GEMINI
MEMORY LIGHTING CONTROL

OPERATOR'S HANDBOOK

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CHAPTER 6

PROGRAMMABLE EFFECTS PANEL

6.1 INTRODUCTION
The Gemini Programmable Effects Panel allows the operator to set-up and control complex automatic lighting effects. It may be set-up to control both individual channels and, in conjunction with the Sub- master stores, complete memories. An effect may be one of several types (e.g. Chase, Flash, Sound-to-light, Lightning, Pseudo-random Flash) and may include instructions to load new memories into the Sub-masters or to synchronise the effect with the start of a fade on a Playback. Each effect may be executed a specific number of times, may be set to run for a defined time, or may continue until stopped, either manually or by the start of a fade on a Playback. Up to 99 separate effects may be recorded and up to ten different effects may be performed simultaneously.

6.1.1 Controls
The effects controls comprise a keypad and display for the selection of effect numbers, lighting channels, etc.; four cursor control keys; eight keys (A-H) corresponding to the eight Sub-master faders; manual Chase and Flash controls; and Audio (Sound-to-light) controls. The output of the effects system is under the overall control of a MASTER fader and effects may be started and stopped using GO and STOP buttons. An ENABLE switch allows the A-H buttons to be used for manually controlled flash effects.
Once running an effect may be speeded-up or slowed-down by a RATE;
control, and a SEQ (Sequence) button allows the next effect to be preselected automatically.
The Effects panel operates in two modes, normal and Set-up, controlled by the SET-UP button at the top right of the panel. When in normal mode, effects may be selected on the keypad, and started and stopped as required. When in Set-up mode, the VDU display changes to allow the entry of effects information which is then stored in one of 99 Effects memories.

6.1.2 EFFECTS SET UP Display
Pressing the SET UP EFFECT button changes the Video Mimic display to the following:

EFFECTS SET UP

FUNCTION - EFFECT

EFFECT NO.

SOURCE EFFECT NO.

EDIT

This display permits the selection of the principal Effects Set-up options, i.e. the Effects Editor, Print Effects, Effects to Disc, Effects from Disc (to memory) and Delete Effects. The Effect numbers displayed will always initially be the same as that shown in the Effects keypad display window.

6.1.3 Principle of Operation
In order to use the various Effects Set-up facilities, the operator enters information into 'fields' on the Video Mimic display. These fields are of two types: those which have preset options (referred to in this description as Option Fields); and those which are intended for the entry of times, memory numbers, etc. (Data Fields).
The various fields are selected by moving a 'cursor' around the screen, using the four cursor control keys ('A', 'v', '<' and '>') to the right of the Effects keypad. The selected field is indicated by being displayed in inverse video and, where appropriate (i.e. in Data Fields), the position of the cursor within the field is shown by a co Loured block. Information entered into or changed within a field does not take effect until the cursor Leaves that field; this is particularly important, as changing certain fields will delete or reset others.
The options available within each Option Field are selected by means of the 'SEL' (Select) key on the Effects keypad. An Option Field always displays one of its available options and pressing 'SEL' will step through these, returning eventually to that initially shown; it is not possible to select an invalid option. If the SEL key is operated while a Data Field is selected, the system alarm will sound.
Information is entered into Data Fields by using the Effects keypad and the A to H keys. Only valid data can be entered, the system alarm sounding either if an invalid entry is attempted or on attempting to leave the field, depending on the nature of the error. Existing data can be changed by overtyping, or cleared by operating
the 'CL' key; the '<I and I>' keys allow the operator to move the
cursor within the field.

