Object Settings

The editing of objects
Special feature when changing volume / brightness / transparency
The alphanumeric editiong of objects
Object properties
Special Settings
Sound Lines for sound objects
Fade behavior with light objects
Settings for media objects

The editing of objects

Objects
All objects have handles for fade in, fade out, and volume (for sound objects this is the volume, and for dimmed objects, the dimmer channel is affected, the transparency is set for media objects).

DMXObject_FadersThese handles can be moved with the left mouse.
A double-click resets it to its default position.
The handles snap to object borders of other objects!





Note: If several objects are selected in the Timeline, changes to the volume handle affect all selected objects of the same type (sound, light, or media objects).

In addition, the objects are divided into invisible areas, which are important for their editing:

DMXObject_AreaThe white-rimmed surfaces serve to lengthen or shorten the objects
If you are in the mouse universal mode (
ModusUniversalIn the Timeline upper left)
The blue bordered area serves to mark an object - see Selecting objects.
The area between the white surfaces serves to set the PlayCursor.

When you move the mouse over the areas, the mouse cursor changes accordingly.

Note: A double-click on an object opens the object settings. All object properties can be set there alphanumerically.

Scene transitions
Scenes transitions across all the tracks and are displayed transparently.
SceneBridgeView

SceneBridge_StopStop filled: The PlayCursor will stop when it reaches the scene transition
NOT filled The PlayCursor will go into the scene transition
SceneBridge_ActiveActive filled: Scene transition is active
NOT filled: The PlayCursor will jump to the next scene transition and skip the deactivated scene transition.
SceneBridge_FadeOutOffsetFadeOut Offset und  End Determine the beginning and the length of the FadeOut operation
SceneBridge_FadeInStartFadeIn-Offset und -Start Determine the beginning and the length of the FadeIn operation

Scene transitions have the same invisible areas as objects:
DMXObject_Area In the upper half of a scene transition, the white bordered areas serve to lengthen or shorten the scene transition.
The remaining area is used to set the PlayCursor or to mark the scene transition, depending on the mouse mode - see 
Selecting objects.


Special feature when changing volume / brightness / transparency

If the volume/brightness/transparency of an object is changed, this is also changed for all other selected objects of the same type (sound/light/media) in the Timeline!
If the volume of a sound object is changed, the volume of all other selected sound objects also changes.
If the brightness of a light object (DMX object) is changed, the brightness of all other selected light objects also changes.
If the transparency of a media object is changed, the transparency of all other selected media objects also changes.
This applies accordingly to scene bridges.




The alphanumeric editing of objects

When you double-click on an object, a window opens with the object properties. This also applies to the scene transitions.
Here you can give the object a name, change FadeIn and FadeOut times numerically, etc.
The adjustable properties depend on the respective object type.


ObjectSettings
Settings Sound, light or media objects

ObjectSettings_Scenebridge
Settings sound or light or media scenes transitions

Object Properties

Depending on the object type (sound, light, media object, sound, light or media scene transition), you can make various settings:
Name Here you can name the object.
For main scene transitions, the name is set for all three (light, sound, and media) transitions.
Caution: For scene transitions the character # is a special character:
If the name of a scene transition starts with #, this scene transition is not read out in the remote control - see Remote settings!
Setting_Stopper
(only scene transitions)
By clicking, the stop property of the scene transition can be changed here.
If the box is filled in red, the play cursor will stop before the scene transition.
If the box is not filled, the play cursor will not stop and enter into the scene transition.
Setting_Active
(only scene transitions)
Click to set whether the scene transition is active or not.
If the box is filled in green, the scene transition is active and is played.
If the box is not filled, the scene transition is skipped and the next active scene transition is played.
Icon_JumpJump to
(only scene transitions)
For a scene transition, a jump destination (another scene transition) can be set in the adjacent selection list, which is started when the PlayCursor reaches the scene transition.
Loops or other sequences are possible.
If the arrow is filled green, the jump is activated, if the arrow is empty, the jump is deactivated. By clicking the arrow, this can be changed.
If no jump destination is selected, the jump is always deactivated.
In main scene transitions: This jump must be entered
separately for the sound, light AND media transition.
Source
(not at  scene transitions)
For sound and media objects (movie)
Source_Sound
  • Is the name of the source (sound / media file), the source can not be changed here since the object parameters (start offset, length, ..) are not likely to match another sound / movie file.
For light objects and media objects (image, text)
Source_DMX
  • Is the name of the light ambience / source of the image or text
  • You can select a different light ambience or image/text. 
    The object settings, such as fade behavior, etc., remain, only the light 
    ambience / image / text is exchanged.
Effect
(only for light objects)
If DMX effects have been defined, a DMX effect can be selected here. The duration of an effect run and the repetitions (loops) can be set.
Recorded Time Here, the recorded time can be changed, see Play control.
When playing a show, the time between two scene transitions can be stopped, so when the next scene transition was started. This stopped time is displayed here. If no time has been stopped, '000' is displayed here.
Start The start time (position) in the timeline of the object can be set.
With objects from the jingle window this leads to a delay of the jingle.
For main scene transitions, the start time is set for all three (light, sound, and media) transitions.
Length
The length of the object can be entered here
For main scene transitions, the length is set for all three (light, sound, and media) transitions.
Ende This is the end time of the object in the timeline
StartOffset
(only Sound/MediaObjects)
For sound and media objects, the start time of the area within the sound / media file can be specified here.
EndOffset
(only Sound/MediaObjects)
For sound and media objects, the remaining time to the end of the file is here.
(FileLengthTotal - StartOffset - (Object) Length)
Volume / Brightness / Transparency For sound objects, the volume can be changed here. (Value range 0 .. 2, 0 = silence, 1.0 = original volume, 2.0 = double volume)
In the case of lighting objects, the brightness can be changed here, provided the lamps used have a dimmer channel.
In the case of media objects, the transparency is changed here. (The meaningful value range is here (0 .. 1)

