
a sequence and save it (using the Sequence Editor), Light-O-Rama automatically saves a backup copy
of the file as it was before your changes, so you may be able to use that backup copy. It will be saved
to the same directory as the original, with the file extension ".bak" appended to its name. For example,
if your sequence is named "MySequence.las", the automatic backup will be named "MySequence.las.
bak".
Otherwise, you may have to recreate the sequence, using the Sequence Editor.
The LOR Verifier
List of Verifier Messages
5.13.1.3.5 25: Show has no sequences
Message Number: 25
Severity: Warning
Summary: Show has no sequences
Details: The name of the show file
One of your scheduled shows has no sequences in it. This will not cause any problems - your other
scheduled shows should play fine - but there isn't much point to scheduling a show without sequences,
so this probably indicates a mistake.
If you want sequences to play in the scheduled show, use the Show Editor to add the sequences to the
show.
If you do not want any sequences to play in the scheduled show, consider removing the show from your
schedule, using the Schedule Editor, so that this message does not appear in the future.
The LOR Verifier
List of Verifier Messages
5.13.1.3.6 26: Media file does not exist
Message Number: 26
Severity: Error
Summary: Media file does not exist
Details #1: The name of the missing media file
Details #2: The name of the sequence file that refers to the missing media file
One of your scheduled musical sequences refers to an audio file or video file that does not exist. The
sequence will not play until this problem is resolved.
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It is possible that the file has been renamed, placed in a different directory, or deleted.
If it has been renamed or placed in a different directory, you can either move it back to its original
location, or else use the Sequence Editor to modify the sequence so that it points to its new location.
If it has been deleted, check your computer's Recycle Bin, or for any backups that you may have of the
file.
The LOR Verifier
List of Verifier Messages
5.13.1.3.7 27: Conflicting channel settings in sequence
Message Number: 27
Severity: Warning
Summary: Conflicting channel settings in sequence
Details #1: The name of the sequence having the conflict
Details #2: The track containing the first conflicting channel
Details #3: The name of the first conflicting channel
Details #4: The track containing the second conflicting channel
Details #5: The name of the second conflicting channel
One of your scheduled sequences contains two different channels that both are set up to control the
same physical string of lights - for example, they are both set up to control circuit 3 of Light-O-Rama unit
7 on the regular Light-O-Rama network.
Your sequence will play, but these two channels will fight for control over the lights hooked up to the
circuit, which may have make the lights behave in ways that you weren't expecting.
The cause of this may simply be that one of the two channels is set up with the wrong unit ID, circuit
number, network, or device type. In this case, use the Sequence Editor to change the channel's
settings appropriately.
If you do intend both channels to control the same string of lights, the lights may or may not behave as
you expect. The suggested way to do what you probably want is not to have two different channels with
the same settings, but to have a single channel that is contained in two different tracks:
Let's say that you have "Channel A" in the first track, and "Channel B" in the second track. These
channels have the same physical settings as each other, but different effect events. Then to change this
situation to the suggested way, use the Sequence Editor as follows:
First, copy Channel A from the first track to the second track.
Next, merge the effect events from Channel B into Channel A, so that Channel A contains the effect
events from both channels.
Finally, delete Channel B.
This will leave you with a single channel - Channel A - which is contained in both tracks, and which
contains all of the effect events that you wanted for its string of lights. Having this single channel in two
tracks, instead of two different channels in the two tracks, will make the lights behave as you probably
expect.
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The LOR Verifier
List of Verifier Messages
5.13.1.3.8 28: Channel is completely off
Message Number: 28
Severity: Warning
Summary: Channel is completely off
Details #1: The sequence containing the channel
Details #2: The track containing the channel
Details #3: The name of the channel
One of your scheduled sequences contains a channel which is completely off for its entire duration.
Consider removing the channel from the sequence, using the Sequence Editor.
