Gilderfluke&Co 8 Bit Digital Audio Systems User Manual

Page 42

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Cards in the system. After the cocked flags are reset, no cards in the system
will respond to any COCKED commands.

EXAMPLE: to un-cock all cards in the system:

Z

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Loop Commands:

"!" (TRACK#)

Loop Track:

"""

Loop All:

"#"

Loop Cocked:

"$" (GROUP#)

Loop Group:

These commands work exactly like the Start Commands, except that at

the end of the current spiel, it will start over again. This will continue until:

1) Another spiel is selected and this new spiel will begin looping.
2) A stop command is received.
3) A start command is received.
4) A stop-at-end command is received.

If the card that is looping has any value other than 0000, then this delay

will be inserted between each iteration of the loop. This allows you to record
a fairly short announcement and put along enough delay between each
time it repeats so that it won't drive everyone crazy. The delay value can be
set in the field through hardware and software to adjust how often the spiel
repeats. The delay can be set from 0 on up to about 1/2 an hour in 1/34th
second increments.

Looping mode usually plays a single spiel over and over again. If the

LOOP ALL option is enabled, then all the spiels recorded on the card will
play in succession. The delay, if enabled, will be inserted between each
spiel.

If the spiel that is looped is located in the first 16 memory chips and there

is no delay entered, then the card will use a special fast looping mode. This
will give you 'seamless' looped spiels. To accomplish the fast looping mode,
the start of the loop is considered to be where ever the last start or loop
command was given. What this means is that if you play a part of a spiel
located in the first 16 memory chips and then stop the card, and then
restart (followed by a loop command) or loop it, the card will play to the
end of the spiel and then loop back to wherever the card was when the
start or loop command was entered. Assuming you normally start the spiel
from its beginning, this shouldn't cause any problems. Any spiel that extends
beyond the first 16 memory chips or has a delay entered will always play a
looped spiel from its start. This means that there is a slightly longer delay be-
tween the end of a spiel and the time it starts over.

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Stop At End Commands:

"%" (TRACK#)

Stop At End Track:

"&"

Stop At End All:

"'"

Stop At End Cocked:

"(" (GROUP#)

Stop At End Group:

These commands tell the card(s) selected to stop playing when the end

of the current spiel is reached. This allows a spiel that is playing in the loop-
ing mode to run to its end before stopping. This compares to the normal
STOP commands, which would make the Repeater stop the the instant they
are received.

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Select Spiel Commands:

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