0% found this document useful (0 votes)
12 views

Congo Congo-jr v5.0 User Manual RevA

This document is the user manual for the Congo system version 5.0, released in May 2008, covering various components such as Congo, Congo Jr, and Congo Lightserver. It includes detailed sections on getting started, system overview, workflows, troubleshooting, and console facepanels, among other functionalities. The manual serves as a comprehensive guide for users to navigate and utilize the Congo system effectively.

Uploaded by

Nuno Viana
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
12 views

Congo Congo-jr v5.0 User Manual RevA

This document is the user manual for the Congo system version 5.0, released in May 2008, covering various components such as Congo, Congo Jr, and Congo Lightserver. It includes detailed sections on getting started, system overview, workflows, troubleshooting, and console facepanels, among other functionalities. The manual serves as a comprehensive guide for users to navigate and utilize the Congo system effectively.

Uploaded by

Nuno Viana
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 708

User Manual

v5.0

C o p y r i g h t © 2 0 0 8 E le c tr o n i c T h e a t r e C o n t r o l s , I n c .
All Rights reserved.
P r o d u c t in f o r m a t i on a n d s p e c i f i c a t i o n s s u bj e c t t o c h a n g e .
P a r t N u m b e r : 7310M1200-5.0.0 R e v A
Released: May 2008
E T C intends this do cument, w het her pr in ted or electr oni c, to be pr ovided in it s en tir ety.
CONGO MANUAL
This is the manual for the Congo system (V5 - 2008-05-05).

This manual covers Congo, Congo Jr, Congo Lightserver, Congo


Client and Congo Offline editor.

1
Table Of contents
CONGO MANUAL ........................................................................................................................ 1

THIS MANUAL - USING THE HELP SYSTEM ................................................................................. 21


Help System - Change Language .......................................................................................... 21
Help System - Navigating...................................................................................................... 21
Help - Search Function ......................................................................................................... 22
Help System - Favourites ...................................................................................................... 23
THIS MANUAL - TERMINOLOGY.................................................................................................. 24

DISCLAIMER .............................................................................................................................. 25

GETTING STARTED.................................................................................................................. 26

GENERAL INFO ......................................................................................................................... 27

SYSTEM OVERVIEW .................................................................................................................... 28


Console Specification............................................................................................................ 29
Interface Specification .......................................................................................................... 30
INSTALLATION GUIDLINES .......................................................................................................... 31
KEY SYNTAXES .......................................................................................................................... 32
CONGO TERMINOLOGY ............................................................................................................... 33
CONTROL HIERARCHY ................................................................................................................ 35
Playbacks - Introduction....................................................................................................... 35
Control Hierarchy - Master Playbacks................................................................................. 35
Control Hierarchy - Main Playback ..................................................................................... 36
Control Hierarchy - Highest Takes Precedence ................................................................... 36
SOFTWARE & UPDATE ................................................................................................................ 37
Version Information .............................................................................................................. 37

WORKFLOW IN CONGO (5.0)................................................................................................. 38

Patch (workflow) (5.0) .......................................................................................................... 39


Control (workflow) (5.0) ....................................................................................................... 40
Record (workflow) (5.0)........................................................................................................ 41
Playback (workflow) (5.0)..................................................................................................... 42
Edit (workflow) (5.0)............................................................................................................. 43

POWER-UP PROCEDURE ........................................................................................................ 44

RESET THE SYSTEM .................................................................................................................... 45


Reset the hardware ............................................................................................................... 45
Reset The Console Facepanel ............................................................................................... 46
Check The Output ................................................................................................................. 47
BYPASS STARTUP SCREEN .......................................................................................................... 48

TROUBLESHOOTING............................................................................................................... 49

TROUBLESHOOTING - LIGHTS ARE NOT RESPONDING ................................................................ 50


TROUBLESHOOTING - CRASHES & BUGS .................................................................................... 51
An Error Popup Appears - copy log ..................................................................................... 51
What to do after a crash?...................................................................................................... 51
Making a crash or bug report ............................................................................................... 52

2
TROUBLESHOOTING - HELP FROM ETC TECHNICAL SERVICES ................................................... 53
ETC Technical Services - United Kingdom........................................................................... 53
ETC Technical Services - Americas...................................................................................... 53
ETC Technical Services - Asia.............................................................................................. 53
ETC Technical Services - Germany ...................................................................................... 53

CONSOLE FACEPANELS ......................................................................................................... 54

FACEPANEL - CONGO .................................................................................................................. 55


FACEPANEL - CONGO JR ............................................................................................................. 56
Congo Jr Master Wing.......................................................................................................... 57
FACEPANEL - CONGO LS ............................................................................................................ 58
FACEPANEL - PROGRAMMING SECTION ...................................................................................... 59
FACEPANEL - CONSOLE MAIN DISPLAY...................................................................................... 60
Main Display - Functions ..................................................................................................... 61
FACEPANEL - TRACKBALL (5.0).................................................................................................. 63

GENERAL FUNCTIONS............................................................................................................ 64

NAVIGATING.............................................................................................................................. 65

NAVIGATING - INTRODUCTION ................................................................................................... 66


The Navigation Pad .............................................................................................................. 66
The ARROW Keys ................................................................................................................. 67
The ESC Key ......................................................................................................................... 67
The MODIFY Key ................................................................................................................. 67
The Level Wheel.................................................................................................................... 67
NAVIGATING - BROWSER ............................................................................................................ 68
Browser Controls .................................................................................................................. 68
Browser Functions - LOAD .................................................................................................. 69
NAVIGATING - TABS ................................................................................................................... 70
Navigating The Tabs ............................................................................................................. 70
Tab Setup and Lock............................................................................................................... 71
NAVIGATING - CHANNEL VIEWS ................................................................................................ 72
Compact Channel Format (5.0) ............................................................................................ 72
Channel View Formats - Selected ......................................................................................... 73
Channel View Format - Selected and non-zero..................................................................... 73
View Format - Selected And Captured.................................................................................. 74
Channel View Format - Layout............................................................................................. 74
Channel View Zoom.............................................................................................................. 75
NAVIGATING - LISTS ................................................................................................................... 76
Navigating In Lists................................................................................................................ 76
Editing In Lists...................................................................................................................... 77
Sort By Column ..................................................................................................................... 77
Change The List View ........................................................................................................... 77
NAVIGATING - SOFT KEY PAGES ................................................................................................ 78
COPY, CUT & PASTE ................................................................................................................... 79
Copy, Cut & Paste Attributes................................................................................................ 79
ENTERING TEXTS ........................................................................................................................ 80
The TEXT Key ....................................................................................................................... 80
Text From The Console Keyboard ........................................................................................ 80
DISPLAY LISTS ........................................................................................................................... 82
MUTE & SOLO ............................................................................................................................ 84
Mute & Solo - MUTE............................................................................................................ 84
Mute & Solo - SOLO............................................................................................................. 85
OUTPUT MODE SWITCH .............................................................................................................. 86

3
GRAND MASTER ......................................................................................................................... 87
FREEZE MODE ............................................................................................................................ 88

DIRECT SELECTS...................................................................................................................... 89

DIRECT SELECTS - INTRODUCTION ............................................................................................. 90


DIRECT SELECTS - CONTENT ...................................................................................................... 91
Content Types........................................................................................................................ 92
DIRECT SELECTS - RECORD & UPDATE (5.0) .............................................................................. 93
DIRECT SELECTS - USER SETUPS ................................................................................................ 94
DIRECT SELECTS - DIRECT MODE ............................................................................................... 95

JAM MODE .................................................................................................................................. 96

JAM MODE - INTRODUCTION....................................................................................................... 97


JAM MODE - ACTIVATE & PREPARE ........................................................................................... 98
Jam Mode - Step 1 - Activate Jam Mode............................................................................... 98
Jam Mode - Step 2 - Check Groups ...................................................................................... 99
Jam Mode - Step 3 - Update Focus Palettes ......................................................................... 99
Jam Mode - Step 4 - Check Color Palettes ......................................................................... 100
Jam Mode - Option - Create Beam Palettes ....................................................................... 100
Jam Mode - Leaving............................................................................................................ 101
JAM MODE - WORKING METHOD.............................................................................................. 102
Jam Mode - Selecting Devices ............................................................................................ 102
Jam Mode - Set Positions and Colors ................................................................................. 103
Jam Mode - Beam Palettes.................................................................................................. 103
Jam Mode - Parameters...................................................................................................... 104
Jam Mode - Dynamic Effects .............................................................................................. 104
JAM MODE - DIRECT SELECTS SETUP ....................................................................................... 106
MISC SOFT KEY PAGE .............................................................................................................. 107

FILES .......................................................................................................................................... 108

FILES - INTRODUCTION ............................................................................................................. 109


NEW ......................................................................................................................................... 110
OPEN ........................................................................................................................................ 113
Delete a Play....................................................................................................................... 113
SAVE & SAVE AS... ................................................................................................................... 114
IMPORT FROM... ........................................................................................................................ 115
Import Wizard - Functions.................................................................................................. 116
Import Wizard - Limitations (show data)............................................................................ 117
Import Wizard - Limitations (Patch)................................................................................... 118
Import Wizard - Limitations (Setup) ................................................................................... 118
Import Wizard - Strand ....................................................................................................... 118
Import Wizard - ETC Express/Expression/Emphasis.......................................................... 119
Import Wizard - Avab Expert .............................................................................................. 119
Import Wizard - Avab VLC Safari....................................................................................... 120
Export to Expert diskette..................................................................................................... 120
Default show data wizard (5.0)........................................................................................... 120
Copy Log files to USB......................................................................................................... 120
EXIT TO SYSTEM SETTINGS (5.0) .............................................................................................. 121
SYSTEM SETTINGS - GENERAL (5.0) ......................................................................................... 122
SYSTEM SETTINGS - COM PORT (5.0)........................................................................................ 124
SYSTEM SETTINGS - PROTOCOL (5.0)........................................................................................ 125
SYSTEM SETTINGS - OUTPUT (5.0)............................................................................................ 127
SYSTEM SETTINGS - BACKUP (5.0) ........................................................................................... 128
SYSTEM SETTINGS - NETWORK (5.0) ........................................................................................ 129

4
SYSTEM SETTINGS - NETWORK NAMES (5.0)............................................................................ 132
SYSTEM SETTINGS - MONITOR (5.0) ......................................................................................... 133
SYSTEM SETTINGS - UPDATE (5.0)............................................................................................ 135
Update Software.................................................................................................................. 135
EXIT TO WELCOME SCREEN (5.0) ............................................................................................. 136
POWER OFF (QUIT)................................................................................................................... 137
Power Loss.......................................................................................................................... 137

GENERAL SETTINGS ............................................................................................................. 138

PLAY SETTINGS ...................................................................................................................... 139

PLAY SETTINGS - INTRODUCTION ............................................................................................. 140


PLAY SETTINGS - CHANNELS (5.0) ........................................................................................... 141
Channel Settings ................................................................................................................. 142
PLAY SETTINGS - CROSSFADE .................................................................................................. 143
Crossfade Settings............................................................................................................... 144
PLAY SETTINGS - MASTER ........................................................................................................ 146
Master Settings (5.0)........................................................................................................... 146
PLAY SETTINGS - SYSTEM ........................................................................................................ 147
System Settings.................................................................................................................... 147
PLAY SETTINGS - ATTRIBUTE ................................................................................................... 148
Attribute Settings................................................................................................................. 149
PLAY SETTINGS - MIDI ............................................................................................................ 150
MIDI Settings ...................................................................................................................... 150
CONSOLE SETTINGS .................................................................................................................. 151
Sound Settings..................................................................................................................... 151

NETWORK................................................................................................................................. 152

NETWORK - INTRODUCTION...................................................................................................... 153


Networking Guidelines (5.0) ............................................................................................... 154
NETWORK - FUNCTIONS............................................................................................................ 155
NETWORK - SERVER/BACKUP ................................................................................................... 156
Network - Backup Setup...................................................................................................... 157
NETWORK - CLIENT .................................................................................................................. 158
NETWORK - MULTIPLE USERS .................................................................................................. 160
Multiple Users - Global Functions ..................................................................................... 160
Multiple Users - Local Functions ....................................................................................... 161
SERVER COMMANDS................................................................................................................. 162
Send Play ............................................................................................................................ 162
Fetch Play ........................................................................................................................... 162
BACKUP SYNC .......................................................................................................................... 164
Force To Backup................................................................................................................. 164
BACKUP COMMANDS ................................................................................................................ 165
Fetch Play ........................................................................................................................... 165
Convert To Server ............................................................................................................... 165
NETWORK NODES ..................................................................................................................... 167
UNIVERSE MAP......................................................................................................................... 168
NET3/ACN DEVICE LIST (5.0).................................................................................................. 169
PRINT WIZARD ......................................................................................................................... 170
SCREENS (5.0) .......................................................................................................................... 171
Screen Names (5.0) ............................................................................................................. 173
Delete Screens (5.0) ............................................................................................................ 173

5
DOCK AREAS (5.0) ................................................................................................................... 174

DOCK AREAS - CONFIGURE ...................................................................................................... 175


DOCK AREAS - NAVIGATE ........................................................................................................ 176
DOCK AREAS - CONSOLE MIMIC (5.0) ...................................................................................... 177
USER LIST................................................................................................................................. 178
User List - Columns ............................................................................................................ 178
Create a User Login............................................................................................................ 179
CHANGE USER .......................................................................................................................... 180

EVENT LIST .............................................................................................................................. 181

EVENT LIST - INTRODUCTION ................................................................................................... 182


EVENT LIST - ACTIONS ............................................................................................................. 183
Congo Actions (5.0) ............................................................................................................ 183
Serial COM data (5.0) ........................................................................................................ 184
EVENT LIST - EVENTS ............................................................................................................... 185
Triggers for Events (5.0)..................................................................................................... 185
MACRO LIST ............................................................................................................................. 187
Macros - Record & Playback.............................................................................................. 187

PATCHING................................................................................................................................. 188

PATCH - INTRODUCTION (5.0)................................................................................................... 189


PATCH BY CHANNEL/DIMMER .................................................................................................. 190
Output Editor - Formats ..................................................................................................... 190
Output Editor - Patch By Channel ...................................................................................... 192
Output Editor - Patch By Dimmer ...................................................................................... 193
Output Editor - Dimmer Check Mode ................................................................................. 194
IMPORT TEMPLATE WIZARD ..................................................................................................... 195
PATCH WIZARD ........................................................................................................................ 196
Patch Dimmer(s)................................................................................................................. 196
Patch Moving Device(s)...................................................................................................... 196
Clear/reset patch or rename ............................................................................................... 197
DEVICE LIST ............................................................................................................................. 199
Device Settings - Columns & Functions ............................................................................. 199
Device Settings - Patching (5.0).......................................................................................... 200
Edit/Change a Device ......................................................................................................... 200

>SETTINGS AND TOOLS - PATCHING............................................................................... 201

CHANNEL LIST.......................................................................................................................... 202


Channel List - Columns & Functions.................................................................................. 202
Channel List - Select & Patch Channels............................................................................. 203
PATCH - RENAME CHANNELS ................................................................................................... 204
Change a channel name (5.0) ............................................................................................. 204
OUTPUT LIST ............................................................................................................................ 205
Output List - Columns & Functions .................................................................................... 205
Output List - Select & Patch Outputs.................................................................................. 206
Parked (5.0) ........................................................................................................................ 206
PARK - PARKED ITEMS LIST ...................................................................................................... 207

TEMPLATES ............................................................................................................................. 208

TEMPLATES - INTRODUCTION ................................................................................................... 209

6
TEMPLATES - LIST .................................................................................................................... 210
Template List - Columns & Functions ................................................................................ 210
TEMPLATES - EDITOR ............................................................................................................... 211
Template Editor - Columns & Functions ............................................................................ 211
TEMPLATES - CREATE............................................................................................................... 212
TEMPLATES - TYPE LTP OR HTP.............................................................................................. 213
TEMPLATES - TYPE 8/16 BIT CONTROL ..................................................................................... 214
16 Bit Control And Wheel Behaviour.................................................................................. 214
16 Bit Control - Fine Step ................................................................................................... 215
TEMPLATES - SNAP OR FADE .................................................................................................... 216
TEMPLATES - RANGES .............................................................................................................. 217
Template Range Editor - Columns...................................................................................... 217
Template Range Wizard ...................................................................................................... 218
TEMPLATES - MODE TABLES .................................................................................................... 219
Define A Range Table ......................................................................................................... 219
TEMPLATES - FADE WITH INTENSITY ....................................................................................... 220
PARAMETER DEFINITIONS ........................................................................................................ 221
Parameter Definition Editor ............................................................................................... 221
DIMMER CURVE LIST ............................................................................................................... 223
Patch - Dimmer Curve Editor ............................................................................................. 223
DIMMER FEEDBACK LOG .......................................................................................................... 225

MAIN SHOW DATA ................................................................................................................. 226

GROUPS ..................................................................................................................................... 227

GROUPS - INTRODUCTION ......................................................................................................... 228