This change will be applied to all other selected objects of the same type (sound/light/media) in the Timeline!
FadeOut Offset
(nur bei Szenenübergängen)
Here, you can set when the fade out begins
FadeIn Offset
(nur bei Szenenübergängen)
Here, you can set when the fade out ends
FadeIn Here the length of the complete fade in can be changed.
Below, the effective fade time is displayed (complete fade time - FadeOffset)
FadeOut Here the length of the complete fade out can be changed.
Below, the effective fade time is displayed (complete fade process - FadeOffset)

Tip: In order to get to know the meanings of the fade times better, you can leave the object setting window open and change the object in the Timeline using the handles!

Reminder: Main scene transitions are coupled sound and light scene transitions, together they have the name, start time and length!
All other values must and can be set separately for main sound, light and media scenes!


TimeUnit Here you can set the unit in which the times are specified.
Time: Time in minutes: Seconds: Milliseconds
Frames: Sound is sampled at a certain sampling rate. For CD quality, this corresponds to 44100 samples (frames) / second.
This resolution is used throughout the project. (44100 frames = 1 second)
In later versions of the program, you may be able to change the samplers of the sound, so the frame will change accordingly.
Button_MainSceneBridgeSplit
(only main scene transitions)
If the selected object is a main scene transition, you can convert it to several normal scene transitions!
The scene transitions inherit the properties from the main scene transition. The current and unsaved changes are now discarded.
As a reminder, a main scene transition is the coupling of several scene transitions (light, sound and media).
Button_OK Saves the change to the object.
Button_Cancel. Discards the changes.
ResizeFrame5 Change the window size

Special settings

Sound Lines for Soundobjects




Internally the liveSHOWsoftware uses 10 sound lines - see also  Sound Lines.
One or more sound lines can be assigned to each channel of a sound object. In the sound card settings, each channel of a sound card can be assigned which sound lines it should play. So in principle a sound object can be distributed to different sound cards.
By default, the channels of a sound object are assigned to Sound Lines in order:
Stereo:
Channel 1 (Left) -> Sound Line 1
Channel 2 (Right) -> Sound Line 2
Multi-channel sound: like stereo plus:
Channel 3 (Center) -> Sound Line 3
Channel 4 (Subwoofer) -> Sound Line 4
etc.
In addition, the volume can be decreased or increased for each assignment (in decibels db):
0 db = no change in volume
-3 db = half intensity of the sound (rule of thumb)
+3 db = double intensity of the sound (rule of thumb)

If you use only stereo sound files and a stereo sound card, you don't have to change anything here. But you can also adjust the assignment of the sound lines to your needs.
Note: Theoretically it is possible to reduce a 5.1 surround sound to a stereo signal by assigning all left channels to sound line 1, all right channels to sound line 2 and the 'center' channel to both sound lines. Here, however, the volumes of the individual channels must be reduced. Some 5.1 surround sound files have a time delay (phase shift) between the front and the rear channels, this can lead to artifacts. Better try to convert the multichannel sound to a stereo signal with the Video/Sound Converter.

To transfer the sound lines settings of the sound object to other sound objects, click on this symbol .
The parameters are copied to a clipboard.
To assign them to another sound object, open the settings window of the relevant sound object and click on .
All sound lines settings are overwritten, the standard parameters (length, fade times,...) are not affected.
The sound lines settings are overwritten with the values from the clipboard.
To accept these values you have to click onButton_OK
Button_OK Saves the changes to the object.
Button_Cancel. Discards the changes.