The LOR Verifier
List of Verifier Messages
5.13.1.3.9 29: Sequence is completely off
Message Number: 29
Severity: Warning
Summary: Sequence is completely off
Details: The name of the sequence file
One of your scheduled sequences has no lighting effects for any of its channels, except for having each
of them off for the sequence's entire duration.
This may be intentional - for example, you may have scheduled a musical sequence so that a song
plays while your lights are off. Otherwise, consider adding effects to the sequence, or removing the
sequence from the show.
The LOR Verifier
List of Verifier Messages
5.13.1.3.10 30: Channel is missing settings
Message Number: 30
Severity: Warning
Summary: Channel is missing settings
Details #1: The name of the sequence file containing the channel
Details #2: The track containing the channel
Details #3: The name of the channel
One of your scheduled sequences has a channel which is missing a required part of its physical settings
- for example, perhaps it does not have a unit ID set.
This may be intentional - for example, perhaps you have a channel that shows the beat of a song, which
you intend to use to help build other channels rather than to actually control lights when your show
plays. If not, though, use the Sequence Editor to set the channel's settings appropriately.
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The LOR Verifier
List of Verifier Messages
5.13.1.4 Verifier Messages 31-40
The following are some messages can be generated by the Light-O-Rama Verifier. For details on any
given one, please refer to its individual help page. To see all possible messages, please refer to the List
of Verifier Messages.
Message 31 (Warning):
Message 32 (Warning):
Message 33 (Warning):
Message 34 (Warning):
Message 35 (Warning):
Message 36 (Warning):
Message 37 (Warning):
Message 38 (Warning):
Message 39 (Warning):
Message 40 (Warning):
Channel uses undefined comm network
Channel in tracks of conflicting length
Musical file used in non-audio section of show
Subsequences not supported
Background sequences unsupported
Startup sequences unsupported
Shutdown sequences unsupported
Interactive triggers unsupported
Unsupported number of tracks
Shell commands unsupported
5.13.1.4.1 31: Channel uses undefined comm netw ork
Message Number: 31
Severity: Warning
Summary: Channel uses undefined comm network
Details #1: The sequence that the channel is in
Details #2: The track that that the channel is in
Details #3: The name of the channel
One of your scheduled sequences contains a channel which is set up to use a network which does not
have a comm port defined for it. The channel will not control lights until this issue is resolved.
The channel could be for a Light-O-Rama controller, which can be set up to use one of four different
networks, or a Dasher or X10 controller, each of which can only have one network defined for all
controllers of their type.
It is possible that the channel's network (or device type) is simply set incorrectly. For example, perhaps
a channel for a Light-O-Rama controller was accidentally set to use the Aux A network, whereas you
only have a comm port assigned to the Regular network. Or perhaps a channel was accidentally set to
control a Dasher controller, whereas it was intended to control a Light-O-Rama controller. In cases like
these, use the Sequence Editor to change the channel's settings, via the channel's Channel Settings
dialog, or via the Channel Configuration screen.
Another possibility is that you do intend to use the network that the channel has assigned to it, but that
network is not set up to use any comm port on your computer. In this case, use the Sequence Editor's
Network Preferences dialog to specify a comm port for the network to use.
The LOR Verifier
List of Verifier Messages
5.13.1.4.2 32: Channel in tracks of conflicting length
Message Number: 32
Severity: Warning
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Summary: Channel in tracks of conflicting length
Details #1: The sequence that the channel is in
Details #2: The name of the channel
Details #3: A track that the channel is in
Details #4: Another track that the channel is in
One of your scheduled sequences contains a channel which is in two different tracks, but those tracks
are of different lengths. For example, one track is a minute long, while the other is two minutes long.
This will likely cause the lights hooked up to that channel to behave in a way that you don't expect, as
different lighting effects from different parts of the same channel could be sent to the lights in an order
that you were not expecting.