6.1.4 Entering Times
Some Data Fields require the entry of time; this is done in a similar way to Wait times on the main Control Console. Any time between a and 59 minutes 59 seconds may be entered, as follows:
i) Times up to 100 seconds may be entered as two digits; e.g. for a time of 45 seconds enter '4', '5'. On Leaving the Data Field, this will be automatically converted to minutes and seconds if appropriate. If tenths of seconds are required, these must be separated from the seconds by a decimal point;
e.g. for a time of 5.7 seconds enter '5', '.' (point), '7'.
ii) Times longer than 1 minute may be entered as three or four digits; e.g. for time of 5 minutes 30 seconds enter '5', '3', '0'. If the number of seconds is greater than 59, these will be converted to minutes and seconds as before. As in the case of seconds, tenths of seconds may be entered following a decimal point.
If a time greater than 59 minutes 99 seconds is entered the message 'FIELD ERROR' will appear at the bottom of the Effects display (on the same Line as the 'COMMAND' field) and the system alarm will sound. Times between 59 minutes 59 seconds and 59 minutes 99 seconds will be automatically reduced to 59 minutes 59 seconds.

6.2 SETTING-UP OR EDITING AN EFFECT
The Effects Editor is selected by operating the SET UP EFFECT button and then selecting the EDIT option in the 'FUNCTION - EFFECT' Option Field. As this option is always pre-selected on entry it is normally only necessary to operate the 'v' button (to the right of the keypad) to make the selection.
Note: Effects can only be Set-up or Edited if the Memory Lock keyswitch is in the OPEN position. If it is not, they can only be previewed (see section 6.3.5).
As mentioned in section 6.1.2, the numbers in the 'EFFECT NO.' and 'SOURCE EFFECT NO.' Data Fields will initially be that shown in the Effects keypad display window. These may be changed if required, as follows:

i) Change only the Effect number (or Leave it unchanged).
The new number will be copied to the Source Effect number on exit from the field. This permits an existing effect to be modified or used as a basis for a new effect. Valid Effect numbers are from 1 to 99.
ii) Carry out the above and then enter a different number into the 'SOURCE EFFECT NO.' Data Field.
The parameters for the Source Effect will used as a basis for the new effect.
iii) Enter a valid number into the 'EFFECT NO.' field, but clear the 'SOURCE EFFECT NO.' field.
The selected effect will be reset to the default state described in the next section.
On using the 'v' button to exit from the 'SOURCE EFFECT NO.' Data Field, the display will change to allow the selected effect to be set-up.

6.2.1 Effects Editor
The default Effects Editor display is shown below:

As can be seen from the above, the display is divided into six sections, five of which have a number of Option and Data fields. Note that the bottom section of the Video Mimic screen does not change, but continues to shown the status of the various sections of the main control panel.
The most important field on the display is the 'EFFECT TYPE' Option Field in the top left corner; five options are available: CHASE, FLASH, AUDIO, LIGHTNING and FLICKER. The remaining fields vary according to which of these options is selected and will be
described in the following paragraphs.

6.2.2 Types of Effect

6.2.2.1 Chase

A chase is an effect which has a number of steps taking place one after the other; each step has an associated group of lights (see section 6.2.3.11) which are faded to a preset maximum level. As each step occurs, one group of lights is faded down, to be replaced by a new group. A Chase may have any number of steps, up to a maximum of 255.

6.2.2.2 Flash
A Flash effect has only two groups of lights, an ON group and an OFF group. When the effect is running, the system will flash between the two groups.

6.2.2.3 Audio
The Audio effect allows the operator to set-up three groups of lights which are assigned to the BASS, MID and TREBLE frequencies respectively of an audio input. The SOURCE switch on the Effects control panel permits the selection of the Left- or Right-hand channels of a stereo input, or of a pseudo-random flicker generator.

6.2.2.4 Lightning
The Lightning effect causes a single group of lights to flash randomly for a pre-determined period each time a trigger occurs.

6.2.2.5 Flicker
The Flicker effect has eight random flicker generators to which groups of lights may be assigned.

6.2.2.6 Cycle
The Cycle effect is similar to Chase, but permits separate up- and down-fade times to be set.

6.2.3 General Description of Option
The various options available in each field are common to most effect types. Each field is described below.

6.2.3.1 STEP TYPE (Chase, Flash, Lightning and Cycle only)
Determines what triggers the transition from one stage of the effect to the next. Note that the MANUAL, BEAT and SYNC options are not available if CYCLE is selected.