Group functionality ............................................................................................................. 228
GROUPS - RECORD .................................................................................................................... 229
900-groups .......................................................................................................................... 229
GROUPS - SELECT CHANNELS ................................................................................................... 230
GROUPS - FETCH INTENSITIES................................................................................................... 231
GROUPS - LIST .......................................................................................................................... 232
Group List - Columns & Functions..................................................................................... 232
GROUPS - DISPLAY LIST ........................................................................................................... 234
GROUPS - LOAD TO PLAYBACKS .............................................................................................. 235

PRESETS .................................................................................................................................... 236

PRESETS - INTRODUCTION ........................................................................................................ 237


PRESETS - RECORD ................................................................................................................... 238
The Recording Popup ......................................................................................................... 238
Record Presets - Live Tab................................................................................................... 240
Record Presets - Field A Only ............................................................................................ 240
Record Preset - Do not add to Sequence (5.0) .................................................................... 240
Record All Attributes for selected channels ........................................................................ 241
Record Directly To A Master .............................................................................................. 241
Record Selected Channels To Any Preset ........................................................................... 242
PRESETS - UPDATE.................................................................................................................... 243
PRESETS - LIST ......................................................................................................................... 244
Preset List - Columns.......................................................................................................... 244
Preset List - Functions ........................................................................................................ 245
PRESETS - LOAD TO PLAYBACKS .............................................................................................. 246
Quick-load Presets to Masters ............................................................................................ 246
PRESETS - COPY........................................................................................................................ 247

7
PRESETS - SELECT CHANNELS .................................................................................................. 248
PRESETS - FETCH INTENSITIES .................................................................................................. 249
PRESETS - DISPLAY LIST ........................................................................................................... 250
PRESETS - CHANNEL EDITOR WIZARD ...................................................................................... 251
Channel Editor Wizard - Type Of Change .......................................................................... 252
Channel Editor Wizard - Value........................................................................................... 252
Channel Editor Wizard - Include If 0% .............................................................................. 252
PRESETS - AUTO-SAVE ............................................................................................................. 253
PRESETS - TIMES....................................................................................................................... 254
PRESETS - COMPARE MODE ...................................................................................................... 255
PRESETS - DELETE .................................................................................................................... 256

SEQUENCES.............................................................................................................................. 257

SEQUENCES - INTRODUCTION ................................................................................................... 258


SEQUENCES - IN THE MAIN PLAYBACK .................................................................................... 259
SEQUENCES - LIST .................................................................................................................... 260
Sequences List - Insert/Delete/Load.................................................................................... 260
Sequences List - Columns ................................................................................................... 261
SEQUENCES - SEQUENCE LIST .................................................................................................. 262
Sequence List - Functions ................................................................................................... 263
Sequence List - Columns ..................................................................................................... 264
SEQUENCES - CROSSFADE MOVEFADE & LOCKFADE ............................................................... 266
SEQUENCES - TIMES ................................................................................................................. 267
Sequence Times - Set To A or B .......................................................................................... 267
Sequence Times - Main Times (in/out/delay/wait) .............................................................. 268
Sequence Times - Channel Times........................................................................................ 268
Sequence - Channel Time Editor......................................................................................... 270
The Time Editor Popup ....................................................................................................... 270
The Times Soft Key Page .................................................................................................... 271
Sequence Times - FCB Times.............................................................................................. 272
Sequence Times - Parameter Times .................................................................................... 272
Sequence Times - WAF Alert Times .................................................................................... 272
Sequence Times - WAF Wait & Followon Times ................................................................ 273
SEQUENCES - INSERT STEP ....................................................................................................... 274
Insert A Sequence Step - In A Playback .............................................................................. 274
Insert A Sequence Step - In The List ................................................................................... 274
SEQUENCES - DELETE STEP ...................................................................................................... 275
SEQUENCES - LINKS .................................................................................................................. 276
Sequence Step Links - Master Playbacks ............................................................................ 276
Sequence Step Links - Shortcut ........................................................................................... 277
Sequence Step Links - Master Pages................................................................................... 277
Sequence Step Links - Another Step .................................................................................... 277
SEQUENCES - LOAD .................................................................................................................. 278
SEQUENCES - BUILD & MODIFY MODES ................................................................................... 279
Sequence - Build Seq mode (5.0)......................................................................................... 279
Sequence - Modify Sequence Mode..................................................................................... 279
SEQUENCES - BLOCK VALUES .................................................................................................. 280
SEQUENCES - TRACK LIST ........................................................................................................ 281

SEQUENCES - CHASE MODE................................................................................................ 282

CHASE - INTRODUCTION ........................................................................................................... 283


CHASE - PLAYBACK VIEW ........................................................................................................ 284
CHASE - PLAYBACK MODES ..................................................................................................... 285
CHASE - SET RATE .................................................................................................................... 286
CHASE - BPM & TAP TEMPO .................................................................................................... 287

8
Set BPM Numerically.......................................................................................................... 287
Set BPM using Tap Tempo.................................................................................................. 287
CHASE - WIZARD ...................................................................................................................... 288
Chase Wizard - Functions................................................................................................... 289
PLAYLIST .................................................................................................................................. 290
The Playlist - Mode............................................................................................................. 291
The Playlist - Console Display............................................................................................ 291
GROUPS/PALETTES OVERVIEW (5.0) ........................................................................................ 292
>SETTINGS & TOOLS - MAIN SHOW DATA ............................................................................... 293
FADE CURVES ........................................................................................................................... 294
Sequence - Assign Fade Curves .......................................................................................... 295
NOTES EDITOR ......................................................................................................................... 296
Notes - Create ..................................................................................................................... 296
Notes - Editor...................................................................................................................... 297
Note Editor - Columns ........................................................................................................ 297
Note Editor - Delete ............................................................................................................ 298
DELETE WIZARD (5.0) .............................................................................................................. 299

CHANNELS................................................................................................................................ 300

CHANNELS - INTRODUCTION..................................................................................................... 301

CHANNELS - FUNCTIONS ..................................................................................................... 302

CHANNELS - VIEWS .................................................................................................................. 303


Toggle Channel viewing format .......................................................................................... 303
Channel Information - basic ............................................................................................... 304
Channel Information - detailed........................................................................................... 305
Channel Information - Running Fades ............................................................................... 306
Channel Information - Info Box .......................................................................................... 307
CHANNELS - COMMAND SYNTAX (5.0)..................................................................................... 308
Select Channels................................................................................................................... 308
Set Channel Levels (5.0) ..................................................................................................... 309
Constant Level .................................................................................................................... 309
CHANNELS - CH ONLY MODE ................................................................................................... 310
CHANNELS - 8 BIT 256 STEP LEVELS ........................................................................................ 311
CHANNELS - CAPTURE MODE ................................................................................................... 312
Permanent Capture Mode (5.0) .......................................................................................... 312
Capturing levels or parameters (5.0).................................................................................. 313
Recording only Captured channels (5.0) ............................................................................ 313
Releasing Captured Channels............................................................................................. 314
CHANNELS - CLEAR FUNCTIONS ............................................................................................... 315
CHANNELS - CHECK MODE ....................................................................................................... 317
CHANNELS - BALANCE MODE .................................................................................................. 318
Balance Mode Key .............................................................................................................. 318
CHANNELS - RANDOM SELECT ................................................................................................. 319
CHANNELS - SCALE LEVEL ....................................................................................................... 321
CHANNELS - USED & UNUSED .................................................................................................. 322
CHANNELS - GROUP WHEEL MODE .......................................................................................... 323
CHANNELS - REM DIM .............................................................................................................. 325

LIVE VIEW ................................................................................................................................ 326

Live - Live Tab .................................................................................................................... 326


Multiple Live Tabs .............................................................................................................. 327
Live Editing in Playbacks ................................................................................................... 327

9
BLIND VIEW ............................................................................................................................. 328

Blind - Blind Tab................................................................................................................. 328


The Blind Tab - Functions .................................................................................................. 329

TRACK LIST.............................................................................................................................. 330

TRACK - INTRODUCTION ........................................................................................................... 331


TRACK - LISTS .......................................................................................................................... 332
Track List - Functions ......................................................................................................... 332
Track List - Show Levels & Attributes ................................................................................ 333
TRACK - CHANNELS (5.0) ......................................................................................................... 334
Track Channels - In Sequences ........................................................................................... 334
Track To Wizard ................................................................................................................. 335
Track Channels - In Presets................................................................................................ 335
Track Channels - Groups.................................................................................................... 336
Track Channels - Palettes ................................................................................................... 336
Track Channels - In The Play ............................................................................................. 338
TRACK - PRESETS ..................................................................................................................... 339
TRACK - PALETTES ................................................................................................................... 340
TRACK - TRACK EDITING .......................................................................................................... 341
Track Editing - Intensities................................................................................................... 341
Track Editing - Attributes ................................................................................................... 341
Track Editing - Unblock Attributes ..................................................................................... 342

PARKED ..................................................................................................................................... 343

PARK - INTRODUCTION ............................................................................................................. 344


PARK - PARKING VALUES ......................................................................................................... 345
PARK - EDIT PARKED VALUES .................................................................................................. 346
PARK - UN-PARKING VALUES ................................................................................................... 347
PARK - PARKED ITEMS LIST ...................................................................................................... 348

>SETTINGS AND TOOLS - CHANNELS .............................................................................. 349

CHANNEL DATABASE ............................................................................................................... 350


Set Channel Texts For The Database.................................................................................. 350
Display List - Auto Groups ................................................................................................. 352
Channel Database - Import Text File Wizard..................................................................... 352
Import Text File - LightWright............................................................................................ 353
Import Text File - Excel ...................................................................................................... 354

CHANNEL LAYOUTS.............................................................................................................. 355

CHANNEL LAYOUTS - INTRODUCTION (5.0).............................................................................. 356


CHANNEL LAYOUTS - LIST ....................................................................................................... 357
Channel Layout List - Columns & Functions...................................................................... 357
CHANNEL LAYOUTS - EDITOR .................................................................................................. 358
Channel Layout Editor - General Functions....................................................................... 358
Channel Layout Editor - Wheels ......................................................................................... 359
Channel Layout Editor - Colors.......................................................................................... 360
Channel Layout Editor - Align............................................................................................ 360
Channel Layout Editor - Wizard ......................................................................................... 361
Channel Layout Editor - Text.............................................................................................. 362
CHANNEL LAYOUTS - CREATE.................................................................................................. 363
CHANNEL LAYOUTS - CHANNELS ............................................................................................. 364
Channel Layouts - Channel Numbers ................................................................................. 364

10
Channel Layouts - Channel Features ................................................................................. 365
CHANNEL LAYOUTS - LINES ..................................................................................................... 366
CHANNEL LAYOUTS - BOXES.................................................................................................... 367
CHANNEL LAYOUTS - CONTENT ............................................................................................... 368
CHANNEL LAYOUTS - LOAD (5.0)............................................................................................. 369

CHANNEL PARTITIONS ........................................................................................................ 370

PARTITIONS - INTRODUCTION ................................................................................................... 371


PARTITIONS - LIST .................................................................................................................... 372
Partitions List - Columns .................................................................................................... 372
PARTITIONS - CREATE .............................................................................................................. 373
Partitions - Add Partition Wizard ....................................................................................... 373
PARTITIONS - ACTIVATE ........................................................................................................... 375
REMOTE CONTROLS (5.0) ......................................................................................................... 376

DEVICES .................................................................................................................................... 377

DEVICES - INTRODUCTION ........................................................................................................ 378


Devices - Media Servers ..................................................................................................... 379
DEVICES - FUNCTIONS .............................................................................................................. 380

DEVICE CONTROL ................................................................................................................. 381

DEVICE CONTROL - INTRODUCTION.......................................................................................... 382


Moving Device Controls - Explanation............................................................................... 383
DEVICE CONTROL - LAMP STRIKE & RESET ............................................................................. 384
Control Soft Key Page - Functions ..................................................................................... 386
DEVICE CONTROL - HOME POSITIONING .................................................................................. 387
DEVICE CONTROL - U1-U2-U3................................................................................................. 388
U1-U3 - Setting Up Parameters.......................................................................................... 389
DEVICE CONTROL - MASK ........................................................................................................ 390
Mask - Functions................................................................................................................. 390
Mask - Editor ...................................................................................................................... 391
DEVICE CONTROL - SELECT ...................................................................................................... 392
Select - Sub-selection Functions ......................................................................................... 393
Select - Change (softkey)..................................................................................................... 393
DEVICE CONTROL - ALIGN ....................................................................................................... 394
DEVICE CONTROL - FAN ........................................................................................................... 395
Fan Settings ........................................................................................................................ 395
DEVICE CONTROL - FETCH/COPY ............................................................................................. 396
DEVICE CONTROL - NEXT & LAST MODE ................................................................................. 397
DEVICE CONTROL - HIGHLIGHT MODE ..................................................................................... 398
DEVICE CONTROL - FLIP ........................................................................................................... 399
DEVICE CONTROL - MOVING LIGHT DOCK AREA ..................................................................... 401
DEVICE CONTROL - COLOR MIX MODES .................................................................................. 402

DEVICE VIEWS ........................................................................................................................ 403

DEVICE VIEWS - INTRODUCTION (5.0) ...................................................................................... 404


DEVICE VIEWS - FILTERING ...................................................................................................... 405
Live Attributes - Channel Formats...................................................................................... 405
DEVICE VIEWS - EDITING ......................................................................................................... 406
DEVICE VIEWS - PRESETS ......................................................................................................... 407
Preset Attribute Editor - Columns....................................................................................... 408

11
Preset Attribute Editor - Times ........................................................................................... 408
DEVICE VIEWS - DATA (5.0)..................................................................................................... 409

DEVICE RECORDING............................................................................................................. 410

DEVICE RECORDING - INTRODUCTION (5.0).............................................................................. 411


DEVICE RECORDING - MODES .................................................................................................. 412
Changed mode .................................................................................................................... 412
Active Mode & Mark (5.0) .................................................................................................. 413
Active Mode & Attribute Tracking (5.0) ............................................................................. 414
DEVICE RECORDING - BLOCK CUES ......................................................................................... 415
DEVICE RECORDING - DELETE (5.0) ......................................................................................... 416
DEVICE RECORDING - CUE ONLY ............................................................................................. 417

DEVICE PALETTES................................................................................................................. 418

DEVICE PALETTES - INTRODUCTION ......................................................................................... 419


DEVICE PALETTES - RECORD .................................................................................................... 420
Each Device or Each Device Type...................................................................................... 420
Record A Focus Palette....................................................................................................... 420
Record A Color Palette ....................................................................................................... 421
Record A Beam Palette ....................................................................................................... 422
Record An All Palette.......................................................................................................... 423
DEVICE PALETTES - UPDATE .................................................................................................... 424
Device Palettes - UPDATE direct key ................................................................................ 425
Re-record A Palette - Merge Or Replace............................................................................ 425
DEVICE PALETTES - EDIT.......................................................................................................... 426
DEVICE PALETTES - LISTS ........................................................................................................ 427
Palette List - Columns & Functions.................................................................................... 427
DEVICE PALETTES - ACTIVATE BY NUMBER ............................................................................ 428
DEVICE PALETTES - DIRECT MODE .......................................................................................... 429
DEVICE PALETTES - IN MASTERS.............................................................................................. 430
DEVICE PALETTES - SELECT ACTIVE CHANNELS ...................................................................... 431
DEVICE PALETTES - SELECT STORED CHANNELS ..................................................................... 432
DEVICE PALETTES - DISPLAY LIST ........................................................................................... 433
DEVICE PALETTES - FOCUSING MODE ...................................................................................... 434

DEVICE TIMES......................................................................................................................... 435

DEVICE TIMES - INTRODUCTION ............................................................................................... 436


DEVICE TIMES - PERCENT OR SECONDS .................................................................................... 437
DEVICE TIMES - FCB TIME ....................................................................................................... 438
DEVICE TIMES - ATTRIBUTE TIME ............................................................................................ 439
DEVICE TIMES - ATTRIBUTE EDITOR TIMES ............................................................................. 440
Attribute Times.................................................................................................................... 440
Attribute Delay Times ......................................................................................................... 441
DEVICE TIMES - DEFAULT ATTRIBUTE TIME ............................................................................ 442
DEVICE TIMES - FAN TIMES ...................................................................................................... 443

DEVICE PLAY BACK .............................................................................................................. 444

DEVICE PLAY BACK - INTRODUCTION (5.0) .............................................................................. 445


DEVICE PLAY BACK - ATTRIBUTES FOLLOW FADERS ............................................................... 446
Masters And Attributes - General ....................................................................................... 446
Masters And Attributes - Rubberband................................................................................. 446
Crossfaders And Attributes ................................................................................................. 447