Unless you have done this intentionally, and understand the way that your lights will behave because of
this, consider using the Sequence Editor to either remove the channel from one of the tracks or to
change the tracks to be of the same length.
The LOR Verifier
List of Verifier Messages
5.13.1.4.3 33: Musical file used in non-audio section of show
Message Number: 33
Severity: Warning
Summary: Musical file used in non-audio section of show
Details #1: The sequence file
Details #2: The show file that refers to the sequence
Details #3: The section of the show that refers to the sequence
One of your musical sequences is scheduled in a section of a show that does not support audio or
video. For example, perhaps a musical sequence is contained in the Background section of the show.
The sequence will play at its scheduled time, but will only control lights; it will not play audio or display
video.
Make sure that the sequence is in the section of the show that you intend it to be in. If it is not, use the
Show Editor to move it to the appropriate section.
If it is in the section that you intended, consider using an animation sequence instead, to avoid possible
confusion in the future.
The LOR Verifier
List of Verifier Messages
5.13.1.4.4 34: Subsequences not supported
Message Number: 34
Severity: Warning
Summary: Subsequences not supported
Details #1: The name of the subsequence
Details #2: The name of the parent sequence containing the subsequence
Details #3: The name of the channel in the parent sequence referencing the subsequence
One of your scheduled sequences contains a channel set up to be a subsequence, but your license
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does not support subsequences (or you are using the unlicensed demo version of the software). The
parent sequence will play at its scheduled time, but the subsequence will not.
If you already have a license, and have registered Light-O-Rama on this computer, then to get the
subsequence to play, you would have to upgrade to a higher license level which supports subsequences.
If you are using the unlicensed demo version, and you have not yet purchased a license, you can do so
from the Light-O-Rama website.
If you have already purchased one, try using it to register Light-O-Rama on this computer. If this does
not work, perhaps you have already installed Light-O-Rama on the maximum number of computers
covered by your license, or perhaps your license is for an older version of Light-O-Rama than the one
that you are trying to run.
The LOR Verifier
List of Verifier Messages
5.13.1.4.5 35: Background sequences unsupported
Message Number: 35
Severity: Warning
Summary: Background sequences unsupported
Details: The name of the show file containing sequences in its Background section
One of your scheduled shows contains sequences in its Background section, but your license does not
support sequences in this section. The show will play at its scheduled time, but sequences in this
section will not.
If you already have a license, and have registered Light-O-Rama on this computer, then to get these
sequences to play, you would have to either move them to a different section of the show, or else
upgrade to a higher license level which supports this feature.
If you are using the unlicensed demo version, and you have not yet purchased a license, you can do so
from the Light-O-Rama website.
If you have already purchased one, try using it to register Light-O-Rama on this computer. If this does
not work, perhaps you have already installed Light-O-Rama on the maximum number of computers
covered by your license, or perhaps your license is for an older version of Light-O-Rama than the one
that you are trying to run.
The LOR Verifier
List of Verifier Messages
5.13.1.4.6 36: Startup sequences unsupported
Message Number: 36
Severity: Warning
Summary: Startup sequences unsupported
Details: The name of the show file containing sequences in its Startup section
One of your scheduled shows contains sequences in its Startup section, but your license does not
support sequences in this section. The show will play at its scheduled time, but sequences in this
section will not.
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If you already have a license, and have registered Light-O-Rama on this computer, then to get these
sequences to play, you would have to either move them to a different section of the show, or else
upgrade to a higher license level which supports this feature.
If you are using the unlicensed demo version, and you have not yet purchased a license, you can do so
from the Light-O-Rama website.
If you have already purchased one, try using it to register Light-O-Rama on this computer. If this does
not work, perhaps you have already installed Light-O-Rama on the maximum number of computers
covered by your license, or perhaps your license is for an older version of Light-O-Rama than the one
that you are trying to run.