Option Function
MANUAL (not cycle) Each stage of the Effect must be performed by operating the appropriate STEP button on the Effects panel. In the case of Lightning, an additional Data Field (TIME) appears (in the 'STEPS' section of the display) into which the required flash period must be entered; the FLASH-STEP button is then used as a trigger.
BEAT (not Cycle) The Effect is controlled by the Bass frequencies of an audio input. In the case of Lighting, the period must be entered as described above.
SYNC (not Cycle) A Step Rate may be set using the appropriate STEP button; this will continue if the button is held down until the next step has occurred; this is particularly useful for disco effects, where the same Chase or Flash may be used with records at different tempi. In the case of Lightning, the period must be entered as described for MANUAL.
AUTOMATIC

The Effect is controlled by the timing data (Chase, Flash entered in the STEPS section of the display. and Cycle only)

Chase: For each group of lights, the time before the next step occurs may be entered in the 'TIME' field (which appears in the 'STEPS' section of the display) and a fade up/down time may also be set. The latter is entered into the 'SLOPE %' field) as a percentage of the TIME value; see section 4.2.2 for details of how to enter percentages.
Note that if nothing is entered into the 'TIME' field, the settings of the CHASE and RATE controls are combined to produce a default value.

Flash: In this case a time may be set for the complete Flash cycle ('TIME' field) and a Mark-space ratio from 0 to 9 ('M-S RATIO' field). As in the case of CHASE, the settings of the appropriate controls will be used as default settings if nothing is entered into these two fields.

Cycle: Cycle is similar to Chase, but has two 'SLOPE %' fields, 'UP' and 'DN'. If nothing is entered into the 'TIME' field, a default value will be calculated from the current settings of the CHASE and RATE controls.

VARIABLE (Chase, Flash and Cycle only) The Step Rate is controlled by the appropriate
control (i.e. CHASE or FLASH) on the Effects panel. In the case of Chase and Cycle, fade-up
and fade-down times may be set in the 'SLOPE %' field (see above), while in the case of Flash, the Mark/Space ratio may also be varied, using the appropriately labelled control.


6.2.3.2 CHANNEL LEVEL
This Data Field permits the operator to set a nominal level between, 0 and 100 (Full) for all individual channels taking part in the effect; channels assigned to the SIJb-masters will be unaffected. The default value is 100.

6.2.3.3 START EFFECT
This Option Field permits the operator to select whether the effect will always be started manually using the GO button (MANUAL) or whether the start will be synchronised with the recall of a particular memory, either directly to the output or on one of the Playbacks (PLAYBACK). If PLAYBACK is selected, an additional Data Field for the number of the required memory appears to the right of the 'START EFFECT' field.
Note that if 'PLAYBACK' is selected, the effect will start on recall of the memory concerned regardless of the current selection on the effects keypad; the effect may, however, still be started manually by pressing the GO button.
In the case of fades performed in Manual mode (i.e. with the appropriate MANUAL indicator illuminated) the effect will not start on recall of the memory concerned, but will wait until the fade is 'collected' - see section 4.6.2.4.
Up to ten effects may be in progress at the same time. These will normally all be different, but it should be noted that it is possible to start the same effect several times; this will result in a number of identical effects running simultaneously, but out of phase with each other. This possibilty must particularly be borne in mind when editing effects and testing them immediately by using the GO button (see section 6.2.3.12).

6.2.3.4 IN TIME
The 'In Time' is the time taken for the lights taking part in an effect to fade from zero to full; in the case of individual channels, this time will be proportionally reduced if a level less than 100 has been set in the 'CHANNEL LEVEL' field. The time is
entered as described in section 6.1.2.1.1. Note that channels concerned combine with the output of the main console on a 'Highest-takes-precedence' basis.