12
DEVICE PLAY BACK - ATTRIB MOVE (5.0)................................................................................ 448
AutoMark (5.0).................................................................................................................... 448
LIVE ATTIBUTES ....................................................................................................................... 449
Live Attributes - Columns ................................................................................................... 450
GEL PICKER (5.0)...................................................................................................................... 451
ALL PALETTES .......................................................................................................................... 452
FOCUS PALETTES ...................................................................................................................... 453
COLOR PALETTES ..................................................................................................................... 454
BEAM PALETTES ....................................................................................................................... 455
>SETTINGS & TOOLS ................................................................................................................ 456
SCROLLER ROLLS ..................................................................................................................... 457
Scroller Rolls Editor - Columns.......................................................................................... 457
Create a Scroller Roll ......................................................................................................... 457
Assign A Scroller Roll ......................................................................................................... 458
Calibrate Individual Scroller Rolls (5.0) ............................................................................ 459
Scroller Fan override.......................................................................................................... 459

EFFECTS .................................................................................................................................... 460

EFFECTS - INTRODUCTION (5.0) ................................................................................................ 461


Effects Dock Area (5.0)....................................................................................................... 462
CHANNEL DISTRIBUTION WIZARD (5.0) ................................................................................... 463
LIVE EFFECTS (5.0)................................................................................................................... 465
EFFECT PLAYBACKS (5.0)......................................................................................................... 466
Create an Effect Playback (5.0) .......................................................................................... 466
Activate & Control Effects (5.0).......................................................................................... 466
Record Effects (5.0) ............................................................................................................ 467
EFFECT OVERVIEW (5.0)........................................................................................................... 468
CHASE EFFECTS (5.0) ............................................................................................................... 469
Create a Chase (5.0) ........................................................................................................... 470
Control a Chase Effect (5.0) ............................................................................................... 470
CHASE EFFECT PARAMETERS (5.0)........................................................................................... 471
Chase Editor (5.0)............................................................................................................... 472
Chase Editor - Functions (5.0)............................................................................................ 473
Chase Step Editor (5.0)....................................................................................................... 474
Chase Step Editor - Functions (5.0).................................................................................... 475
CONTENT EFFECTS (5.0) ........................................................................................................... 476
Content Effect Parameters (5.0) ......................................................................................... 477
Create a Content Effect Playback (5.0) .............................................................................. 479
Control Content Effects (5.0) .............................................................................................. 480
CONTENT EFFECT MODES (5.0) ................................................................................................ 481
What mode do I use? (5.0) .................................................................................................. 481
Content Effect Times (5.0) .................................................................................................. 483
SERIES LIST (5.0)...................................................................................................................... 484
Series List - Functions (5.0)................................................................................................ 484
SERIES STEP EDITOR (5.0) ........................................................................................................ 485
Series Step Editor - Functions (5.0).................................................................................... 485
DYNAMIC EFFECT (5.0) ............................................................................................................ 486
Waveforms - Dynamic Templates & Tables........................................................................ 487
Create a Dynamic Effect Playback (5.0)............................................................................. 487
Control a Dynamic Effect (5.0)........................................................................................... 487
Dynamic Effect Parameters ................................................................................................ 488
DYNAMIC TEMPLATES .............................................................................................................. 490
Dynamic Effect Library - Columns & Functions ................................................................ 490
Dynamic Template Editor - Create ..................................................................................... 490
Dynamic Template Editor - Functions................................................................................ 491

13
DYNAMIC TABLES .................................................................................................................... 492
Table Editor (5.0)................................................................................................................ 493
LIVE DYNAMICS (OLD) ............................................................................................................. 494
Live Dynamic Effects - Columns ......................................................................................... 495
OLD DYNAMIC EFFECTS ........................................................................................................... 496
DYNAMICS - BASE VALUE ........................................................................................................ 497
DYNAMICS - START .................................................................................................................. 498
Start Dynamics By Number................................................................................................. 498
Start Dynamics From The Effect Library Tab .................................................................... 498
Start Dynamics From The Effect Library Node In The Browser......................................... 499
Start Dynamics From The Direct Selects............................................................................ 499
Start Dynamics With Direct Mode ...................................................................................... 499
DYNAMICS - CONTROL ............................................................................................................. 500
Clear Dynamics Soft Keys................................................................................................... 500
Dynamic Wheels - Size, Rate, Offset & Delay..................................................................... 501
Live Dynamic Effects Display List ...................................................................................... 501
Keep Dynamics In Next Preset............................................................................................ 501
Set Distance In %................................................................................................................ 501
DYNAMICS - STOP..................................................................................................................... 502
Stop Dynamics Manually .................................................................................................... 502
Activate A Dynamic Stop Table........................................................................................... 503
Delete A Dynamic From Running Dynamics ...................................................................... 503
Delete A Dynamic Using The Dynamics Display................................................................ 504
Fade In A Preset In The Main Playback ............................................................................. 504
Load a new Sequence to the Main Playback....................................................................... 505
DYNAMICS - RECORD ............................................................................................................... 506
Record Changed Dynamics................................................................................................. 506
Record Dynamics To Another Preset.................................................................................. 506
Record Dynamics To A Master ........................................................................................... 506
Record Keep Dynamics (New Base Value) ......................................................................... 507
DYNAMICS - PRESET DYNAMICS EDITOR .................................................................................. 508
DYNAMICS - SIZE & RATE ........................................................................................................ 509
Size ...................................................................................................................................... 509
Size Channel ....................................................................................................................... 509
Rate ..................................................................................................................................... 510
Rate Channel....................................................................................................................... 510
DYNAMICS - RELATIONS & DISTANCE ...................................................................................... 511
Offset Relation .................................................................................................................... 511
Offset Relation - Dynamics Display.................................................................................... 512
Delay Relation & Distance ................................................................................................. 513
Delay Relation & Distance - Dynamics Display................................................................. 513
DYNAMICS - LOOP COUNT ........................................................................................................ 515
DYNAMICS - FADE .................................................................................................................... 516
DYNAMICS - FORM ................................................................................................................... 517
DYNAMICS - FETCH FROM A PRESET ........................................................................................ 518
DYNAMICS - PLAYING BACK .................................................................................................... 519
DYNAMICS - STORE RUNNING TO LIBRARY.............................................................................. 520
CHANNEL SETS (5.0) ................................................................................................................ 521
Create a Set (5.0) ................................................................................................................ 521
Edit a Set............................................................................................................................. 522

MAIN PLAYBACK.................................................................................................................... 523

MAIN PLAYBACK - INTRODUCTION........................................................................................... 524

MAIN PLAYBACK - FUNCTIONS ......................................................................................... 526

14
MAIN PLAYBACK - MANUAL CROSSFADES ............................................................................... 527
MAIN PLAYBACK - TRANSPORT KEYS ...................................................................................... 528
The GOTO List.................................................................................................................... 528
MAIN PLAYBACK - EDIT KEYS ................................................................................................. 529
MAIN PLAYBACK - TIME SETTINGS .......................................................................................... 530
MAIN PLAYBACK - DEFAULT SETTINGS.................................................................................... 531
MAIN PLAYBACK - REFRESH FUNCTIONS ................................................................................. 532
PLAYBACK VIEW ...................................................................................................................... 533
Sequence Playback Views - The Graphical Representation................................................ 535
Sequence Playback Views - Column Format ...................................................................... 535
SEQUENCE EDITOR (5.0)........................................................................................................... 536
LOAD SEQUENCE (5.0).............................................................................................................. 537

MASTERS................................................................................................................................... 538

MASTERS - INTRODUCTION ....................................................................................................... 539

MASTERS - FUNCTIONS ........................................................................................................ 540

MASTERS - MASTER KEYS ........................................................................................................ 541


MASTERS - FLASH KEYS ........................................................................................................... 542
Flash Modes........................................................................................................................ 542
Flash On Time..................................................................................................................... 543
MASTERS - PLAYBACK KEYS .................................................................................................... 544
Master Playback - Functions .............................................................................................. 545
MASTERS - FADER MODE SWITCH ............................................................................................ 546
MASTERS - LOAD/CLEAR/MODIFY (5.0)................................................................................... 547
MASTERS - START FADES ......................................................................................................... 548
MASTERS - CHANNEL SELECTION ............................................................................................. 549
MASTERS - CHANNELS (5.0) ..................................................................................................... 550
MASTERS - PRESETS ................................................................................................................. 551
MASTERS - SEQUENCES ............................................................................................................ 552
MASTERS - CHASE .................................................................................................................... 553
MASTERS - GROUPS .................................................................................................................. 554
MASTERS - SOLO FADE MODE .................................................................................................. 555
MASTERS - DYNAMICS ............................................................................................................. 556
MASTERS - CHANNEL LAYOUTS ............................................................................................... 557
MASTERS - PALETTES ............................................................................................................... 558
MASTERS - TIMES ..................................................................................................................... 559
Set In-Wait-Out times for a Master..................................................................................... 559
MASTERS - MODES (5.0)........................................................................................................... 560
MASTER VIEW .......................................................................................................................... 561
Master View - Select And Set Levels ................................................................................... 562
Master View - Formats ....................................................................................................... 562
Master View - Dock Areas .................................................................................................. 564
MASTER EDITOR ....................................................................................................................... 565
Master Editor - Columns & Functions (5.0) ....................................................................... 566
Masters - Content (5.0) ....................................................................................................... 567

MASTER PAGES....................................................................................................................... 568

MASTER PAGES - INTRODUCTION ............................................................................................. 569


MASTER PAGES - RECORD ........................................................................................................ 570
MASTER PAGES - FUNCTIONS ................................................................................................... 571
MASTER PAGES - LIST .............................................................................................................. 572
Master Pages List - Columns .............................................................................................. 572
Master Pages List - Functions ............................................................................................ 573

15
MASTER PAGES - EDITOR ......................................................................................................... 574
Master Page - Columns....................................................................................................... 575
MASTER PAGES - TIMES ........................................................................................................... 576
Master Page Times - In, Out, Wait ..................................................................................... 576
Master Page Times - Page Time ......................................................................................... 576
Master Page Times - BPM .................................................................................................. 577
MASTER PAGES - AUTO-UPDATE MODE ................................................................................... 578
MASTER PAGES - DISPLAY LIST ............................................................................................... 579

INDEPENDENTS....................................................................................................................... 580

INDEPENDENTS - INTRODUCTION .............................................................................................. 581


Independent Dock Areas ..................................................................................................... 582
USING THE INDEPENDENTS ....................................................................................................... 583
INDEPENDENT MODES .............................................................................................................. 584
INDEPENDENT DOCK AREA....................................................................................................... 585

MEDIA ........................................................................................................................................ 586

MEDIA - INTRODUCTION ........................................................................................................... 587


MOVIES .................................................................................................................................... 588
IMAGES ..................................................................................................................................... 589
Media Images - Delete ........................................................................................................ 589
TRAINING PROJECTS ................................................................................................................. 590
Training Projects - Open Project........................................................................................ 590
Training Projects - The Camera ......................................................................................... 590
Training Projects - Hints .................................................................................................... 592

CONSOLE KEYS....................................................................................................................... 593

CONSOLE KEY QUICK HELP (5.0) ............................................................................................. 594


Console Key - ?................................................................................................................... 594
Console Key - <-- (Disp Mode) .......................................................................................... 594
Console Key - @LEVEL...................................................................................................... 595
Console Key - A .................................................................................................................. 595
Console Key - ALIGN ......................................................................................................... 595
Console Key - ALL .............................................................................................................. 596
Console Key - Arrow Keys .................................................................................................. 596
Console Key - ATTRIB........................................................................................................ 596
Console Key - B .................................................................................................................. 597
Console Key - BALANCE.................................................................................................... 597
Console Key - BANK........................................................................................................... 597
Console Key - BEAM .......................................................................................................... 597
Console Key - BLIND ......................................................................................................... 598
Console Key - BROWSER ................................................................................................... 598
Console Key - BUILD SEQ................................................................................................. 598
Console Key - C/ALT .......................................................................................................... 599
Console Key - CAPTURE ................................................................................................... 599
Console Key - CH/ID .......................................................................................................... 600
Console Key - CH TIME ..................................................................................................... 600
Console Key - CH DELAY .................................................................................................. 600
Console Key - CLIENT ....................................................................................................... 601
Console Key - COLOR........................................................................................................ 601
Console Key - COLUMN .................................................................................................... 601
Console key - CONNECT.................................................................................................... 602
Console Key - COMPARE .................................................................................................. 602
Console Key - COPY/CUT.................................................................................................. 602

16
Console Key - CURSOR...................................................................................................... 602
Console Key - DELAY......................................................................................................... 603
Console Key - DELETE ...................................................................................................... 603
Console key - DEVICE........................................................................................................ 603
Console Key - Direct Select Pages...................................................................................... 603
Console Key - DISPLAY LIST............................................................................................. 604
Console Key - DYN EFFECT.............................................................................................. 604
Console Key - ESC.............................................................................................................. 604
Console Key - FAN ............................................................................................................. 604
Console Key - FLASH ......................................................................................................... 605
Console Key - FLASH MODE ............................................................................................ 605
Console Key - FOCUS ........................................................................................................ 605
Console Key - FORMAT ..................................................................................................... 606
Console Key - GO ............................................................................................................... 606
Console Key - GO (Master Playback) ................................................................................ 606
Console Key - GO BACK .................................................................................................... 606
Console Key - GO BACK (Master Playback) ..................................................................... 607
Console Key - GOTO .......................................................................................................... 607
Console Key - GROUP ....................................................................................................... 607
Console Key - HIGHLIGHT ............................................................................................... 607
Console Key - HOME ATTRIB ........................................................................................... 608
Console Key - IN................................................................................................................. 608
Console Key - INDEPENDENTS 7,8,9 ............................................................................... 608
Console Key - INSERT........................................................................................................ 609
Console Key - INV GROUP ................................................................................................ 609
Console Key - JUMP TO B ................................................................................................. 609
Console Key - LAST ............................................................................................................ 609
Console Key - LEFT............................................................................................................ 610
Console Key - LIVE ............................................................................................................ 610
Console Key - LOAD .......................................................................................................... 610
Console Key - MASK .......................................................................................................... 610
Console Key - MASTER KEYS............................................................................................ 611
Console Key - MASTER ...................................................................................................... 611
Console Key - MINUS......................................................................................................... 611
Console Key - MINUS PERCENT (-%) .............................................................................. 612
Console Key - MODIFY...................................................................................................... 612
Console Key - MODIFY SEQ.............................................................................................. 612
Console Key - NEXT ........................................................................................................... 613
Console Key - Numerical Keypad ....................................................................................... 613
Console Key - ON/FETCH.................................................................................................. 613
Console Key - OUT............................................................................................................. 614
Console Key - OUTPUT ..................................................................................................... 614
Console Key - PAGE........................................................................................................... 614
Console Key - Page+ .......................................................................................................... 614
Console Key - Page- ........................................................................................................... 615
Console Key - PAUSE......................................................................................................... 615
Console Key - PAUSE (in Master Playback) ...................................................................... 615
Console Key - PALETTE (Alt P)......................................................................................... 615
Console Key - PARAMETER .............................................................................................. 616
Console Key - PASTE ......................................................................................................... 616
Console Key - PLAYBACK ................................................................................................. 616
Console Key - PLUS ........................................................................................................... 617
Console Key - PLUS PERCENT (+%)................................................................................ 617
Console Key - PRESET ....................................................................................................... 618
Console Key - REM DIM .................................................................................................... 618
Console Key - RECORD ..................................................................................................... 619
Console Key - REFRESH.................................................................................................... 620
Console Key - RELEASE..................................................................................................... 620
Console Key - RIGHT ......................................................................................................... 620
Console Key - SELECT ....................................................................................................... 620

17
Console Key - SELECT ALL ............................................................................................... 621
Console Key - SETUP ......................................................................................................... 621
Console Key - SET CHANGED........................................................................................... 621
Console Key - SEQ.............................................................................................................. 622
Console Key - SEQ +.......................................................................................................... 622
Console Key - >> (Master Playback)................................................................................. 622
Console Key - SEQ - ........................................................................................................... 622
Console Key - << (Master Playback)................................................................................. 623
Console Key - START.......................................................................................................... 623
Console Key - TAB.............................................................................................................. 623
Console Key - TAP.............................................................................................................. 624
Console Key - TEXT............................................................................................................ 624
Console Key - THRU .......................................................................................................... 624
Console Key - TIME............................................................................................................ 625
Console Key - TRACK ........................................................................................................ 625
Console Key - TYPE............................................................................................................ 626
Console Key - UPDATE...................................................................................................... 626
Console Key - WAIT............................................................................................................ 626
Console Key - Wizard (W) .................................................................................................. 627
CONSOLE KEY SHORTCUTS ...................................................................................................... 628
Shortcuts - Select Channels................................................................................................. 629
Shortcuts - Channel Levels ................................................................................................. 630
Shortcuts - Channel Modes ................................................................................................. 631
Shortcuts - Select Nth Functions ......................................................................................... 631
Shortcuts - Channel Views .................................................................................................. 632
Shortcuts - HELP ................................................................................................................ 632
Shortcuts - Channels Only Mode ........................................................................................ 633
Shortcuts - General Editing Keys........................................................................................ 633
Shortcuts - Spreadsheet Editing .......................................................................................... 634
Shortcuts - Navigation Keys................................................................................................ 635
Shortcuts - Master Playbacks ............................................................................................. 636
Shortcuts - Masters & Channels ......................................................................................... 637
Shortcuts - Master Pages .................................................................................................... 638
Shortcuts - Devices To Home Position................................................................................ 639
Shortcuts - Device Attribute Editors ................................................................................... 639
Shortcuts - Device Masking ................................................................................................ 640
Shortcuts - Device Palette Recording ................................................................................. 641
Shortcuts - Device Palette Activating ................................................................................. 642
Shortcuts - Device Palette Updating................................................................................... 643
Shortcuts - Device Palette Specials..................................................................................... 643
Shortcuts - Device Palette Views ........................................................................................ 644
Shortcuts - Device Palettes In Masters ............................................................................... 644
Shortcuts - Device Align & Fetch ....................................................................................... 645
Shortcuts - Patch & Outputs ............................................................................................... 645
Shortcuts - Main Display, General ..................................................................................... 646
Shortcuts - Track................................................................................................................. 646
Shortcuts - Presets .............................................................................................................. 647
Shortcuts - Record Functions.............................................................................................. 649
Shortcuts - Update Functions ............................................................................................. 649
Shortcuts - Channel Text Wizard ........................................................................................ 650
Shortcuts - Main Playback.................................................................................................. 650
Shortcuts - Sequence Editor................................................................................................ 651
Shortcuts - Direct Selects.................................................................................................... 652
Shortcuts - Notes ................................................................................................................. 652
Shortcuts - Dynamics .......................................................................................................... 653
Shortcuts - Times................................................................................................................. 655