The LOR Verifier
List of Verifier Messages
5.13.1.4.7 37: Shutdow n sequences unsupported
Message Number: 37
Severity: Warning
Summary: Shutdown sequences unsupported
Details: The name of the show file containing sequences in its Shutdown section
One of your scheduled shows contains sequences in its Shutdown section, but your license does not
support sequences in this section. The show will play at its scheduled time, but sequences in this
section will not.
If you already have a license, and have registered Light-O-Rama on this computer, then to get these
sequences to play, you would have to either move them to a different section of the show, or else
upgrade to a higher license level which supports this feature.
If you are using the unlicensed demo version, and you have not yet purchased a license, you can do so
from the Light-O-Rama website.
If you have already purchased one, try using it to register Light-O-Rama on this computer. If this does
not work, perhaps you have already installed Light-O-Rama on the maximum number of computers
covered by your license, or perhaps your license is for an older version of Light-O-Rama than the one
that you are trying to run.
The LOR Verifier
List of Verifier Messages
5.13.1.4.8 38: Interactive triggers unsupported
Message Number: 38
Severity: Warning
Summary: Interactive triggers unsupported
Details: The name of the show file using interactive triggers
One of your scheduled shows uses interactive triggers, either in an interactive group or as part of its
startup options, but your license does not support interactive triggers. The show will play at its
scheduled time, but its interactive triggers will not.
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If you already have a license, and have registered Light-O-Rama on this computer, then to get these
triggers to work, you would have to upgrade to a higher license level which supports subsequences. If
your triggers are used for interactive groups, you could also move the sequences in them to a different
section of the show (but if so, they will play immediately, not upon being triggered).
If you are using the unlicensed demo version, and you have not yet purchased a license, you can do so
from the Light-O-Rama website.
If you have already purchased one, try using it to register Light-O-Rama on this computer. If this does
not work, perhaps you have already installed Light-O-Rama on the maximum number of computers
covered by your license, or perhaps your license is for an older version of Light-O-Rama than the one
that you are trying to run.
The LOR Verifier
List of Verifier Messages
5.13.1.4.9 39: Unsupported number of tracks
Message Number: 39
Severity: Warning
Summary: Unsupported number of tracks
Details #1: The name of the sequence using too many tracks
Details #2: The number of tracks the sequence uses
Details #3: The allowed number of tracks
One of your scheduled sequences uses more tracks than your license supports. The sequence will play
at its scheduled time, but its excess tracks will not.
If you already have a license, and have registered Light-O-Rama on this computer, then to get these
tracks to play, you would have to upgrade to a higher license level which supports more tracks.
If you are using the unlicensed demo version, and you have not yet purchased a license, you can do so
from the Light-O-Rama website.
If you have already purchased one, try using it to register Light-O-Rama on this computer. If this does
not work, perhaps you have already installed Light-O-Rama on the maximum number of computers
covered by your license, or perhaps your license is for an older version of Light-O-Rama than the one
that you are trying to run.
The LOR Verifier
List of Verifier Messages
5.13.1.4.10 40: Shell commands unsupported
Message Number: 40
Severity: Warning
Summary: Shell commands unsupported
Details: The name of the sequence using a shell command
One of your scheduled sequences is set up to use a Windows shell command, but your license does
not support such commands. The sequence will play at its scheduled time, but the command will not
be executed.
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If you already have a license, and have registered Light-O-Rama on this computer, then to get the
command to execute, you would have to upgrade to a higher license level which supports this feature.
If you are using the unlicensed demo version, and you have not yet purchased a license, you can do so
from the Light-O-Rama website.
If you have already purchased one, try using it to register Light-O-Rama on this computer. If this does
not work, perhaps you have already installed Light-O-Rama on the maximum number of computers
covered by your license, or perhaps your license is for an older version of Light-O-Rama than the one
that you are trying to run.
The LOR Verifier
List of Verifier Messages
5.13.1.5 Verifier Messages 41-50
The following are some messages can be generated by the Light-O-Rama Verifier. For details on any
given one, please refer to its individual help page. To see all possible messages, please refer to the List
of Verifier Messages.