Fade behavior with light objects
(This is not available for sound or media objects)

ObjectSettings_Fade

In the case of a fade, it can be a problem if all channels (controllers) are faded. Thus, the gobo wheel of a scanner may not rotate during the fade, but at a certain point in the fade-in directly adjust the new gobo. Maybe you want the color to not change during the fade, ....

Such behavioral settings can be made here for lighting objects, or lighting scene transitions from the timeline and for all jingle light objects.

The tree view of the controllers is available in two versions:
All lamps are listed here. When you open a lamp, you will see all the controls on the lamp.
All controllers are listed by function here. When you open a controller, you will see all lamps that have one or more controllers of this functionality.
 

The selection of the affected controllers:
The selection of the controls and lamps which are to be affected by the change can be made on the left side. With the function buttons below you can:
ListExpandAll Fully expand / open the tree
Button_List_ExpandSelected Expand only the selected elements
Button_List_CollapseAll Collapse the tree
ListSelectAll select all
ListDeselectAll everything deselect
ListSelectInvert Invert the selection
ListSelectOnlyChanged Select only those elements which do not correspond to the default setting

Standard Restore the default settings for all selected elements
Note: If you want to undo the changes, you should always use the button Standard !!!

Setting the fade behavior:
If you have selected at least one controller of a lamp, you can change the fade behavior. You can select multiple controllers, then the settings affect all selected controllers.
Note: All these properties can be set as the default setting for each lamp type in the Lamp Editor.
These default settings can be overwritten in DMX Objects (Timeline or Jingle).

All objects whose defaults have been overwritten are displayed with an orange frame.


FadeDescription_Disabled If you set the checkbox to disabled, the controller (and thus the connected lamp channels) are deactivated for this object.

In the Timeline, these values are then ignored, ie not adjusted.
When you disable a controller in a DMXJingles object, the controller are omitted when the jingle is played and still controlled by the Timeline !!

If you make this setting in the DMX Device Editor (controller settings), this is adopted as the default for the lamp type.
When a light object is created, the default values are taken from the lamp types. If a controller is deactivated in a lamp type, it is deactivated in all light objects. The controller value is not changed by the timeline/jingle, it must be adjusted manually in the DMX stage view.
If deactivation is set in the lamp type and deactivation is removed in a light object, the controller value is taken into account again when the light object (timeline/jingle) is played. Outside the light object, however, the controller value is not sent to the lamps!
Example: A safety-critical lamp (e.g. flame thrower) has a built-in fuse switch (e.g. pilot flame or on/off switch). In the lamp type this switch is deactivated, so this switch is not influenced by the timeline/jingle. If you remove the deactivation of this switch in a light object, it is taken into account again when the light object is played back. Before and after the light object it is not changed when the timeline/jingle is played. If the light object switches the controller on ('On') it will remain on'On' when leaving the light object, since the controller value must not be changed after the light object in the timeline/jingle. To turn the control off, you must either fade out the light object or attach a second light object that turns the control off.

Trick: You want to create a spectator light as a jingle, but the current stage light should remain (should not be replaced).
You create a light ambience for the spectator light and drag this light into the jingle window.
Double-clicking the jingle opens the object settings. There you mark all lamps (the controls of all lamps) that point to the stage. Then set the checkmark disabled.
Now, when the jingle is played, the lamps for the spectator light will go on, they will get their values from the light ambience of the jingle.
The lights for the stage light are not affected (disabled) by the jingle and still keep their values from the timeline.

Special feature: If you deactivate the dimmer of a lamp, this lamp is treated in the timeline as if it were on!

Trick: If you overlap several objects in the timeline (same position and length, in different tracks), you can leave various control/lamp channels activated for one object and deactivate the corresponding channels for the other object, so the information from both objects is mixed and sent to the lamp.
For example: If you deactivate the dimmer for all lamps from the first object and in the second object you deactivate all other channels except the dimmer, all properties like color, position,... is taken from the first object and the brightness (dimmer) is taken from the second object.

Trick: If you deactivate the dimmer in a light object in the timeline for a lamp, all other controllers will still be precalculated (provided the dimmer value was > 0).
You can use this property, for example, to set an extra light object in the timeline for a loud stepper motor in a device, which delays the precalculation of this controller.

see:Timeline DMX Precalculation.
DisabledAdjustment
When playing the Timeline, all lamps that are not used (dimmer value = 0) are set the way they are used the next time.
If, for example, the dimmer is set to 0 for a lamp, and if this lamp is reused in one of the next lighting objects, the Timeline pre-sets all the values except for the dimmer value as defined in the next lighting object. In a fade process, only the dimmer moves.


By deactivating the precalculation, you switch off this functionality. This means that this value is not set beforehand, but is also fade in when the next light object is reached in which the dimmer value is> 0.

This is e.g. is important for controllers that force a lamp to light, even though the dimmer has been lowered.
(Some Eurolite LED lamps light up when the music control is activated - regardless of the dimmer value.)