ACCESSORIES.......................................................................................................................... 656

ACCESSORIES - EXT. KEYBOARD .............................................................................................. 657

18
Keyboard - Numerical Input on a Notebook (5.0)............................................................... 657
Keyboard - Standard Functions .......................................................................................... 657
Console Keys in a Keyboard............................................................................................... 658
Keyboard - Level Wheel...................................................................................................... 660
Keyboard - CH Step ............................................................................................................ 660
ACCESSORIES - EXT. MOUSE OR TRACKBALL ........................................................................... 661
ACCESSORIES - FADER WINGS .................................................................................................. 662
Lynx Fader Wing................................................................................................................. 662
ACCESSORIES - REMOTE CONTROL ........................................................................................... 663
REMOTE CONTROL - INTRODUCTION ........................................................................................ 664
REMOTE CONTROL - RFR RADIO REMOTE ............................................................................... 665
RFR - FUNCTIONS..................................................................................................................... 666
REMOTE CONTROL - CRRFU RADIO REMOTE .......................................................................... 668
REMOTE CONTROL - PHONE REMOTE ....................................................................................... 669
Phone Remote - Functions .................................................................................................. 669
REMOTE CONTROL - TT RADIO REMOTE .................................................................................. 670
TT Radio Remote Functions................................................................................................ 670
ACCESSORIES - VISUALISATION SOFTWARE ............................................................................. 672
Visualisation - WYSIWYG................................................................................................... 672
Visualisation - Capture ....................................................................................................... 673
Visualisation - Blind output ................................................................................................ 673
ACCESSORIES - CLIENT ............................................................................................................. 674
ACCESSORIES - NET3 REMOTE VIDEO INTERFACE .................................................................... 675
X-KEYS ..................................................................................................................................... 676

APPENDIX ................................................................................................................................. 677

CONNECTORS ........................................................................................................................... 678


Connector - DMX512.......................................................................................................... 678
Connector - VGA Monitor................................................................................................... 679
Connector - Phone Remote ................................................................................................. 679
Connector - Remote Radio.................................................................................................. 679
Connector - MIDI ............................................................................................................... 680
Connector - APN................................................................................................................. 680
Connector - External Trig 1-9 ............................................................................................ 680
Connector - Ethernet........................................................................................................... 681
Connector - Keyboard and Mouse ...................................................................................... 681
Connector - Desk Light ....................................................................................................... 681
Connector - Congo Jr Backpanel........................................................................................ 681

MIDI ............................................................................................................................................ 682

MIDI - INTRODUCTION ............................................................................................................. 683


MIDI - STANDARD MIDI.......................................................................................................... 684
MIDI - MIDI SHOW CONTROL ................................................................................................. 685
MIDI - TIME CODE ................................................................................................................... 686
MIDI - IMPLEMENTATION CHART ............................................................................................ 687
Console Keys - MIDI Chart ................................................................................................ 688
Console Faders - MIDI Chart............................................................................................. 692

THE CONGO STORY............................................................................................................... 694

Congo - The Avab Heritage ................................................................................................ 694


Congo - Creating the specification ..................................................................................... 695
Congo - Designing The Screens.......................................................................................... 696
Congo - Designing The Hardware...................................................................................... 697
Congo - The Eurovision ...................................................................................................... 697

19
Congo - The arrival of Jr!................................................................................................... 698
V5 - a new approach to effects!........................................................................................... 699

INDEX ......................................................................................................................................... 700

20
This Manual - Using the Help system
Action Key Feedback
Start Help [?] The help system is
started in a tab.
Find topic for a key [?] & [Key] Hold the ? key and press
any key in the console
facepanel to jump to the
chapter explaining that
key.
Find topic for the last [?] Press ? after opening an
opened tab editor or list to get help.
Jump to page 1 [?] Press ? to jump to page
1.

• Use the up and down arrow keys to browse the table of contents. The right arrow
expands a topic and the left arrow jumps to the parent and closes. See
Navigating - Browser.

Help System - Change Language

Language is selected in the system settings. See System Settings - General.

Help System - Navigating

Navigating in the help can be done as a paper manual (next or last page) and as a web
browser (previous page).

Action Key Feedback


Scroll within page [Down_Arrow] & Scrolls up/down within
Wheel this page.

Next page [Down_Arrow] Steps to the next page.

Page before this page [Up_Arrow] Steps to the previous


page.
Last visited page [Left_Arrow] Steps to the last visited
page.

21
Help - Search Function

Pressing TEXT in the Help tab opens a search dialog where you can search for
information in the Online Help.

The result page is shown like this example. The focused link will be bold.

Navigating links is done like this.MODIFY follows the focused link (bold).

Action Key Feedback


Next hyperlink [C/ALT] & Steps to the next
[Down_Arrow] hyperlink (bold).

Previous hyperlink [C/ALT] & Steps to the previous


[Up_Arrow] hyperlink (bold).

First hyperlink on page [C/ALT] & First hyperlink on this


[Left_Arrow] page is focused.

Last hyperlink on page [C/ALT] & Last hyperlink on this


[Right_Arrow] page is focused.

Follow focused hyperlink [MODIFY] Follows the currently


focused hyperlink.
Follow focused [Right_Arrow] Follows the currently
Hyperlink. focused hyperlink.

22
Help System - Favourites

Press NOTE in a Help tab to record a Favourite. A dialog allows you to enter a pretty long
descriptive text for the chapter you are tagging as a favourite.

This text is shown in the Info area when you focus on a Favourite in the Browser.

See Navigating - Browser.

To delete a Note - focus it in the Browser and press DELETE.

23
This Manual - Terminology
This manual is intended for use with the Avab Congo control system by ETC.

The on-line manual and the paper manual are the exact same document.

In order to be specific about where features and commands are found, the following
naming and text conventions will be used

• Congo processor (hardware): the computer used to run the Congo applications.
• Congo Facepanel (hardware): the control console hardware. This is also referred
to simply as the "Facepanel".
• Congo software: the application that gives you the functionality of the Congo
system controlled from the Facepanel.
• Commands in the Browser Tab are indicated like this: Browser >Files >New.
• Console keys in general are indicated in all CAPS. For example RECORD.
• Console keys in tables are have a button outline like this:

[RECORD]

• When a key is held and another key is pressed at the same time is written like
this: RECORD & MASTER
• References to other parts of the manual are indicated as underlined hyperlinks.
When viewing this manual electronically, click on the reference to jump to that
section of the manual.

24
Disclaimer
We do everything possible to guarantee the reliability of this system.

Please don't load other software onto your Congo lighting console.
ETC has tested the configuration of this system to guarantee its best
performance. Additional software or unauthorized changes within the
operating system may significantly affect the performance of this
lighting control system. In the worst case, ETC may require that the
hard disk be reimaged back to factory default settings to return a
system to an operational state.

We highly recommend that you save your play data frequently while
programming and that you back up important data to portable media
often.

It in doubt contact your ETC representative.

See Troubleshooting.

25
GETTING STARTED
Getting Started is all about connecting your console, powering up
and understanding the basic functionality.

• General Info
• Workflow In Congo
• Power-up Procedure
• Troubleshooting
• System Info
• Console Facepanels
• General Functions

NOTE
We recommend new users to spend half an hour on the Workflow in
Congo and Quick Start To Programming. Also see the movies in the
MEDIA folder of the Browser.

26
General Info
This chapter describes the key syntaxes, basic software and
control terminology.

This chapter contains the following sections

• System Overview
• Installation Guidelines
• Key Syntaxes
• Congo Terminology
• Control Hierarchy
• Software & Update

27
System Overview
Congo is a control system for conventional lights, moving devices, scrollers and media
servers. It controls up to 3072channels and 6144 outputs.

Consoles and main accessories

1. Congo
2. Congo Jr
3. Congo Light Server, Net3 RVI & Client
4. Radio Remote
5. Fader Wing 2x20
6. Fader Wing 2x10
7. Net3 Node

For 30 years ETC has been known for revolutionary lighting control design. For 30 years
Avab products have been known for a spirit of bold innovation. Now those great minds
have met, in Congo. Melding together the engineering brilliance and experience of ETC
and Avab systems, Congo maintains the simplicity of classic systems with the feature-rich
functionality of a dedicated moving lights console. Clean functions for everyday theater
work with conventional lights, plus advanced control of hundreds of moving lights, without
mouse operations or computer menus. Like today's sophisticated but deadline-driven
productions, Congo is high energy -- with short commands for fast results.

With Congo, you can move independent channels such as worklights, conductor lights,
followspot and smoke machine control to a special section that isn't affected by the rest of
the system. You have somewhere to put your screens without blocking your view of the
stage. You see the important information, at any time, on the screens or in the console
displays. And you can even have remote control of your rig with your own cordless
phone. Simple, intuitive and innovative lighting control with a big brain for complexity
wherever it arises. Congo handles the future without forgetting the past. Congo is
designed for theater, broadcast, club systems, concert and special-event lighting. At the
Eurovision Song Contest broadcast in Kyiv, Ukraine, Congo consoles controlled 300+
moving lights, 200+ conventionals and 16 media servers, among other devices. Complete
with a theatrical-style main playback fader pair, 40 multipurpose Masters for group,
submaster, effect and additional sequence control, 40 Direct Selects and a dedicated
moving lights control section, Congo's hardware is suitable for any kind of playback
situation. Over 200 moving-light templates and a brand new Effects system is provided
within the console, with an amazing ability to build and edit effects on the fly.

28
Console Specification

Console data Explanation


Control channels Maximum 3072 channels,
numbering from 1 to 4999.
Outputs Maximum 6144 outputs.
Output protocols DMX512, Net3/ACN, ETCNET2,
AVABIPX and ArtNet over Ethernet
Dimmers Free proportional patch, unlimited
per channel number
Displays Up to two Monitors (three in the
large Congo console), graphical
LCD-Display, LED-Displays.
Channel selection RPN and At Mode (Direct Mode)
Dynamics 999
Channel groups 999
Presets 9999
Sequences & Chases 999
Main Theatrical Style Playback 1
Master Playbacks 40
Backup media Harddisk, USB Memory
Power 110 V/230 V, 47...63 Hz, ca. 270 VA

29
Interface Specification

Interfaces Explanation
Monitor Two VGA interface standard (three
in the large Congo console)
Mouse or trackball USB Interface (integrated in Congo)
Keyboard Integrated plus USB Interface
DMX512 Output 1 & 2 for DMX512. RDM
ready.
Ethernet RJ 45 (Twisted Pair)
MIDI In/Out/Thru (2 connectors)
APN For external panels or Lynx fader
wing
Radio remote control Radio control, able to penetrate an
"iron curtain"
External trigger inputs D-sub 15 pins
Console lighting Connections for 2 goose neck lamps
Phone Remote RJ 11 Phone Connector
Audio In & Out Mini stereo plug

30
Installation guidlines
Equipment required to run this system

• Congo, Congo Jr, Congo Lightserver, Net3 RVI, Client software


• Monitor(s)
• Power cables
• Monitor signal cable(s)
• DMX512 or Ethernet cable(s) to external equipment

Connect the monitor signal cable(s) from the back of the console to the monitor(s), and
then connect the power cables to a 230/110V outlet and start all units. After
approximately 30 seconds you should have this start screen on monitor 1.

If not then check:

• Is each monitor is set for VGA IBM compatible mode?


• Is each monitor cable is properly connected?
• Is each monitor power on?

See Power-up Procedure.

31
Key Syntaxes
There are mainly two kinds of keys in the console: keys with a fixed function, and the
softkeys around the LCD Display.

Keys in the Congo can behave in the following ways

Function Description Example


Direct functions Will perform a function GO and PAUSE in the
directly when it is pressed. Main Playback
Functions with a Requires a numerical entry (#) RECORD to store a
numerical prefix (0-9) before it is pressed. preset with that number
Prefix functions Will change the function of Hold C/Alt and press
(key combinations) another key if it is held down PLAYBACK to clear
while pressing that key. the Main Playback

Some keys can combine all three ways of working. An example of this is the PRESET key

• [PRESET] : opens the Preset List with all presets.


• [#] [PRESET] : selects the channels of that specific preset.
• [#] [PRESET] & [Master Key] : will load preset (#) to that Master.

NOTE
Hold down the ? (HELP) key, and press a key to jump to the page in
the online manual that describes that function.

32
Congo Terminology
It can be easier to understand Congo if you are familiar with the basic terminology.

Channels (terminology)

A Channel is the control handle used to call anything controlled by Congo. Regardless if it
is a dimmer channel, a moving device, a smoke machine or something else it will always
correspond to a channel number in the Patch.

See Channels

Attributes (terminology)

The control of non-intensity parameters, for example a moving device or a scroller, are
called attributes. These are patched to the controls of Congo when the Template
corresponding to that device is assigned to a control channel in the Patch.

See Moving Devices

Patch (terminology)

Patch is where outputs are assigned to channels, either directly in the case of dimmers or
using a Template in the case of devices. All settings pertaining to outputs, channels and
devices are also adjusted within the patch.

See Patch

Output protocol (terminology)

Congo supports a lot of output protocols through Ethernet, and has two DMX512 outputs
as well.

See Output Settings

Groups (terminology)

Frequently used combinations of channels can be stored in up to 999 Groups, for quick
recall from the keypad or a remote focusing system.

See Groups

33
Presets (terminology)

This is a specific "Avab" concept. Frequently used combinations of channels are stored in
up to 9999 Presets (0.1-899.9), for playback in the Main or Master Playbacks. The
combination of a Preset and a Sequence Step is the equivalent of a "Cue" in many other
systems. The advantage here is that Presets can be reused in any Sequence, with
different times.

See Presets

Sequences (terminology)

Lists of Presets are called Sequences, that can be crossfaded, move faded or lock faded
in consecutive order from a Master or Crossfade Playback. A Sequence can be played
back in Chase mode.

See Sequences

Dynamic Effects (terminology)

Dynamic Effects are wave-forms that are applied to intensity or attribute parameters for a
selection of channels to provide a Dynamic Effect, for example a circular movement or a
ballyhoo.

See Dynamics

34
Control Hierarchy
Intensity is handled with highest-takes-precedence (HTP) logic, meaning the highest
output level will be the "winner" and have control of those channels.

Attributes are handled using last-takes-precedence (LTP) logic, meaning the last
instruction given to the attribute will be the winner.

There is a Grand Master and Inhibit Masters that can subtract from the output.

There is a Capture mode which can override HTP control of intensities.

Playbacks - Introduction

Intensities and parameters can be played back from the following playbacks.

• The main playback and Live field


• The 40 master playbacks
• The Independents
• The Blind field
• The Freeze field

The following functions can affect the playback of an intensity or parameter

• Capture Mode
• Exclusive Mode
• Inhibit Mode
• Balance Mode
• Park
• Scale
• Mute
• Solo

SUMMARY
Congo has a main theatrical playback, plus 40 Master Playbacks. All of them are capable
of running a sequence or chase. The main difference is that the theatrical playback has a
large amount of different manual controls for crossfades.

• The Live and Blind fields are central to the concept of Congo - being able to work
in both at the same time.
• The Independents are a special set of masters, designed for control of special
channels you want to keep separate from the rest of the system.
• The Direct Selects are used for quick selection and assignment of data suitable
for single-button action like group selects, palettes, screen layouts and such.
They are extremely powerful.

Control Hierarchy - Master Playbacks

Light output from the Masters is added to the output on a Highest Takes Precedence
basis. Device attributes are controlled by Last Takes Precedence.

35
An Independents Master set to Inhibit Mode will subtract the assigned channels from the
output similar to the function of the Grand Master.

See Master Playbacks

Control Hierarchy - Main Playback

Light output from the Main Playback is added to the output on a Highest Takes
Precedence basis. Device attributes are controlled by Last Takes Precedence.