Message 41 (Warning): Shell command map file does not exist
Message 42 (Warning): Shell command not set
Message 43 (Warning): Channel conflict
5.13.1.5.1 41: Shell command map file does not exist
Message Number: 41
Severity: Warning
Summary: Shell command map file does not exist
Details: The expected name of the shell command map file
One of your scheduled sequences is set up to use a Windows shell command, but the command map
file that defines the commands to execute does not exist. The sequence will play at its scheduled time,
but the command will not be executed.
This could be because you created the sequence on one computer, and moved it to another computer to
play in your show, but did not move the command map file. Light-O-Rama keeps these commands in
the command map file, rather than in the sequences themselves, due to security concerns. Please see
Sharing Sequences between Computers, and Security for details.
The LOR Verifier
List of Verifier Messages
5.13.1.5.2 42: Shell command not set
Message Number: 42
Severity: Warning
Summary: Shell command not set
Details: The name of the sequence file with the missing shell command
One of your scheduled sequences is set up to use a Windows shell command, but the command map
file does not list a command to be executed by that sequence. The sequence will play at its scheduled
time, but no command will be executed.
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This could be because you created the sequence on one computer, and moved it to another computer to
play in your show, but did not move the command map file. Light-O-Rama keeps these commands in
the command map file, rather than in the sequences themselves, due to security concerns. Please see
Sharing Sequences between Computers, and Security for details.
The LOR Verifier
List of Verifier Messages
5.13.1.5.3 43: Channel conflict
Message Number: 43
Severity: Warning
Summary: Channel conflict
Details #1: The name of the show containing the channel conflict
Details #2: One of the sections of the show containing a sequence with the conflicting channel
Details #3: The sequence file in that section containing the conflicting channel
Details #4: The track in that sequence containing the conflicting channel
Details #5: The name of the conflicting channel in that track
Details #6: Another section of the show containing a sequence with the conflicting channel
Details #7: The sequence file in that section containing the conflicting channel
Details #8: The track in that sequence containing the conflicting channel
Details #9: The name of the conflicting channel in that track
One of your scheduled shows contains sequences which could possibly play at the same time, but
which each contain a channel representing the same physical string of lights. For example, perhaps
the show contains one sequence in its Background section, and another in its Musical section, which
each contain a channel for Light-O-Rama unit 3 circuit 7 on the regular network. Since sequences in the
Background section can play at the same time as those in the Musical section, this is a conflict.
The show, and its sequences, will play at the appropriate times, but the two channels may fight for
control over the single string of lights that they are set up to use. This may lead to those lights behaving
in a manner that you are not expecting.
It is suggested that you use the Sequence Editor to check whether the channels are set up properly - for
example, perhaps the unit ID of one of the channels was mistakenly set to an incorrect value.
Otherwise, consider removing the conflicting channel from one of the sequences, or moving one of the
sequences to a different section of the show, where it could not be played at the same time as the other
sequence.
The LOR Verifier
List of Verifier Messages
5.14
Diagnostic
The Light-O-Rama Diagnostic tool can be used in troubleshooting. It shows a snapshot of your Light-ORama configuration, such as registry settings and the version numbers of the various Light-O-Rama
programs.
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The Light-O-Ram a Diagnostic tool
5.15
Offline Registration Utility
The Offline Registration Utility is a program that you can use to help register the Light-O-Rama Software
Package on a computer which is not connected to the internet. It must be run on another computer,
which is connected to the internet. If you do not have another computer which is connected to the
internet, you can still register an offline computer by calling Light-O-Rama.
Please see the help file page "Registering Offline" for details.