6.2.3.5 END EFFECT
The field is similar to the 'START EFFECT' field, but determines what will cause the effect to terminate. The available options are as follows:

Option Function
MANUAL The effect must be terminated by operating the STOP button on the Effects control panel.
TIMED The effect will end automatically when a preset tlme has elapsed. The tlme is entered lnto an additional Data Field which appears to the right of the' END EFFECT' field on leaving the 'END EFFECT' field.
COUNT The effect will end after a number of complete cycles. As in the case of TIMED, an additional Data Field appears to allow the number of cycles to be entered.
PLAYBACK The effect will end when a particular memory is recalled either directly to the output or on either of the Playbacks (as in the case of START EFFECT, Manual fades must be 'collected'). An additional field appears to allow the memory number to be entered.

Note that if 'TIMED', 'COUNT' or 'PLAYBACK' is selected, the effect may still be terminated manually by pressing the STOP button.

6.2.3.6 FINAL STATE
This Option Field allows the operator to determine whether, when the effect is terminated, the lights taking part will fade out (OFF) or remain in their finishing states, whatever these may be (ON). If 'OFF' is selected, a fade-out time may be entered into the 'OUT TIME' Data Field (see section 6.2.3.7); with 'ON' selected, the latter has no purpose and therefore disappears from the display.

6.2.3.7 OUT TIME
The function of this field is described in the previous section. Note that when the effect is stopped, the 'GO' indicator will remain illuminated until the OUT TIME has elapsed.

6.2.3.8 CONCLUSION
This field offers two options, 'IMt1EDIATE' and 'CYCLE' (note that this is not the same as the CYCLE Effect Type). In the former case, when terminated, the effect will always stop immediately. In the latter, however, the result depends on which option is selected in 1 the 'END EFFECT' field. If 'TIMED' or 'PLAYBACK' is selected, the :
effect, if terminated normally, will continue to run until the end of the current cycle. Pressing the STOP button, whether MANUAL is selected or not, will always stop the currently selected effect immediately. If 'COUNT' is selected, the effect will, by definition, always run to the end of a cycle (see section 6.2.3.5).

6.2.3.9 NEXT EFFECT
The 'NEXT EFFECT' Data Field appears when an STEP TYPE other than 'MANUAL' is selected. It allows the operator to 'chain' effects together, the effect whose number is displayed in the field starting automatically as the current one ends (at the start of any 'OUT TIME'). The facility is inoperative if there is no 'NEXT EFFECT' number or if the STOP button is used to terminate all effects simultaneously.

6.2.3.10 Preload
If required, pre-selected memories may be automatically Loaded into the eight Sub-master stores at the start of an effect, the numbers of the memories required being entered into the eight Data Fields (A to H) in the 'PRELOAD' section of the Effects display.
If the memory number is preceded by '+' or '-', the new memory will combine with the lighting already present in the Sub-master store (see section 4.4.2). Combinations of memories may also be pre- loaded; enter the numbers of the memories concerned, separated by '+' or '-' as required; the memories will combine on loading as
described in section 4.4.2.3. If the 'PRELOAD' field is Left blank, the contents of the Sub-master store will be Left unchanged.
Unlike the normal method of recalling memories to the Sub-masters, Effects Pre-Load does not include the Gang-Loading facility. If a range of memories is entered using the THRU button, the 'FIELD ERROR' message will appear and system alarm will sound on attempting to leave the field concerned.
If a number of memories is to be combined for Pre-Load and the available field space is exceeded, the field concerned will 'scroll' sideways to allow the entry to continue.