The Main Playback consists of two faders, one for the active channels, and one for the
channels in the next step. These also interact on a Highest Takes Precedence basis, with
the addition that channels that exist in both faders exist in a third "invisible" fader that
ensures all crossfades to be dipless. As a result you cannot get a blackout in the Main
Playback with both faders at 0%.

See Main Playbacks

Control Hierarchy - Highest Takes Precedence

You can output light from all Masters and the Main Playback at the same time. But what
happens if you have faded in Preset 1 on the Main Playback and it's up on a Master too?

- The answer is that the highest intensity level of a channel "takes precedence" whenever
it's output from more than one place in the system.

If the "Highest" level for a channel is generated from one of the Masters it is displayed in
yellow, if it is generated from the Main Playback it is white.

36
Software & Update
We constantly update the Congo software with new features, bug fixes and
changes. Check www.etcconnect.com periodically to see if there's a more recent version
than the one you are currently working with.

Software versions come in two types: Beta release and Official release. Beta releases are
test versions, which are not meant for use on real Plays. Once Beta releases are tested
and proven reliable, they become official releases.

The AVAB Congo software is owned and manufactured by ETC.

To update the software see System Settings - Update.

Version Information

You can see which version you have in About Congo (Browser >About).

37
Workflow in Congo (5.0)
The workflow in Congo can be divided into five steps

This chapter is a simplified introduction to this workflow - meant to serve as an


introduction to the basic functionality of the system.

Patch
Before you can control a dimmer or device it has to be patched to a channel. See Patch
(workflow).

Control
Control is how you select channels, set levels and control parameters. See Control
(workflow).

Record
To be able to playback something it has to be recorded. See Record (workflow).

Playback
There is a main playback and 40 master playbacks. See Playback (workflow).

Edit
When recorded information needs to be adjusted there are many tools for editing. See
Edit (workflow).

38
Patch (workflow) (5.0)

There are various approaches to patching, which depend on your situation. Very often
conventional lights are patched in one universe, and moving devices in another, in order
to simplify troubleshooting. The main work with patching is the planning involved before
approaching the console.

Patching Conventional Lights


There are three basic approaches to patching conventional lights

Patch 1:1
You can choose the option "Patch 1:1" when you open a new play, or you can set the Patch 1:1 in the
Patch Wizard.
See Patch Wizard.

Patch by channel
Patch by channel is easy and fast in the Output editor. It can be done live or blind. You can start with a
cleared patch or with a 1:1 patch.
See Patch by Channel/Dimmer.

Patch by dimmer
Patch by dimmer is easy and fast in the Output Editor. It can be done live or blind. You can start with a
cleard patch or with a 1:1 patch.
See Patch by Channel/Dimmer.

NOTE
To clear the Patch, see the Patch Wizard.
To get an overview of the current patch, see the Channels List.

Patching Moving Devices


To patch a moving device, scroller, color mixing device or media server you need to load
a template for this device. This can be imported with the Import Template Wizard or from
another play. You can also create custom templates in the Template Editor.
See Import Template Wizard.

There are two approaches to patching single or multiple moving devices

Patch Wizard
In the Patch Wizard it is easy to patch single devices, and multiple devices that have consecutive
addresses. It's possible to add a channel offset to a template as well.
See Patch Wizard.

Device List
If you are patching single devices, or multiple devices with irregular addresses the Device List is a
great tool. It's also great for changing address or universe, and for adjusting individual parameters like
pan, tilt and scroller calibration.
See Device List.

39
Control (workflow) (5.0)

Controlling channels, levels and moving device parameters is very straightforward. The
default setting is to work in "Live" which is the sum of all playbacks. Intensities are added
to live in the A field of the main playback.

Command Syntax
The whole command structure of Congo is designed to get you from point A to point B
with as few keystrokes as possible. Basically, there is no function or feature that involves
more than two key presses (besides numbers).

The structure is simple

• Press a key
• Hold a key and press another key.

When a number is required, simply enter it before either of the key combinations above.

See Channels - Command Syntax.

Channel "handles"
Regardless if a lighting instrument is a conventional light, or a moving device, the
intensity function of this device is assigned a unique Channel number in the patch.

Example

• Enter a number and move the level wheel to select the channel and change the
intensity.

When you select this channel, all parameters are automatically mapped to the controls of
the console. All parameters are divided into three groups that have a dedicated key in the
console.

• FOCUS (pan/tilt)
• COLOR (color mixing and color wheels)
• BEAM (gobos, shutters, iris, zoom, prism etc)

Example

• If a selected channel has a scroller, press COLOR. The scroller can be controlled
from one of the four parameter wheels by number (frame) or continously.
• If a selected channel is a moving device press FOCUS to get pan and tilt
functions on the parameter wheels.

See Devices - Control.

NOTE
If you are looking for a "RELEASE" function you are probably used to
working with a console that has a "programmer". There is no
programmer in Congo, instead you work directly in any playback.

40
Record (workflow) (5.0)

If you press RECORD in LIVE, the default record target is the next free Preset, of the
Sequence in the Main Playback. You can record to any other target as well, using the
various recording functions.
See Presets - Record.

What is recorded?

Intensities
The default setting is that all intensities on stage are stored. Conventional lights and moving devices
alike.

Moving Devices
Before you start recording moving devices, you need to make two desicions in the default settings for
attributes (parameters).

• What parameters do I want to record? (changed (default), popup, all, active).


See Device Recording - Modes.
• How do I want parameters to be executed? (Auto Mark (default), On Go, In B).
See Device Play back - Go OnGo or GoInB.

Where is it recorded?

Presets - the basic building block


Light intensities and moving device parameters are stored in Presets. A Preset is referenced data that
can be played back on its own in a master or the main playback. It can also play back as the content
of a sequence step or content effect. A preset can contain absolute data (values) or referenced data
(palettes).

See Presets.
See Sequences.

Other types of record targets


Besides presets there are Groups for organising channel selection and Palettes for referencing moving
device data.
See Groups.
See Devices - Palettes.

41
Playback (workflow) (5.0)

There is a Main Playback, and forty Master Playbacks. The Main Playback is used for
theatre style sequential playback of any Preset or Sequence.

The Master Playbacks can play back

• Single channels
• Groups
• Palettes
• Parameters
• Presets
• Sequences
• Console keys

See Masters.

Playing back Presets and the main sequence.

• As soon as a preset is recorded you can play it back in the Main Playback or any
of the 40 Master Playbacks.
See Presets - Load To Playbacks.
• All presets that have been recorded in Live have been added to the Sequence of
the Main Playback as Steps with default fade times (5s). They can be played
back with or without this default time, or manually. See Main Playback.

Rules for playback

• Intensities will play back following HTP (Highest Takes Precedence) between all
playbacks.
• Attributes are LTP (Latest Takes Precedence). As soon as they are triggered
they will move to this position. They are never owned by a playback.

Exceptions

• CAPTURE will override all normal playback features and "hold" the values of
intensities and/or attributes.
See Capture.
• There is a PARK feature to park any intensity or parameter at a fixed value.
See Parked.
• There is an exclusive mode for the Independents and Master Playbacks, that will
"remove" the intensity of the assigned channels from the normal functionality of
the console.
See Independent Modes.
• There is an INHIBIT mode for the independents and Master Playbacks, that allow
you to filter the maximum output of an intensity channel.
See Independent Modes.
• There is a FREEZE mode that will maintain a static DMX output so you
can work completely blind.
See Output Switch.
42
Edit (workflow) (5.0)

Once a Play is recorded you will want to edit and adjust data. Most of the functionality in
Congo is about editing. Here is where basic data is edited.

Groups

• Channels, intensities and text is edited in the Groups list.


See Groups - List.

Presets

• Intensities, text and FCB timing data are edited in the Preset List.
See Preset - List.
• Attributes and individual attribute times are edited in the Preset Attribute editor.
See Device Views - Presets.

Sequences

• Presets, In/Out/Delay/Wait times, text, Attribute Move, Time Code, Macros and
Notes are edited in the Sequence editor.
See Sequences - Sequence List.
• Channel Times are edited in the Channel Time editor.
See Sequences - Times.
• Master Links are edited in the Master Link editor.
See Sequences - Links.
• General playback mode (Sequence/Chase) and chase parameters are set in the
Sequences list.
See Sequences - List.

Additional editing features

• It's possible to track and edit intensities and parameters in a lot of different ways
with the Track function.
See Track - Track Editing.
• To edit channel intensities in the main playback there is a Channel Editor Wizard.
See Presets - Channel Editor Wizard.

43
Power-up Procedure
For best performance, power-up your system in the following order.
Action Hardware Feedback
1. Turn on external Power switches
hub(s) or switch(es)
2. Turn on the console Power and/or reset The displays will light up
and monitor(s) switch on console with the Congo logo. The
and monitors. screens will load the
login screen.

3. Start the Congo [MODIFY] You can select start


software option with mouse or
console keys (trackball
or arrow keys).
4. Choose starting Play [MODIFY] or [ESC] A popup will give the
choice of the last play (or
recovery) or a new
play. See New.
5. Turn on any ETCNet2 Power switches You should be able to
Nodes and accessories control the outputs now*
such as Remote Focus
units

*See Console Key - OUTPUT

NOTE
In a network with multiple Congo Systems online, allow the main
system to fully start-up before starting the other systems. This will
ensure that your network configures correctly.

44
Reset The System
When you open a new (empty) Play, the patch is reset 1:1. This chapter is a checklist for
resetting the frontpanel and checking the output.

A reset involves the following steps

• Reset the hardware


• Reset The Console Facepanel
• Check The Output

Before you start, make sure you have loaded a new (empty) Play.
See Load a New (empty) Play

Reset the hardware

There is a "reset" button in the back of the console. It works differently depending on your
Congo Hardware model.

There are two kinds of Congo hardware.

Without internal UPS


These consoles have a soft switch for power.

• In order to reset the console, press reset.

With internal UPS


These consoles have a two position mains switch (on/off) for power.

• In order to reset the console, hold the reset button for more than 5 seconds. This
will shut down the console.
• In order to re-start the console after the above step, hit the reset button once.
This will start up the console again. It is IMPORTANT that you use the same
reset button to start up the console again.

45
Reset The Console Facepanel

To get light you have to make sure the console is reset properly.

There is an Output Mode switch in the top right corner of the console.

Action Console Feedback


1. Enable output Output Mode Switch
to ON

The crossfaders are in the bottom right corner of the console.

Action Console Feedback


2. Reset the crossfaders A/B faders to bottom
by moving the up and position
back down

The Grand Master is in the top right corner. It controls the total output of the
console.

Action Console Feedback


3. Reset the Grand Grand Master to
Master 100%

46
The Playback Fade mode switch is normally in Masters mode.

Action Console Feedback


4. Reset the Playback Fader Mode to
Fader mode MASTERS

Check The Output

After loading a new Play the patch is set 1:1 and the output protocol will be set to
DMX512 on both output connectors in the back of the console.

If you enter a number and move the level wheel, a dimmer should respond - providing
there is one connected.

If nothing happens, see Lights Are Not Responding.

47
Bypass Startup Screen
It's possible to set the system to boot directly into the lighting control software - without
having to pass the login screen.

This was designed for backup systems and Light Servers so that they can self-boot, and
it may be desirable also for a normal situation where the system settings are not needed
at power-up.

This function is described in Login Settings - Override Login Screen

48
Troubleshooting
When you run into a problem with this system there are few probable
reasons.

This chapter contains the following sections

• Troubleshooting - Lights Are Not Responding


• Troubleshooting - Crashes & Bugs
• Troubleshooting - Help from ETC Technical Services

49
Troubleshooting - Lights Are Not Responding
If you have lights (dimmers, devices) connected and they are not
responding check this list.

• Have you reset the console properly? See Reset the system.
• Is the device powered properly?
• Is the device set to receive the protocol you have set the board to transmit?
• Is the device receiving a signal from the console?
• Is the device set to the right channel address?
• Is there a light source connected to the device?
• Is it a lamp failure?
• Is the device circuit breaker thrown?

If nothing works you may want to use a DMX tester to check that there is DMX at the
receiving devices.

50
Troubleshooting - Crashes & Bugs
All software-based products run the risk of a crash regardless of
testing procedures. In the unlikely event it happens, please help us to
eliminate problems with crashes and bugs by reporting them to us.

An Error Popup Appears - copy log

If you get an error popup we have saved your show data and created two files (log and
dmp) that can be saved to a USB memory if there is one connected to the console.

Mail these file to us. It can help us solve your problem very fast.

1. Make sure there is a USB memory in one of the USB slots.

2. Open the Browser and select "Copy Log files to USB"

3. Mail both files (log & dmp) to [email protected]

NOTE
This has to be done directly. The dmp file is a temporary file that will
be overwritten if anything happens later. BOTH files are needed to
solve the problem. Thank you for your help.

What to do after a crash?

In most cases your play will have been saved (recover.asc). In this case you got a popup
explaining this and returned to the login screen.

• Log in again.

If you don't return to the login screen, which is extremely unlikely you need to restart the
console.

• Press Esc if the front panel seems frozen.


• Try resetting the console using the reset button on the back, in the middle.
• If none of these efforts work, contact your local ETC Support.

51
Making a crash or bug report

If you have the possibility, try to reproduce the problem by repeating your actions. If you
can send us a description of how to repeat the problem reliably, we are much very likely
to solve it rapidly.

Crash or bug report


Date =
Your Name =
Phone/fax/mail =
Congo Software version = "5.0" (bottom left corner of the main screen, or About Congo in
the Browser)

Description (example):

1. I was trying to edit a Preset on stage.


2. I started a crossfade
3. I got a crash with a message = "FILE main.cpp LINE 37" or "Offset: 12345678"
4. It is repeatable following 1 & 2.

Please fax the bugs reports to Congo BUG REPORT at +49 8024 990-300 or preferably
e-mail them to [email protected]

52
Troubleshooting - Help from ETC Technical Services
Emergency service is available from all ETC offices outside of normal
business hours.

If you are having difficulties, your most convenient resources are the references given in
this manual and the Help system. To search more widely, try the ETC website at
www.etcconnect.com/community. If none of these resources is sufficient, contact ETC
Technical Services directly at one of the offices identified below.

When calling for help, please have the following information handy

• Console model and serial number (located on back panel)


• Software version (is located beneath the Congo logo on Screen 1)
• Dimmer manufacturer and installation type
• Moving light information (manufacturer, mode, data cable type)
• Other components in your system (Unison®, other consoles, etc.)

ETC Technical Services - United ETC Technical Services - Asia


Kingdom
Theatre Controls Asia,
ETC Europe Ltd. LtdRoom 1801, 18/F, Tower I,
Technical Services Department Enterprise Square
26-28, Victoria Industrial Estate 9 Sheung Yuet Road, Kowloon
Victoria Road, London W3 6UU Bay, Kowloon, Hong Kong
Tel: +44 (0)20 8896 1000 Tel: (+852) 2799 1220
Fax: +44 (0)20 8896 2000 Fax: (+852) 2799 9325
[email protected] [email protected]

ETC Technical Services - Americas ETC Technical Services - Germany

Electronic Theatre Controls Inc. Electronic Theatre


Technical Services Department Controls GmbH
3031 Pleasant View Road Technical Services
Middleton, WI 53562 Department
800-775-4382 (USA, toll-free) Ohmstrasse 3
+1-608 831-4116 83607 Holzkirchen,
[email protected] Germany
+49 (80 24) 47 00-0
techserv-
[email protected]
m

53
Console Facepanels
There are three facepanels for Congo:

• Congo
• Congo Jr
• Congo LS (rack)

The facepanel of a Congo Console is divided into different sections.


In Congo and Congo Jr these sections are more or less identical -
there are some small differences.

These sections are described in this chapter

• Facepanel - Congo
• Facepanel - Congo Jr
• Facepanel - Congo LS
• Facepanel - Programming Section
• Facepanel - Console Main Display Facepanel - Trackball

54
Facepanel - Congo
In the Congo console everything is integrated. There is an integrated trackball and a
Master Playback section. The main display has a display list section.

55
Facepanel - Congo Jr
In the Congo Jr console there is an external mouse.The Main Display does not have a
display list section. The Master Playbacks is an optional wing. The Master Playback
functionality is integrated into the Main Playback.

56
Congo Jr Master Wing

The Master wing can be connected with an external power supply and a USB cable to the
Jr - or it can be mounted so they form one unit.

The functionality is the same as in the large Congo - since there are only two graphical
displays, you have to switch between Direct Selects mode and Masters mode. This is
done with the DIRECT SELECT key to the right.

1. Direct Select pages


2. Displays
3. BANK and TYPE keys for operating the Direct Selects are incorporated between the
displays with the PAGE keys.
4. Function keys - same as in Congo plus Direct Select Mode.

57
Facepanel - Congo LS
The Congo Light Server’s 19”-design packs the identical features, channel and output
counts as the Congo console into a stand-alone, rack-mountable enclosure suitable for
permanently installed applications. Running Congo’s operating software, the Congo Light
Server is a fully independent lighting playback controller or a convenient back-up option.
There are twenty keys with a shift function in the front panel that make it possible to run a
lot of functions. An external mouse is supplied and recommended.