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The Offline Registration Utility
5.16
Add-Ons
In addition to the standard programs that come with the Light-O-Rama software package, there are
several add-on programs available. These include both official Light-O-Rama products and third-party
applications:
Light-O-Rama Add-Ons
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Third Party Add-Ons
Holiday Lights Designer , by Holidaysoft
Universal Library and InstaCal
5.16.1 Registry Wiper
The Light-O-Rama Registry Wiper tool deletes your Light-O-Rama configuration from your computer's
registry. This is for use in troubleshooting severe cases.
IMPORTANT: After running the Light-O-Rama Registry Wiper tool, your Light-O-Rama software will not
run. You will need to reinstall Light-O-Rama. Also, even after having reinstalled, you will have lost
certain preferences settings that you may have previously set.
The Registry Wiper tool is not a standard part of the Light-O-Rama software package. It is available from
Light-O-Rama, for troubleshooting severe cases.
The Registry Wiper tool should not be used except in extreme situations.
The Light-O-Ram a Registry Wiper tool
If you have previously registered your copy of Light-O-Rama, after selecting "Wipe", you may be
presented with a choice of whether to keep your licensing information (such as your license name and
license key) in the registry or not. If you choose not to, your copy of Light-O-Rama will run in Demo
mode afterwards, until you re-register. Note, though, that you will still be able to re-register using your
exact same licensing information.
5.16.2 Holiday Lights Designer
Holiday Lights Designer is a third-party application by Holidaysoft which can be used to virtually
place lights and decorations on images of your home or business. Light-O-Rama can now send Holiday
Lights Designer commands during play to make those virtual lights behave as your real lights would
during a show.
To send commands to Holiday Lights Designer , first set the Holiday Lights Designer Preferences in
the Sequence Editor under the Edit menu. After this is done, commands can be sent from the
Sequence Editor by turning on "Control Holiday Lights Designer" in the Play menu, or from the Show
Player by selecting "Holiday Lights Designer On" in the Light-O-Rama Control Panel.
Version 4.0 or above of Holiday Lights Designer
© 2011 Light-O-Rama, Inc.
is required to take advantage of Light-O-Rama
536
Light-O-Rama v3.1.4
interaction.
For more information about Holiday Lights Designer , please see the Holidaysoft website.
5.16.3 Universal Library and InstaCal
The Universal Library and InstaCal are software allowing access to digital IO boards and BSOFT digital
IO boards. In order to use these boards with Light-O-Rama, you must have these installed.
The Universal Library and InstaCal are available from Measurement Computing.
© 2011 Light-O-Rama, Inc.
Index
Index
-AAdd-Ons
534
Holiday Lights Designer
535
InstaCal
536
Registry Wipe Utility
535
Universal Library
536
Advanced OpenGL Settings (Sequence Editor)
Animation
119
Animation Redraw Throttling
211
Animation Section (Show)
128
Animation Sequence
87
New Animation Dialog
184
New Animation Preferences
226
Animator
322
Animation Redraw Throttling
211
Background Images
324
Drawing
323
Sizing and Zooming
323
Audio Visualizations
230
-BBackground Effects Mode
112
Background Section (Show)
126
Beat Wizard
325
BSOFT Digital IO Cards
153
Circuit IDs
154
Hardware Utility
437
InstaCal
536
Limitations
153
Requirements
153
Unit IDs
153
Universal Library
536
-CCable
Data
9
Phone
9
Calendar Schedule
141
Channel
89, 295, 310, 328
Channel Settings
297
© 2011 Light-O-Rama, Inc.
212
537
Subsequence
120
Channel and RGB Channel Buttons (Sequence Editor)
Channel and RGB Channel Buttons (Sequence
Editor)
295
Convert to RGB Channel
310
Convert to RGB Channel (Sequence Editor)
310
Insert Device
303
Popup Menu
298
Channel Buttons (Sequence Editor)
Vary Color by Default
228
View by Default
206
Channel Configuration Screen
328
Channel Group
95
Channel Settings
297
Circuit IDs
BSOFT Digit