Gilderfluke&Co 16 Bit CD-Quality Digital Audio Systems User Manual

Page 50

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Commands which should NOT be used in combination on the same command line are:

A) Stop at End / Start Track wo/Looping Modifier: Although this doesnÕt do anything abnormal, a

spiel which isnÕt looping will stop at its end with or without the Stop at End command.

B) Stop at End / Stop Immediately: The Stop Immediately command takes precedence over the

Stop at End command.

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Start Track:

Starts the AB/DR-3000 playing the next spiel in line, unless a spiel request has been received (in

which case it plays that spiel). If you start a spiel playing while an output is fully muted, a ФE17Х (Left or
stereo) or ФE27Х (right) will be displayed. This will help you know why the repeater isnÕt making any noise.
Any normal ÔStart TrackÕ that is honored will also clear ÔLooping ModeÕ if it was previously set. Starts that
are associated with a spiel request for an invalid number (too small or too big for the requested track) will
be ignored and display an appropriate error message.

If any spiel is already playing when another Start Track command is received, the AB/DR-3000 can

be set to:

a) Ignore the new input. If Ignore is ON, an ФE12Х (Left or stereo) or ФE22Х (right) will be displayed if

you try to start another spiel while another spiel is still running.

b) Store the input until the current spiel finishes (also stores any pending spiel request, Looping,

Delayed Start or Group Start flags). An ФE13Х (Left or stereo) or ФE23Х (right) will be displayed if
you try to start another spiel while another is still running and the new start is being stored.

c) Jump Forward to the next spiel (spiel number played is overridden if any spiel request is pend-

ing). This is the default setting.

These are selected on the Main Menu.

Three modifiers are available which can be used with the Start Track command. Any combination of

these modifiers can be used, or none at all:

A) no modifiers: Plays the next spiel, or any spiel which has been requested. Requests can be

made by specific spiel requests on the same command line, or any request that has been re-
ceived previously will be used. If none has been received, then the next spiel will be played.
This will clear the Looping Mode if it has been previously set by another Start w/Looping. This
means that even if the repeater is currently looping, it will play the next (or requested) spiel
and then stop.

B) Start Delayed: Before the spiel starts playing it will be delayed by the amount of time set for

the delay on the main menu. The range of adjustment for this delay is from .1 second to
999.9 seconds. When the repeater is in a start delay, the LEDs on the front of the repeater will
chase in a Ôfigure eightÕ pattern. The left (or stereo) will be shown in the left digit of the ÔvalueÕ
display, and the right will be shown in the right digit. If this modifier is set along with either of
the other loop modifiers, then the repeater will immediately start the first loop delay, so the
LEDs on the front of the repeater will chase the segments in a ÔoÕ instead of the Ôfigure eightÕ.

This modifier has no effect if used without the Start command.

C) Loop: The next (or requested) spiel will repeat at its end. If the Loop All toggle is set to YES on

the main menu, then instead of repeating the same spiel, it will play each spiel in turn. If a
delay has been set on the main menu, then this delay will be inserted between each iteration
of the loop. The range of adjustment for this delay is from .1 second to 999.9 seconds. When
the repeater is in a looping delay, the LEDs on the front of the repeater will chase in a ÔoÕ pat-
tern. The left (or stereo) will be shown in the left digit of the ÔvalueÕ display, and the right will be
shown in the right digit.

If while Looping All or Looping with a Delay there is a spiel requested (without a Start com-

mand), the requested spiel begins looping at the next loop point. This will not work if looping a
single spiel without a delay. When in this mode the looping is handled at the DSP level so that
there is no audible tick at the loop point. To start looping another spiel under these conditions,

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