Button functions - unshifted

1 2 3 4 5 6 7 8 9 0
Ch Thru All + @ Output Master Point C Shift

Button functions - shifted

Esc Up Modify Insert Live Format Tab Browser Macro Load


Play
Left Down Right Delete Goto GO Pause Go Back Record Shift

We recommend the use of X-keys. See X-keys.

58
Facepanel - Programming Section
NOTE
Congo & Congo JR share the exact same layout of the Programming
Section. The only difference is that in Congo Jr, the number input
and channel info displays are only shown on the screen status bars.

The keys in the programming section allow you to select and store channels, levels,
moving light parameters and times.

General Facts

• To the right of the numeric keypad there is a row with keys for selecting groups of
channels, and to the right of that is a row with keys for setting levels in different
ways.
• There are keys for setting times to the sequence in the Main Playback.
• There are keys for recording and updating the current preset.
• There are direct keys to open editors for play data (SEQ, PRESET, GROUP etc)
• The Navigation pad includes the round navigating keys, the arrow keys, the level
wheel and ESC and MODIFY. See Navigating In Congo

There are two small displays


These two displays are only available physically in the big Congo. In all systems you find
them replicated at the bottom of the screens.

• Number Input (left) shows the last entered number input from the numerical
keypad.
• Channel Info (right) shows the number and level of the last selected channel.

59
Facepanel - Console Main Display
This section has different programming functions.

• The Display has soft menus with different sets of functions for the keys around it.
• The wheels can be used for any device parameter.
• There is a list section in the middle that is controlled by the Disp List function of
the Trackball (not available in Congo Jr)

Congo main display area

60
Congo Jr main display area

Main Display - Functions

The Soft Menu exit key (<--) moves one step back up to the top menu level each time it is
pressed.

These are the soft menu keys in the top menu

Congo

Congo Jr

61
Summary of soft key menus

Soft Key Menus Explanation


Times Shortcuts for setting times.
See The Times Soft Key Page
Dynamics Controls for running Dynamics.
See Dynamics - Control
Channels Channel functions.
See Channels - Balance Mode
See Channels - Group Wheel Mode
See Presets - Compare Mode
Device Device control and special functions.
See Device Control - Flip
See Device Palettes - Focusing Mode
See Only "Changed" are recorded
See Device Palettes - Update
Select Select functions.
See Device Control - Select
Misc Miscellaneous functions.
See Navigating - Misc Soft Key Page

62
Facepanel - Trackball (5.0)
NOTE
Congo JR has no integrated mouse or trackball. It is delivered with
an external mouse that is connected via USB.

The trackball has three different modes that are activated with the keys around it.

Key Feedback
Cursor The trackball controls the cursor in the software.
This is mainly used for creating channel layouts.
Parameter Controls Pan and Tilt of the selected Device(s).
Left/Right work as Next/Last (5.0).
Display List Is used to select and scroll Display Lists. See
Display Lists.
NOTE
It is possible to connect any USB mouse or trackball.
See External Mouse Or Trackball

63
General Functions
These are some functions that apply in general and don't belong to a
specific chapter or node of the Browser.

These are the chapters

• Navigating
• Copy, Cut & Paste
• Entering Texts
• Display Lists
• Mute & Solo
• Output Mode Switch
• Grand Master
• Direct Selects
• Jam Mode
• Misc Soft Key Page

64
Navigating
You can control everything in the software from the Navigating pad.
Open and close windows, zoom, move tabs and edit in lists. We call it
mouseless navigation.

This chapter contains the following sections

• Navigating - Introduction
• Navigating - Browser
• Navigating - Tabs
• Navigating - Channel Views
• Navigating - Lists

65
Navigating - Introduction
The Navigation Pad is the centre of all programming in Congo. I makes it possible to
open windows, move tabs, browse the software and zoom without the need to use a
mouse or trackball.

The Navigation Pad

The round navigation keys are described in other chapters.

• For BROWSER see The Browser


• For SELECT see The Lists
• For COLUMN see The Lists
• For TAB see The Tabs
• For LIVE see The Live Tab
• For FORMAT see The Channel Views
• For BLIND see The Blind View

66
The ARROW Keys

The arrow keys are used for navigating in all directions. Hold an arrow key and used the
level wheel to speed scroll in that direction.

The ESC Key

The ESC Key is used to close Tabs and popups.

The MODIFY Key

Modify is the "Enter" command wherever one is needed. It is used to enter values or
toggle between options or open dropdown menus.

It is also used in combination with some keys for special functions.

• Hold MODIFY and press any playback key to open its editor
• Hold MODIFY and press certain keys to open an editor, for example CH to open
the Channel List.

The Level Wheel

The level wheel sets intensities. Together with the navigation keys it also has the
following functionality.

• Hold any arrow key and use the level wheel to speed scroll in that direction
• Hold FORMAT and use the level wheel to zoom in channel views
• Hold BLIND and use the level wheel to add that content to the output
• Hold COLUMN and use the level wheel to scroll the column width

67
Navigating - Browser
The Browser tab gives you a direct link to everything in Congo.

Browser Controls

Action Key Feedback


Select the Browser [BROWSER] The Browser is focused. Press
again to close or open it.
Move up/down in a [Arrow_Keys] Up and down arrows move in all
list open lists.
Open a sublist [Right_Arrow] The right arrow opens a sublist
under a closed node.
Jump to top and [Left_Arrow] The left arrow jumps to the top of a
close a sublist sublist, and then closes that node if
pressed again.
Open an editor [MODIFY] Opens the editor of the object
selected in the Browser.
Resize the Browser [BROWSER] & Moving the wheel while holding
Wheel BROWSER will resize the Browser
area.
Collapse the Browser [C] & All open nodes are collapsed.
[BROWSER]

68
Browser Functions - LOAD

Use MODIFY and LOAD to activate selected items from the lists in the Browser.

Action Key Feedback


Open an editor [MODIFY] Opens the editor of the object
selected in the Browser.
Load a Group [LOAD] Loads the selected Group to the
active Channel View.
Activate a palette [LOAD] Activates palette # for the
selected channel(s).
Load a sequence to [LOAD] Loads the selected sequence to
the main playback the Main Playback*
Load a sequence to [LOAD] & Loads the selected sequence to
playback # [Master_Key] Playback #

Load a Preset to [LOAD] & Loads the selected Preset to


Playback # [Master_Key] Playback #

Activate a Dynamic [LOAD] Activates Effect library # for the


Effect selected channel(s).

*Its possible to expand items like Sequences to see linked information for each step, and
to open the corresponding editor by pressing MODIFY.

69
Navigating - Tabs
All data and editors are opened in a tab.

• There are direct keys for most tabs (PRESET, PLAYBACK etc)
• Tabs can also be opened from the Browser
• Two tabs are never closed: LIVE and MAIN PLAYBACK

Navigating The Tabs

Function Key Feedback


Toggle open tabs [TAB] Steps through all open tabs in all
screens
Select Tab # [#] [TAB] Selects the tab with that number

Split view [TAB] & First press creates a vertical-,


[Down_Arrow] second press a horizontal split.

Reset view [TAB] & [Up_Arrow] Exits a split view.

Move a Tab [TAB] & Moves the selected tab to the


[Right_Arrow] right (or left) screen.

Close Tab [ESC] Closes any selected tab except


Live and Playback.
Reset all Tabs [C/ALT] & [TAB] Closes all tabs except Live and
Playback.
Reset all Tabs [C/ALT] & [TAB] Closes all tabs, including locked
(including locked) [TAB] ones, except Live and Playback.

70
Tab Setup and Lock

It is possible to lock a tab from closing when you press ESC. This is done in the Tab
Setup. Hold SETUP and press TAB to open.

Include Channel View in Pool refers only to Live Views. See Live - Live Tab.

71
Navigating - Channel Views
The Channel Views are easy to navigate with the navigation keys.

• Hold FORMAT and use the level wheel to zoom


• Hold C & FORMAT to reset the zoom factor
• Press FORMAT to toggle channel formats
• Hold FORMAT and press ALL to select the All Channels format directly
• Hold FORMAT and use up/down arrow to select compact format (see below)
• Enter a number and press FORMAT to select a Channel Layout
• Hold CH and press Arrow keys to page
• Hold CH and move the level wheel to scroll

The status bar in the top shows the current Preset in the Main Playback to the left and the
selected format to the right

Compact Channel Format (5.0)

There is a compact channel format where levels are shown with a yellow status bar.

• FORMAT & up arrow - selects compact format


• FORMAT & down arrow - selects normal format

72
Channel View Formats - Selected

Only selected channels are shown. (Pressing FORMAT toggles through the formats.)

Channel View Format - Selected and non-zero

Selected and non-zero channels are shown. (Pressing FORMAT toggles through the
formats.)

Hold FORMAT and press CH to select this format directly.

73
View Format - Selected And Captured

Selected and captured channels are shown. (Pressing FORMAT toggles through the
formats.)

Hold FORMAT and press CAPTURE to select this format directly.


See Channels - Capture Mode.

Channel View Format - Layout

The last selected Channel Layout is shown. (# FORMAT selects Layout #.) If there are no
Layouts stored in the show, this screen will not appear.

74
Channel View Zoom

Hold FORMAT and use the wheel to Zoom in/out in multiples of 5 (5.0).

NOTE
Hold C & FORMAT to reset the zoom factor.

75
Navigating - Lists
All editors are lists. They behave very similar to a standard spreadsheet.

• You can edit all cells which are not dimmed


• You can edit multiple cells
• You can sort information by column
• You can move columns
• You can resize a list by holding COLUMN and using the wheel

Navigating In Lists

Function Key Feedback


Step or scroll around Arrows and wheel Use arrow keys, or hold
an arrow key and use
the level wheel to speed
scroll in any direction
Jump to first cell HOME (keyboard) Jumps to the first cell in
the selected column
Jump to last cell END (keyboard) Jumps to the last cell in
the selected column
Scroll one page up PAGE UP (keyboard) Scrolls one page up
Scroll one page down PAGE DOWN Scrolls one page down
(keyboard)

76
Editing In Lists

Function Key Feedback


Edit the selected cells [MODIFY] Enter a value and press
MODIFY. If it is a dropdown
just press MODIFY. If it is a
text cell, press MODIFY,
enter a text and press
MODIFY to exit.
Insert a new item [INSERT] Inserts a new item with the
next free number. If you
enter a number first, the it
will have that number.
Delete selected item(s) [DELETE] Deletes the selected items
(cannot be undone).
Select all items in a [COLUMN] Selects all cells in a column
column from the current cell down.*
Select multiple cells [SELECT] & Hold Select and use Right
[Arrow_keys] and Down arrows to select
multiple cells.*
Select multiple cells in CTRL and Click Multiple cells are selected.*
any column or order (Keyboard &
trackball)

* When you enter a value and press MODIFY it is applied to all selected cells.

Sort By Column

Function Key Feedback


Sort from low to high [COLUMN] & The list is Sorted.*
[Up_Arrow]
Sort from high to low [COLUMN] & The list is Sorted.*
[Down_Arrow]

* These changes are temporary, they will be lost if the tab is closed and opened again.

Change The List View

Function Key Feedback


Move a column [COLUMN] & The selected column is
[Side_Arrows] moved left/right
depending on which
arrow you press*
Resize the list part [TAB] & Wheel The list part is resized*

* These changes are temporary, they will be lost if the tab is closed and opened again.

77
Navigating - Soft Key Pages
The Soft Key pages are the menu keys around the Main Display in the consoles. This
display is different in Congo and Congo Jr, but the functionality is the same.

In both consoles there is a menu key marked with an left arrow"<--" to the right of the
display, that is used to get to the top level. Press a soft key to get to the corresponding
page.

Congo Soft keys

Congo Jr Soft keys

78
Copy, Cut & Paste
Copy, cut and paste Sequence Steps, Groups, Presets and Device
Templates.

Action Key Feedback


Copy [COPY/CUT] The currently selected
object is copied.
Cut [COPY/CUT] The currently selected
[COPY/CUT] object is cut.

Paste [PASTE] The last copied or cut


object is pasted.
NOTE
When you paste a Sequence step in the Sequence Editor, it will be
inserted before the currently focused step.

When you paste a Preset in the Preset Editor, you will overwrite the
content of the currently focused preset.

Texts can be copied with the shortcut CTL-C from a keyboard.

Copy, Cut & Paste Attributes

In the Preset List it's possible to copy, cut and paste attributes for the selected channels
from any step to any other step.

1. Open the Preset List.


2. Go to the Attributes Column.
3. Select channel(s) to copy or cut from.
4. Press COPY to copy, press COPY again to CUT (see the confirmation in the
message bar at bottom of the screen).
5. Move to the attributes colum for the Preset you wish to copy to.
6. Press PASTE.

79
Entering Texts
Almost every item in a Play can be labeled with a text.

The texts are entered from a keyboard, and there is a special TEXT key that can be used
to quickly edit the text of a Sequence Step, or a Preset/Group in a Master.

IMPORTANT NOTE
If you have an external keyboard with a NUM LOCK key connected
you have to activate NUM LOCK for the numerical keypad in Congo
to work. This is because the numerical keypad on the external
keyboard and Congo's keypad are linked.

The TEXT Key

Press MODIFY in the text cell of a spreadsheet to activate text input, since the keys of an
external keyboard otherwise simulate functions keys of the console.

It is also possible to activate text input directly to specific items using the TEXT key.

Action Key Feedback


Set text to the Preset in [TEXT] A popup for setting text
A to the step in A appears.
Set text to the Preset in [TEXT] & [B] A popup for setting text
B to the step in B appears.
Set text to the content in [TEXT] & A popup for setting text
a Master [Master_Key] to the preset in Master #
appears.
Set text to a text cell in a [MODIFY] Text entry is activated for
spreadsheet the text cell.
NOTE
In keyboard override mode, level and mouse wheels are blocked to
prevent unintentional changes.

Text From The Console Keyboard

Anytime text input is activated, the lower right row of master keys and the displays are
converted into a qwerty keyboard. The master keys correspond to the key in the display.

NOTE
In the Congo Jr the keyboard works in the same way, but layered in
the main display of the console. You need to use the three keys to
the left side of the display to select the desired line of letters to use
with the top ten keys.

80
Right Display

Hold the SHIFT key (Flash for Master 20) to get Capital letters.

Some of the Console keys are used in addition to the letters of the display keyboard.

Function Key Feedback


Special characters [SHIFT] & [#] Hold keyboard SHIFT
and press 1-9 to get
special characters
DELETE [DELETE] Console key is part of
keyboard functions.
INSERT [INSERT] Console key is part of
keyboard functions.
BACKSPACE [C/ALT] Console key is part of
keyboard functions.
Numbers Numerical keypad Console keys are part of
keyboard functions.

See Accessories - Ext. Keyboard

81
Display Lists
NOTE
Display Lists are available on the ML display of the Congo, and within
Console Mimic Docks within the software (5.0)
See Dock Areas - Console Mimic.

The main display of the console handles a number of data lists in the mid section. You
can use the trackball to access information in these lists in the Display List mode. There
are two ways of opening a List.

• Hold DISPLAY LIST and press a function key


• Hold DISPLAY LIST and select from the Direct Selects

Example - Display List for Groups

These are the lists. Select an item with the trackball and right- or left click to activate it.

List Shortcut Description


Preset List [DISPLAY_LIST] & All presets.
[PRESET]
Group List [DISPLAY_LIST] & All groups. Click to
[GROUP] select.

Channel List [DISPLAY_LIST] & All selected channels


[CH] and names.

Auto Group List [DISPLAY_LIST] & All auto groups from the
[CH] [CH] channel database. Click
to select.
Playback List [DISPLAY_LIST] & Shows the sequence
[PLAYBACK] steps and times in the
Main Playback.
Parameter List [DISPLAY_LIST] & Shows all ranges of the
[WHEEL_KEY] selected parameter.

Dynamic Effect List [DISPLAY_LIST] & All dynamic effects. Click


[DYN_EFFECT] to activate.

82
PlayList [DISPLAY_LIST] & The Playlist. See
[PLAYLIST] Playlist.

All Palette List [DISPLAY_LIST] & All Paletes. Click to


[PALETTE] activate.

Focus Palette List [DISPLAY_LIST] & All Focus Palettes. Click


[FOCUS] to activate.

Color Palette List [DISPLAY_LIST] & All Color Palettes. Click


[COLOR] to activate.

Beam Palette List [DISPLAY_LIST] & All Beam Palettes. Click


[BEAM] to activate.

Master Page List [DISPLAY_LIST] & All Master Pages. Click


[PAGE] to activate.

Master List [DISPLAY_LIST] & All Master Playbacks.


[MASTER]
Channel Layout List [DISPLAY_LIST] & All Channel Lists. Click
Direct Select to activate.

83
Mute & Solo
Mute & Solo allow you to treat the Playbacks as you would in a sound
console - being able to temporarily Mute or Solo the content of any
Playback.