6.2.3.11 Groups
Under the heading 'GROUP' in the 'STEPS' section of the display are the Data Fields into which the channel groups for each step in the effect are entered. The information entered may consist of combinations of channel numbers and the Letters A to H, the latter representing the corresponding Sub-master stores.
Note: The effects system is primarily intended to be used in conjunction with the Sub-master stores, the Preload facility being used to recall pre-recorded memories at the start of each effect. Although individual channel numbers may be entered, this should not be done if the effect required can be achieved using the Sub-masters. Running an effect which controls a Large number of individual channels directly may result in increased system response time.
In addition to the above, using a Sub-master rather than individual channels gives added flexibility, as,the channels concerned may each be set to a different Level in the Sub- master store. Where individual channels are used, a maximum Level may be set, but this will be the same for all the channels used.
The contents of several Sub-masters may be combined into a group using the '+' key, and individual channels may be formed into groups using the '+', '_I and THRU keys. If a group is prefixed '+' or '_I, the Sub-masters and channels concerned will be added to or subtracted from the group assigned to the previous step. The THRU key may not be used when producing groups of Sub-master stores; if this is done, the error alarm will sound on attempting to Leave the field concerned.
If complex combinations of Sub-masters and channels are entered, the Effects Editor will rationaLise the display to avoid confusion; for instance, entering '1 THRU 10 - 6' will result in the display '- 1>10-6', but on Leaving the field, the display will change to '1>5+7>10'.

6.2.3.12 COMMAND Field
There are three ways of leaving the Effects Editor. The first way is to use the 'v' key to move the cursor to the bottom of the display and into the 'COMMAND' Option Field. This field has three options, RECORD, CONTINUE and ABORT: the RECORD option causes the effect to be recorded in the memory, the display changing to 'EFFECTS SET UP'; the tONTINUE option allows the operator to continue editing the currently selected effect; and the ABORT option allows the operator to exit from the editor without recording the effect. On Leaving the 'COMMAND' field, the currently selected option will be actioned.
The second way of leaving the Effects Editor is to operate the SET-UP button. This can only be done if the contents of the currently selected field are valid and will cause the option currently displayed in the 'COMMAND' field to be actioned. It will also result in a direct return to the normal. Video Mimic display (that selected on the main Gemini control panel).
The third way to Leave the Effects Editor is to start the effect concerned using the 'GO' button. This will have the same effect as pressing SET-UP followed by 'GO'.

6.3 USING EFFECTS
Many ways in which effects may be used have been described in the previous paragraphs. This section covers the controls which have not yet been described and the interaction of the Effects system with the rest of the Gemini controls.

6.3.1 Sequence
The 'SEQ' (Sequence) button on the Effects Panel operates in a similar way to those on the main control panel. The button is alternate action, the associated indicator lighting when Sequence mode is selected.
When the SEQ indicator is illuminated, starting an effect (whether manually, using the GO button, or automatically, by recalling a memory or as a result of a pre-programmed 'NEXT EFFECT') will cause the next effect which has been recorded to be selected automatically, its number being displayed in the window above the effects keypad. The number displayed will always be that of the effect which has the next higher number relative to the effect which has just started; if, however, the highest numbered effect recorded is started, the sequence will start again at the beginning.
Note: The next effect is only selected ready for use; if a number of effects are to follow each other automatically, the NEXT EFFECT facility must be used (see section 6.2.3.9).

6.3.2 Audio Controls
The only controls not so far described which allow manual control as part of an effect are the Audio controls at the top of the Effects panel. These consist of three FREQUENCY gain controls (BASS, MIDDLE and TREBLE) and a three position SOURCE selector switch. The latter permits the audio input to be taken from the left- and right-hand channels of a stereo signal, or from a pseudo-random flicker generator.

6.3.3 Manual Override
In addition to the various manual control options which may be selected when an effect is set-up, there are four ways in which effects which are already in progress may be controlled:

1) The effect selected on the keypad may be stopped by operating the STOP button. Any NEXT EFFECT will then start automatically.
2) ALL effects may be stopped by clearing the keypad display and pressing STOP. Note that in this case, any NEXT EFFECT instructions will be ignored.
3) The maximum intensity of the channels taking part in the effects may be adjusted by means of the Effects MASTER fader. Reducing the fader to zero will fade all effects out completely.
4) The effects may be speeded up or slowed down by means of the RATE control. The associated indicator is coloured green if the speed is as programmed, but red if it has been changed.

Note that 3 and 4 above will affect all effects which are in progress. Adjustments can only be made to individual effects if they have been programmed to allow this. In addition to the above, any effect, even if programmed to start automatically on recall of a memory, may be started by selecting its number on the Effects keypad and pressing the GO button.