Special case: With Jingle nothing is precalculated, but you can deactivate the precalculation with Jingle.
If you disable the precalculation for jingle, you can define the fade behavior - see the following settings.

The following settings only make sense if precalculation is disabled.
Fade_Timing
Only enabled if the precalculation is deactivated.
Adjusting the fade in - out behavior
Only activated if the precalculation is deactivated. If the precalculation is not deactivated, these settings are not taken into account.

In the two squares, you can set a different fade behavior for fade in and -out.
Here, the behavior is set as a percentage of the actual fade time.


Thus, the following setting (both handles at 50%)
FadeIn_50.5
Cause the controller values to remain up to half of the fade-in and jump to the new values exactly at half of the fade-in.

Tip: Play around with the settings, you can program different transition scenarios here.
Fade_StartEnd
Only enabled if the precalculation is deactivated.

(is invisible if different controller types are selected)
Setting the minimum and maximum fade values
Only activated if the precalculation is deactivated. If the precalculation is not deactivated, these settings are not taken into account.

In the lower part, you can determine which values are to be used as start value and as end value during the fade in and fade out.
The following setting for fade in (start = 25%, end = 75%)

Start25_End75 
This would cause the value of the controller to jump to 25% (when the previous value was less than 25%) at the beginning of the fade in and the value of the controller fades to a maximum of 75% and jumps to the set value after the fade operation.

Such behavior makes sense, e.g. several lamp properties lie on a controller. There are scanners in which the dimmer and the prism effect are located on a channel (controller). In order to allow a fade-in without the lamp running through all the prism effects, you could set the fade-in value to the lowest value of the dimmer range and set the end value to the highest value of the dimmer range. The scanner would be fine fade in and then jump to the prism effect.

To transfer the fade settings of the light (DMX) object to other light objects, click on this symbol .
The parameters are copied to a clipboard.
To assign them to another light object, open the settings window of the relevant light object and click on .
All fade-specific parameters are overwritten, the standard parameters (length, fade times,...) are not affected.
The fade parameters are overwritten with the values from the clipboard.
To accept these values you have to click onButton_OK
Button_OK Saves the changes to the object.
Button_Cancel. Discards the changes.




Settings for media objects


MediaObjectSettings


Here you can assign one or more media servers to a media object and determine the display parameters (size, position, ..).
The presentation of a media object (from the timeline or a jingle) is performed by the LiveShow_MediaServer program, where the projection area is also set - see Tutorial Media.

Select media server Here you can select the media servers on which the media object is to be displayed - see Media Server.
Click on the line of the desired media server to assign it or remove the assignment.

Media from the timeline or from jingles are not played directly by the LiveShow program, but by the LiveShow_MediaServer program, which can also run on another computer. - see Tutorial Media.
Sound
(only Videos)
volume Here you can adjust the sound volume of the video output. When playing videos, the sound is output on the projection device (beamer, LiveShow_MediaServer computer).
Possible value range 0.0 .. 2.0
0.0 = Silence
1.0 = normal volume (original volume as in the video)
2.0 = double volume
Delay For some videos, the sound may be played too early, so the images lag behind the sound.
Here you can specify a delay value in milliseconds for the sound.
Note: To test the set delay, you must always play an object in the timeline from the beginning, in case of jumps within an object, the delay may not be updated immediately.
Flip flip horizontally The medium is fliped horizontally (on the x-axis).
flip vertically The medium is fliped vertically (on the y-axis).
Rotate Degrees The medium is rotated in degrees. (0 = no rotation)
Proportion Distort The image / video is distorted so that it will take over the entire set size.
aspect ratio The aspect ratio of the image / video is retained and adjusted to the set size.
Size

Whole area The entire projection surface is used.
Relative size The representation will be in a percentage (relative) size with respect to the projection area.
Width: (values from 0.0 to 1.0)
Height: (values from 0.0 to 1.0)

Example: A width of 0.5 and a height of 0.5 corresponds to a quarter of the projection area.
Position Anchor The media object is anchored at one of the nine points (left, upper, right, center, etc)
Relative Position The upper left corner of the media object is positioned relative to the projection surface.
X: (values from -1.0 to 1.0)
Y: (values from -1.0 to 1.0)

Example: The values 0.5 for X and 0.5 for Y move the upper left corner of the media object to the center of the projection area.


To transfer the set parameters of the media object to other media objects, click this icon .
The parameters are copied to a clipboard.
To assign them to another media object, open the settings window for that media object, and then click .
All media-specific parameters are overwritten, the standard parameters (length, fade times,...) are not affected.
The media-specific parameters are overwritten with the values from the clipboard.
To accept these values you have to click on Button_OK
Button_OK Saves the changes to the object.
Button_Cancel. Discards the changes.