• Muting a Playback will temporarily stop all output from this Playback without
changing data or fader level.
• Soloing a Playback will temporarily mute all Playbacks except this one, without
changing data or fader levels.

In effect this is the same functionality that is found in a sound console. It allows you to
quickly isolate the lights from any Playback, for editing or for playback purposes.

Mute & Solo - MUTE

Hold MUTE and press a Playback key to activate/deactivate.

Function Key Feedback


Mute the output from [MUTE] & The Muted status is
Playback # [Master_key] indicated in the Master
Display of the console
and in the Master View.
Mute the output from the [MUTE] & The Mute status is
Main Playback [PLAYBACK] indicated in the Playback
tab.

Un-mute the output from [MUTE] &


Playback # [Master_key]
Un-mute the output from [MUTE] &
the Main Playback [PLAYBACK]
Clear all Mutes [C] & [MUTE] All Muted Playbacks are
reset.
NOTE
MUTE will not change any data or fader levels. You can mute the
Main Playback as well by pressing the PLAYBACK key.

In Congo Jr the MUTE key is a soft key in the Misc Soft Key Page.

84
Mute & Solo - SOLO

Hold SOLO and press a Playback key to activate/deactivate.

Function Key Feedback


Solo the output from [SOLO] & The Solo status is
Playback # [Master_key] indicated in the Master
Display of the console
and in the Master View.
Solo the output from the [SOLO] & The Solo status is
Main Playback [PLAYBACK] indicated in the Playback
tab.

Un-solo the output from [SOLO] &


Playback # [Master_key]
Un-solo the output from [SOLO] &
the Main Playback [PLAYBACK]
Clear all Solos [C] & [SOLO] All Soloed Playbacks are
reset.
NOTE
SOLO will not change any data or fader levels. You can Solo the Main
Playback as well by pressing the PLAYBACK key.

The keyboard equivalent of SOLO is Alt Y.


In Congo Jr the SOLO key is a soft key in the Misc Soft Key Page.

85
Output Mode Switch
Output Mode is a three-position switch in the top right corner of the console facepanel.

Action Feedback
B.O. A Black Out of all intensity outputs, except
those controlled by the Independents in
Exclusive mode. A red B.O. Indication will
appear on the top of all screens.
ON The mode for normal operation of the console
Freeze The current output to stage is frozen. A
blue FREEZE Indication will appear on the top
of all screens.See Freeze Mode.
NOTE
If you set the Output mode switch to Freeze before you start the
application, the output will not be updated until you move the switch
to on. This makes it possible to start without output and prepare the
correct light before activating it on stage.

86
Grand Master
The Grand Master is located in the top right corner of the console facepanel.

Console Feedback
Grand Master Will scale the total output of all intensities
(only) when below 100%, except channels
controlled by the Independents and/or
Masters in Exclusive mode. A red Level
Indication will appear on the top of all screens.

NOTE
Attributes are not affected by the Grand Master.

87
Freeze Mode
When the Output Mode switch is set to FREEZE, the output is "frozen" and will remain
static until the switch is set back to ON.

When the switch is set back to ON the output is loaded to the A field of the Main
Playback. The Sequence will also reposition to where it was when you activated Freeze.

Action Feedback
Activate Freeze All outputs will be "frozen", including moving
devices. You can work with all functions without
affecting the output*
Deactivate Freeze The "frozen" output of Freeze is loaded to the A
field of the Main Playback**

*The complete output, including all Master Playbacks is loaded to Freeze.

**If all Masters are down when you exit Freeze, there is no change in the output on stage.

NOTE
If you set the Output mode switch to FREEZE before you start the
application, the output will not be updated until you move the switch
to on. This makes it possible to start without output and prepare the
correct light before activating it on stage.

This is indicated at the top of the screens with the text "FREEZE".

88
Direct Selects
The Direct Selects provide extremely fast and hands on access to all
kinds of data. There are four sets with ten Direct Select keys for quick
access to Palettes, Effects, Groups etc.

This chapter contains the following chapters

• Direct Selects - Introduction


• Direct Selects - Content
• Direct Selects - User Setups
• Direct Selects - Save Screens
• Direct Selects - Direct Mode

89
Direct Selects - Introduction
The Direct Selects give extremely fast access to stored data such as groups, palettes,
effects and screens.

• The Direct Selects have four sections with ten keys.


• You can select Type of content and Bank for each section.
• You can store a complete setting of four sections to the five Setups.

Congo

Congo Jr

When you press a TYPE key, Direct Selects are activated for section 1-4. Then use
BANK to select a Bank for this section. Press TYPE again to exit. You can enter a
number 1-5 and press the top Direct Select key to access the five Setups that have direct
keys in the big Congo console.

NOTE
In Jr you can exit Direct Select Mode by pressing the same key again.

Hold MODIFY and press a Direct Select for a Palette or Group to open
the corresponding editor (5.0).

90
Direct Selects - Content
Content is selected by type, and then by bank in groups of ten.

Type of content (hold TYPE)

When TYPE is held the different types are displayed over each section. Press the key
corresponding to the Type you want, without letting go of TYPE.

Congo Jr: In Jr the four keys to the left of the display activate Direct Select section 1-4
AND act as TYPE key for each section when activated.

Bank (hold BANK)

When BANK is held the different banks are displayed over each section. Press the key
corresponding to the Bank you want, without letting go of BANK.

Congo Jr: Activate Direct Select section 1-4 with the corresponding TYPE key, as
described above and select a type of content. The key to the right of the ten Direct Select
keys works like the BANK key described above.

NOTE
A bank contains the content that has been stored to those numbers.
For example Focus Palette 11 is in bank 11-20.

91
Content Types

These are the possible Types of content for the Direct Selects.

Type Function Read More


Focus Activates a Focus Palette Moving Device - Palettes
for the selected channel(s)*
Color Activates a Color Palette Moving Device - Palettes
for the selected channel(s)*
Beam Activates a Beam Palette Moving Device - Palettes
for the selected channel(s)*
Pal Activates an all Palette for Moving Device - Palettes
the selected channel(s)*
Gel Select a Gel color for a Device Views - Gel Picker
moving device from the gel
picker.
Group Selects the channels in a Groups
Group
Param Ranges for a First select Param, then press
parameter (gobo wheel) the wheel key for a moving
device parameter to connect
that range to the Direct Select
keys.
Auto Group Auto Groups generated Channel Database & Auto
from the Channel Groups
Database**
Screen Press to select the stored Direct Select - Save Screens
screens
Mast (jr) Master keys Direct Select - Save Screens

*You can enter a time # before pressing a key to activate the change in this time.
**Auto Groups are sorted by Text Column from the Channel Database.

92
Direct Selects - Record & Update (5.0)
The data in the Direct Selects is loaded as it is recorded, regardless of how it is recorded.

It is possible to record and update directly to the direct select keys, which is a very fast
working method requiring extremely few keystrokes.

These are the content types that can be recorded and updated directly holding
[RECORD] or [UPDATE]and pressing a [direct select key] for that content type.

• Focus
• Color
• Beam
• Pal (All Pallette)
• Group
• Screen

93
Direct Selects - User Setups
There are five User Setup "pages" for all settings in the Direct Selects. They are stored to
the five round keys over the Direct Selects.

Congo

Action Console Feedback


1. Select User Setup Setup key The LED of that key is lit
2. Select Types and The current types and
Banks banks can be recalled
with this Setup key.

Congo Jr
See Direct Selects - Content.

Action Console Feedback


1. Activate A Direct Direct Select key The LED of that key is lit
Select Mode section (1-4)
2. Select Setup # Direct Select key The LED of that key is lit
3. Select Types and Bank Select key The current types and
Banks banks can be recalled
with this Setup key.

94
Direct Selects - Direct Mode
One of the very fast and unique functions of Congo. A large number of keys can be held
to enter temporary Direct Mode for the Direct Selects. As long as the key is held it is
possible to access the first forty items belonging to this key category.

Function Key Feedback


1. Activate Direct Mode Hold a key (see Direct Select display
below) shows the first 40
2. Select key (1-40) Direct Select key When the key is pressed
that item is activated.

Keys that enter Direct Mode when held

Key Function
[FOCUS] Focus Palettes.

[COLOR] Color Palettes.

[BEAM] Beam Palettes.

[PALETTE] All Palettes.

[Wheel_Parameter] Any wheel parameter can be pressed to get


direct access to all range positions. This
includes scrollers. Including range tables
[GROUP] Select channels in Group.

[DYN_EFFECT] Activate the Dynamic Effect # for the selected


channel(s).
[CLIENT] Activate Client permisns

95
Jam Mode
Jam Mode generates data automatically and enters a Playback Mode
that allows improvising with Moving Devices directly after patching
them.

This chapter contains the following sections

• Jam Mode - Introduction


• Jam Mode - Activate & Prepare
• Jam Mode - Working Method
• Jam Mode - Direct Selects Setup

96
Jam Mode - Introduction
Jam Mode is designed to allow an operator to improvise with Moving Devices directly
after patching them.

• This is done by generating Play Data for the Master Playbacks. See Jam Mode -
Activate & Prepare.

• Master Playback operation is slightly different from normal operation. See Jam
Mode - Working Method.

• The Direct Selects are set up in a special way. See Jam Mode - Direct Selects
Setup.

• When Jam Mode is deactivated the data will stay generated, and all Master
Playbacks and Direct Selects will return to the status they had prior to activating
Jam Mode. See Jam Mode - Leaving.

97
Jam Mode - Activate & Prepare
Jam Mode is designed for improvising with Moving Devices and very little preparation.

Jam Mode can be activated directly after completing the patching of Moving Devices in an
empty Play, or at any other time.

The first time Jam Mode is activated - Groups, Color and Focus Palettes are generated.

NOTE
Updating the Focus Palettes is the only thing required to do before
starting to use Jam Mode.

If there is channel information defined in the Channel Database it will generate Auto
Groups in Jam Mode. Such texts can also be imported from external programs like
WYSIWYG, LightWright, Capture or Excel. See Patch - Channel Database & Auto
Groups.

Follow these instructions to prepare working with Jam Mode.

Jam Mode - Step 1 - Activate Jam Mode

Move the three position switch located next to the Master Playbacks to the JAM position.

If this is the first time Jam Mode is activated - data is generated and a popup is shown.

This only happens the first time. If Jam Mode has been activated earlier in this same Play
- you will return to the settings of that time.

Jam Mode is indicated at the top of all screens

98
Jam Mode - Step 2 - Check Groups

Masters 1-20 are used for Groups. These Groups are the main "handles" for improvising.
If there is specific selection of Devices you need to access fast that isn't created already,
create it.

The first time Jam Mode is activated a maximum of ten Groups will be created starting at
101, based first on the different types of patched Moving Devices, and then on the texts
prepared in the Channel Database for Auto Groups. See Patch - Channel Database &
Auto Groups. Group number 110 on Master 10 is ALL DEVICES.

Masters 11-20 are saved for Groups of your choice.

See Groups - Record and Groups - Load to Playbacks.

Jam Mode - Step 3 - Update Focus Palettes

Masters 21-30 are used for Focus Palettes. The first time Jam Mode is activated ten
Focus Palettes will be created starting at 101. They need to be updated because they
are all set to HOME as default. The first one is a HOME Palette - and does not need to
be updated.

Updating the Focus Palettes in Master Playbacks 21-30 is the only preparation needed to
set up Jam Mode for improvising with any rig of Moving Devices. Since all Moving
Devices are generated as Groups by Device Type on Master Playbacks we suggest using
these Groups to update the Focus Palettes.

Update the Focus Palettes

1. Select all Devices in Master 1 by pressing the master key for that Playback. The
LED in the Master key will light up. All Devices of the first type are select.
2. Use the NEXT key to select them one by one and the PAN and TILT wheels (or
the Trackball in Parameter Mode) to create the first Focus.
3. Hold UPDATE and press the Master Key 22 for the second Focus palette. This
will provide an UPDATE POPUP.

99
4. Press MODIFY again to confirm.
5. Repeat this procedure for as many Focus Palettes as you think you may need.
Then repeat with all devices in the Group on Master 2 (if there is more than one
type patched).

Jam Mode - Step 4 - Check Color Palettes

Masters 31-40 are used for Color Palettes. The first time Jam Mode is activated ten CMY
Color Palettes will be created starting at 101. The first one is Open White (O/W).

These Color Palettes are auto-generated for Moving Devices with CMY mix. If there are
no CMY devices - you may wish to record some Color Palettes for your Devices. It is also
possible to acces fixed colors from the Direct Selects.

Check the Color Palettes

1. Select all Devices in Master 1 by pressing the master key for that Playback. The
LED in the Master key will light up. All Devices of the first type are select.
2. Check how they correspond to Color Palette 1 by pressing Master Key 31. They
will all be set to the first color.

Update the Color Palettes

1. Select all Devices in Master 1 by pressing the master key for that Playback. The
LED in the Master key will light up. All Devices of the first type are select.
2. Select COLOR parameters for the Main Display of the console.
3. Use the wheels and wheel keys to set Color parameters.
4. Hold UPDATE and press a Master key to store. There will be a popup where you
can enter a Text.
5. Press MODIFY to confirm.

Jam Mode - Option - Create Beam Palettes

Direct Selects in the fourth (lower right) section are used for Beam Palettes (1-10). Beam
Palettes are not generated automatically. If there are Beam Palettes 1-10 they are
displayed. If not it is easy to update/record them.

100
Record Beam Palettes

1. Select all Devices in Master 1 by pressing the master key for that Playback. The
LED in the Master key will light up. All Devices of the first type are select.
2. Select BEAM parameters for the Main Display of the console.
3. Use the wheels and wheel keys to set Beam parameters.
4. Hold RECORD and press a Direct Select key to store. There will be a popup
where you can enter a Text.
5. Press MODIFY to confirm.

Jam Mode - Leaving

When Jam Mode is left (by moving the mode switch back to Masters or Channels Only)
the console will return to the state of the Master Playbacks previous to entering Jam
Mode.

To avoid sudden changes, all Masters over 1% will be set to pending, which means they
will refresh their content when moved to zero.

101
Jam Mode - Working Method
Activate Jam mode and prepare according to the previous Chapter. See Jam Mode -
Activate & Prepare.

The layout and functionality of Jam Mode is based on our experience of how many
moving light operators will prepare a console for improvising with moving devices.

JAM MODE DESCRIPTION

Masters 1-20 are used to select (activate) a Group of Devices, and the
rest of the console is used to control them.

• Use Masters Keys 1-20 for select Groups of Devices


• Use Master Faders 1-20 for Intensities
• Use Masters 21-30 to move to new positions
• Use Masters 31-40 to change colors
• Use the left section of Direct Selects to start effects
• Use the right section of Direct Selects to change single
parameters

All of these actions are described separately in detail in this chapter.

Jam Mode - Selecting Devices

Devices are selected from Masters. See Jam Mode - Step 2 - Check Groups.

Function Key Feedback


Select a Group of Master Key 1-10 The LED in the Master
Devices (>20) Key is lit. The Group
stays selected
until another Master
Key is pressed*
Add a Group from [+] & [Master_Key] Both LED's are lit and
another Master both Groups are active*
Subtract a Group from [-] & [Master_Key] This Group is
another Master deactivated
Select any Device freely See Select Channels Any Device can be
selected with normal
Command Syntax from
the numerical keypad.

102
Jam Mode - Set Positions and Colors

The currently active Group (Master LED is lit) will move to the target of any Palette by key
or fader.

Masters 21-30 have Focus Palettes, and Masters 31-40 have CMY Color Palettes.
See Jam Mode - Step 3 - Update Focus Palettes, and Jam Mode - Step 4 - Check Color
Palettes.

This is basic operation

Function Key Feedback


Rubberband to Palette # Move Master fader The currently active
Group will fade to the
target of the Palette in
that Master Playback.
Snap to Palette # [Master_Key] The currently active
Group will snap to the
target of the Palette*
Move to Palette # in a [#] [Master_Key] The currently active
time of # seconds Group will move to the
target of the Palette in #
seconds.

*Executing palettes by pressing the Master keys executes on the field time if there is one,
or on the master page time, if a percent time is set to the field. See Master Playbacks -
Times.

Jam Mode - Beam Palettes

Beam Palettes are not created automatically. Beam Palette page 1 (1-10) is set for the
lower right section of Direct Selects. To create Beam Palettes see Jam Mode - Option -
Create Beam Palettes.

This is basic operation

Function Key Feedback


Snap to Palette # Direct Select key The currently active
Group will snap to the
target of the Palette
Move to Palette # in a # and Direct Select The currently active
time of # seconds key Group will move to the
target of the Palette in #
seconds.

103
Jam Mode - Parameters

The upper right section of the Direct Selects is set up for controlling one bank of
Parameters.

1. Select a type of Device first with the Groups on Masters 1-10.


2. Select a parameter type (FOCUS, COLOR, BEAM for the Main Display of the
console.
3. Press any parameter key in the Main Display section to choose a parameter for
these keys. The first ten positions of this parameter will "unfold" to the Direct
Select keys.