6.3.3.1 Sub-master Faders
As described in section 6.2.3.11, the effects system is primarily intended to be used in conjunction with the Sub-master stores. Once I a Sub-master store has been Loaded with a memory, its output can be controlled by both the corresponding fader (subject to the setting of the A-H fader) and the Effects system, the two interacting on a
highest-takes-precedence basis. For this reason, the A_H fader should normally be set to zero when the Effects panel is in use. If required, however, the A-H fader may be raised above zero and the the Sub-master faders used to determine a minimum setting for their assigned channels.
Individual channels under effects control are only subject to the Effects MASTER fader setting and will not be affected by adjustment of the Sub-master or A-H faders, except as determined by the highest-takes-precedence rule.

6.3.3.2 Flash buttons
In addition to their use when setting-up an effect (see section 6.2.3.11), the A to H keys may be used to flash the contents of the Sub-master stores. A switch above the buttons allows them to operate in three different ways:

1) FLASH
When the switch is in the FLASH position, pressing one of the buttons will flash the contents of the corresponding Sub-master store to their stored Levels (subject to the setting of the MASTER fader). This Level will be retained until the button is released.
2) KILL
In this case, the effect will be to reduce all the channels in the corresponding Sub-master store to zero while the button is operated. The effect is the same as setting a Sub-master fader at full Level into inhibit mode (see section 4.7.7).
3) LATCH
When the switch is set to LATCH, the effect is the same as FLASH, except that the channels concerned will remain On when the button is released. A second operation will then reverse the process. ALL eight Sub-masters may be unlatched at once by
pressing the 'CL' button on the Effects keypad or by operating the ENABLE switch.
The above functions may be inhibited to prevent accidental operation by setting the ENABLE switch beside the 'H' key into the up position. They are also inhibited while setting-up effects.

6.3.3.3 Previewing an Effect
There are two ways in which an effect may be previewed before use:
1) If the Memory Lock keyswitch is in the LOCK position, operating the SET-UP button will cause the Video Mimic to show the Effects Editor display for the currently selected effect. A second operation will return the display to that selected on the Channel Control.
2) The LED indicators above the A to H buttons mimic the outputs of the corresponding Sub-master stores (under effects control). If the MASTER fader is set to zero, these indicators may be used to preview an effect, without changing the Lighting on stage.

6.3.4 PRINTING EFFECTS
A printout of the Effects Editor display for any effect may be produced by pressing SET-UP and then using the 'SEL' button to select the effects PRINT option. Note that the Memory Lock 'v' button to exit from the 'LAST EFFECT' field, the printout will commence. While the print is in progress, the message 'PRINT IN PROGRESS' will appear on the Video Mimic and the indicator above the PRNT button on the main control panel will light.
The printout may be terminated at any time by pressing the PRNT button.

6.3.5 SAVING EFFECTS ON DISC
Effects may be copied to and from disc by operating the SET-UP button and then selecting either the 'TO DISC' or the 'FROM DISC' option. Note that in either ca5e the Memory Lock keyswitch must be in the OPEN position, as the required EFFECTS SET UP display cannot otherwise be selected.
The starting and finishing numbers of the required range of effects should then be ehtered into the appropriate fields. On using the 'v' button to exit from the 'LAST EFFECT' field, the disc action will commence. While this is in progress, the message 'DISC IN PROGRESS' will appear on the Video Mimic and the indicator above the appropriate disc action button on the main control panel will light. If this button is operated while the associated indicator is illuminated the disc action will terminate once the current effect has been copied.
Details of disc care, etc. are given in section 48.1.

6.3.6 DELETING EFFECTS
This facility is similar to those described above. Press the SET-UP button and then operate the 'SEL' button until 'DELETE' appears in the 'FUNCTION - EFFECT' Option field. The starting and finishing numbers of a range of effects should then be entered into the appropriate Data fields. On using the 'v' key to leave the 'LAST EFFECT' field the effects will be deleted.