Example - Strobe parameters

You can change parameter at anytime by holding TYPE and pressing PARAM for this
section. This will bring you back to the top of this description. Then repeat the procedure
described above.

Jam Mode - Dynamic Effects

The left section of the Direct Selects is set up for controlling Dynamic Effects.

• The lower part is used for activating a Dynamic Effect for the currently active
Group (selected channels). See Start Dynamics From The Direct Selects.
• The upper part is used for changing Offset and Delay. See Dynamics - Relations
& Distance.

104
This is basic operation

Function Key Feedback


1. Activate a Group Master key 1-20 The LED in the Master
key is lit and the
channels are highlighted
in the Live tab.
2. Activate a Dynamic Direct Select Keys Dynamic Effect 1-10 is
Effect for "Dynam 1-10" activated
3. Set Offset and Delay Direct Select Keys Offset and Delay
within the Group for "Dynam ctrl 1-10" relations are set to the
active Group.

More advanced controls

In addition to this, the Main Display of the console can be set to the Dynamics Soft Key
Page - with soft keys and wheel functions for controlling Dynamic Effects. Press the soft
key DYNAMICS.

NOTE
The four wheels are also used for controlling parameters in Moving
Devices. Pressing FOCUS, COLOR or BEAM will activate this and
leave the Dynamics settings for the wheels. To return to Dynamic
Controls press the soft key DYNAMICS.

105
Jam Mode - Direct Selects Setup
In the Direct Select area the following content is set up. Use the BANK key together with
the Direct Select keys to toggle a bank within a selection.

One bank of Dynamic controls (upper left), plus one bank of Dynamic Effects (lower
left)

One bank of Parameter range (upper right)

Select a type of Device first with the Groups on Masters 1-10. Then select a parameter
type (FOCUS, COLOR, BEAM) for the Main Display of the console. Then press any
parameter key in the Main Display section to choose a parameter for these keys.

Example - Strobe parameters

One bank of Beam Palettes (lower right)

106
Misc Soft Key Page
The Miscellaneous Soft Key Page is selected with the soft key MISC in the Main Display
of the console.

Congo

Congo Jr

These are the functions


(Solo, Mute and Park are described in the chapters: SOLO, MUTE, PARK)

Function Softkey Feedback


Play back Macro # [#] [Macro] Macro # is played back..
See MACROS.
Learn Macro # [#] [Learn_Macro] Macro # is recorded..
See MACROS.
Playlist mode [Playlist] The Playlist is activated.
See The Playlist.
UnPark [UnPark] Is used in combination
with other keys to unpark
channel values. See
Park.
Suspend auto-times in [Modify_Seq] When on, links and
Main Playback wait/followon times are
not activated during
playback.

107
Files
The files node is where you can open, save, export and import show
files. You can also save a default show, copy log files to a USB
memory - and exit the system.

Files Node

This chapter contains the following sections

• Files - Introduction
• New
• Open
• Save & Save as...
• Import from...
• Export to Expert diskette
• Default show data Wizard
• Copy Log files to USB
• Exit to System Settings
• Exit to Welcome Screen
• Power Off (Quit)

108
Files - Introduction
Make sure you save your information at all times. If the current Play
has been altered since it was last saved, the name is displayed in
yellow instead of white.

All file handling is done from the File node (BROWSER >File).

This system has a hard drive as the primary storage. You can also use a USB memory
stick, an external USB drive, Floppy or a File Server on the network. For alternative Play
Paths see Login Settings - General Functions.

Function Key Feedback


New [MODIFY] Opens a popup asking you to
confirm. See Load a new (empty)
Play.
Open... [MODIFY] See Open a Play.

Save [MODIFY] Saves the current play. Opens a


popup asking you to press MODIFY
to confirm.
Save as... [MODIFY] See Save a Play

Import from... [MODIFY] See the Import Wizard.

NOTE
USB memory is the main external storage media.

If you insert a USB device which contains Image or Movie files, you
get a question about auto importing them to the Images and Movies
folders.

The Floppy drive is mainly an interface for importing shows from


other systems using floppy such as Pronto, Safari, Expression,
Strand 500-series etc. See IMPORT WIZARD. If your system does not
have a floppy drive, connect one with USB or move the files to a USB
memory stick.

Sub folders are shown at the start of the file list with the name in
[brackets].

109
New
When you want to clear the console to start with a new play, you use the "New" command
(Browser >Files >New).

Function Key Feedback


1. Select the Browser [BROWSER] The Browser is selected
on the left side of screen
1. If the Browser already
was selected - it will be
closed. Press Browser
again to reopen.

2. Go to "Files" at the top Arrow keys Files is marked in orange


3. Open the File node Right arrow Opens a subtree of
functions.
4. Select "New" Down arrow New is marked in orange
5. Load a new play [MODIFY] Opens a popup asking if
you are sure*
6. Confirm [MODIFY] Press MODIFY to
confirm. You will get a
popup with default
setting options for the
new play**

*Confirmation popup (5) if the current play has unsaved changes.

110
**New Play patch options
These are the most important settings that you need to consider when starting a new Play
in Congo.

General Settings
These settings affect default times and master recording in Live.

• Set times to - Options are A and B to set which sequence step will receive timing
commands made Live.
See Sequences - Times.

• Exclude masters on Record - Master intensities are not recorded in Live.

• Enable Remote Controls - When checked, allows remote controls to interact


with the lighting system.
See Play Settings - System.

• Default Go Time - Sets the time used by sequence steps with no other recorded
timing data.
See Play Settings - Crossfade.

• Default out Time - Sets the out-fade time to be recorded to sequence steps.
See Play Settings - Crossfade.

• Default In Time - Sets the in-fade time to be recorded to sequence steps.


See Play Settings - Crossfade.

111
Moving Device Settings
These settings affect how moving devices are recorded and played back.

• Record Attribute mode - See Device Recording - Modes.


• Sequence attribute playback default - See Device Play Back - Attrib Move.

Dimmer Patch
There is an option to choose a channel-to-dimmer patch 1:1, or to start with a clear
patch. See Patch.

112
Open
When you want to open a play, you use the "Open..." command (Browser >Files >Open).

Function Key Feedback


1. Select the Browser [BROWSER] The Browser is selected on the
left side of screen 1*

2. Go to "Files" at the top Arrow keys Files is marked in orange


3. Open the File node Right arrow Opens a subtree of functions.
4. Select "Open" Down arrow Open is highlighted.
5. Open this node Right arrow Opens a subtree of media
choices.
6. Select Media Down arrow Selected media (Floppy, Play
Archive (HD) or USB) is
highlighted.
7. Open media archive Right arrow A subtree is opened with all
plays in the selected Media**
8. Load the selected play [MODIFY] Opens a popup. If there are
changes in your current play
you will be asked to save
9. Confirm (or don't) [MODIFY] Use arrow key to select your
choice and MODIFY to confirm
it. The selected Play is loaded.

*If the Browser already was selected, it will be closed. Press BROWSER again to reopen.

**If Floppy, File Server or USB files are not shown you can update this node by clicking
on it.

Delete a Play

You can delete a Play file by selecting it in the browser and pressing DELETE.

113
Save & Save as...
Everytime a play is saved a backup version 1-9 is stored and subsequently overwritten.
You can create subfolders by pressing INSERT in the file node of the Browser. It is
possible to create subdirectories by pressing INSERT. Info about the selected file is
shown in the Info box at the bottom of the Browser.

The key shortcut for saving a play is C & UPDATE (save) or C & RECORD (save as).
You can also press CTRL-S on a keyboard.

Function Key Feedback


1. Open the Browser [BROWSER] If it was already selected
it will be closed. Press
again to open.
2. Go to Files Down Arrow Files is highlighted
3. Open subnodes Right arrow Subnodes are opened.
4. Select Save as Down Arrow "Save as" is highlighted
5. Open subnode Right Arrow Subnodes are opened.
Choose target drive Play
Archive (Hard drive in
console), USB (if
inserted) or Floppy (if
connected).
6. Select Play Archive Down Arrow Play Archive is
highlighted
7. Confirm Save As... [MODIFY] You will get a popup
where you can name the
play from the keyboard
in master display 2*
8. Select OK Down Arrow OK is highlighted
9. Confirm [MODIFY] The show is saved and
the show name is
displayed in the top left
corner of the screens.

*"Save as" popup

*It is possible to set up a file server by specifying the play patch in the Login Settings. See
Login Settings, General Functions.

114
Import from...
You can import part of another play, and plays from Strand, Safari,
Expert, Pronto or any other system, providing they are in ASCII play
format (name.asc) on a USB memory stick connected to the Congo.

You can also import lists from Excel, LightWright or WYSIWYG. See
Channel Database - Import Text File Wizard.

This is done in the Import Wizard (BROWSER >File >Import from... >Floppy/Play
Archive(HD)/USB/File Server).

CAUTION
We strongly advise you to save your Play before using the Import Wizard, since it can
alter your Play greatly.

NOTE
File ending has to be ".asc" for example "name.asc"

115
Import Wizard - Functions

Function Console/screen Feedback


1. Open the Import [MODIFY] The Import wizard is
Wizard for the play or opened.
media type
2. Select type of Dropdown Opens the dropdown
information with the available data
that can be imported for
the selected play. The
first and last available
item of the selected kind
is displayed in the start
and stop boxes.
3. Select start item Start at Select first item
4. Select end item Stop at Select last item
5. Set an offset (5.0) Number This is an offset that will
be added to the number
of the imported item,
except for Presets which
use the next offset *
6. Set an offset for Number This is an offset that will
Presets (5.0) be added to the number
of the imported Preset *
7. Execute the import [EXECUTE] Performs the import.

*When you import a Sequence, with Presets, you can use Offset for the sequence and
Preset Offset for the Presets of the sequence.

116
Import Wizard - Limitations (show data)

A major natural limitation is that you can't import anything regarding a moving device
unless you import the template first, then the device settings. After this the show data
such as Palettes.

Item Description Limitation


Presets You have to choose from one of It won't make sense
three methods: to import Presets
with Attributes unless
- Presets In Main Sequence = you Import the
Imports all presets in the main Templates and
Sequence (1). Device List settings
- Presets in Other Sequence = these are referring to
Imports all presets in the other first.
Sequences
- Presets in No Sequence = Imports
all presets that are not assigned to a
Sequence

Dynamic Effects that are stored in


these Presets will be imported as
well.
Groups Yes No
Master Yes If the Page contains
Pages references to
Palettes, Sequences
or Presets that don't
exist, they will still be
assigned to the
Page.
Sequences & Main Sequence You can currently
chases only import the main
sequence (1)
Palettes Yes (All, Color, Focus, Beam) Import the Templates
and Device List
settings these are
referring to first.
Dynamic Yes. They will be added to the end Make sure you have
Templates of your Dynamic Templates List. the same tables for
wave-forms, or this
might not work.

117
Import Wizard - Limitations (Patch)

To import the complete Patch you need to import first Templates, then the Channel List,
then Device Settings.

Item Description Limitation


Templates Yes To import a complete Patch import
Templates, Channel List and Device
Settings.
Channel List Yes Import the Templates first.To import a
complete Patch import Templates, Channel
List and Device Settings.
Device Yes To import a complete Patch import
Settings Templates, Channel List and Device
Settings.

Import Wizard - Limitations (Setup)

Your Pronto/Congo Settings from a different Play can be imported, with all your settings
for the Input/Outputs, record functions etc.

Import Wizard - Strand

The following applies when importing data from a Strand System. Strand ASCII Light
Cues files that ends with .alq can be opened directly.

Patch
Patch 1 is always used.

Submaster content
If a submaster contained attributes on the Strand system, the attributes are not
transferred to Congo, only the intensities.

Palette references
In the Strand system, attribute information stored in groups can be used as palettes and
referred to in presets. Strand groups that are referenced from presets are converted to All
Palettes and a reference to the palette is stored in the Congo Preset.

Groups
Groups that are not referenced from other presets, are stored as Congo groups to avoid
mix-up with preset numbers. In Strand plays groups may contain attributes - this is not
supported in Congo.

118
Parts
Parts are translated to Channel Times. Strand consoles can store channels and values
overlapping in Part cues in a questionable way so sometimes, it isn’t possible to translate
this properly to Channel Times. Strand consoles can store attribute information in the
Parts. This is not supported on the Congo side.

NOTE
Since a Congo Palette cannot store intensity values, a Strand group
that gets converted to an All Palette will loose its intensity
information.

In the Strand system, intensities in a preset can also reference a


group. This is currently not supported in Congo. All such values will
be set to 99% to indicate that they have to be updated manually.

Import Wizard - ETC Express/Expression/Emphasis

Only ASCII light cue format is supported (file ending = *.asc). See local manual for export
instructions to this format.

• Group keywords are now treated as real Groups and not as presets not in the
sequence.
• Parameter Definitions are imported.
• Templates are imported.
• Devices are imported.
• Support for translation of parameter values from channel levels (the Emphasis
style) to attribute parameters (the Congo style).

Import Wizard - Avab Expert

Expert plays can be read directly from a floppy drive or as ASCII plays from a USB, See
local manual for export instructions to this format.

The way Expert plays are read has changed completely to be able to read more data.
Using an external utility, the Expert binary file format is translated into ASCII Light Cues
and opened just like any other file.

• Loading an Expert play is done from Browser >File >Open. When a diskette with
an Expert.pla file is detected, you get the option of converting it when you double
click on it.
• An "Export to Expert" diskette command in the Browser allows you to export a
Congo play to Expert format.

NOTE
There are still some parts of the play that aren’t imported. More will
come.

There are five parts in an expert play (pla, eff, ren, gl & set). All five
are needed.

119
Import Wizard - Avab VLC Safari

Most data from a Safari VLC play 3.5 or higher in ASCII format can be imported into
Congo. See local manual for export instructions to this format.

• Indexed parameter numbers (like Shutters) are remapped to new Congo


parameter numbers to preserve the corresponding data.
• Palette references in sequences are handled.
• Scroller Roll references in Palettes are handled.

NOTE
Due to some difference in play structure some play data may not be
transferred, for example Safari Chase effects.

Export to Expert diskette

This option allows you to export the current play to a floppy disc in Avab Expert play
format.

1. Connect an external floppy drive


2. Insert an empty floppy
3. Select Export to Expert diskette and press MODIFY

Default show data wizard (5.0)

The Default show data Wizard allows you to store various parts of your current show as a
default file. The data in the default file will be loaded when you start with New.

Copy Log files to USB

This function will copy the log files that are automatically stored in case of a program
termination to a USB memory so you can mail them to etc for analysis.

See Troubleshooting - Crashes & Bugs

120
Exit to System Settings (5.0)
The System Settings is where you configure time, nationality, output,
network, protocols and software update/upgrade.

The Congo System Settings are opened from the Welcome Screen, or from the Browser
(Browser >Files >Exit To System Settings). If you start an offline system all of the options
will not be available, since they relate to the hardware of a console.

• System Settings - General


• System Settings - Com Port
• System Settings - Protocol
• System Settings - Output
• System Settings - Backup
• System Settings - Network
• System Settings - Network Names
• System Settings - Monitor
• System Settings - Update

121
System Settings - General (5.0)
These are the general System Settings.

System Name
This specifies the name this Congo console will use to identify itself on the network to
other devices. It is displayed at the top of each screen.

Time & Date


The time & date the console is using. This can be set manually (direct data-entry) or via
SNTP (Simple Network Time Protocol) time service. Please see System Settings -
Network for more information. The time is displayed in a 24-hour format as HH : MM : SS.
The date is displayed as MM / DD / YYYY.

Time Zone
The time zone the console is using. This is an offset from Greenwich Mean Time (GMT).
Each setting in the pull-down list displays the offset, the name of the time zone and a
couple of cities in that time zone.

Preferred Language
Select a language with MODIFY and confirm with MODIFY.

122
Preferred Help Language
Select a language with MODIFY and confirm with MODIFY.

Locale
This will change the way dates are entered, and the international keyboard setting.

Fileserver Patch
This is the default location to save show files. The full path must be typed in and specified
in a legal Windows format.

Example
D:\congo\backup (internal path/folder)
\\anders\playfolder (external server name/folder)
\\192.168.1.1\plays (external IPaddress/folder)

Inverse LCD
Inverts the colors for the Master and Direct Select LCD's in the console facepanel.

Channel Downgrade
Reduces the number of control channels in a system. Default is 1,024 channels, but this
may be increased to 3,072 on any Congo system.

Swap 0 & C
Swap the physical location of the numerical keypads 0 and C buttons (do so in the
console as well physically).

At Mode
Sets At Mode for the console.

REMOTE FOCUS UNIT


These are the settings for the base station for the Net3 Remote RFR unit. These settings
should match the settings of your handheld RFR unit. See the RFR guide for more
information. These settings do NOT apply to the CRRFU remote control.

BACKUP SHOW ARCHIVE


Will copy all shows in the archive including backup plays to a USB memory.

123
System Settings - Com Port (5.0)
This is used to set up the COM port(s) of your Congo Jr or Congo Light Server system.
This has to be defined if you are communicating to an external device through the serial
port OR if you are using an older TT Radio Remote.

Consult the manual of your device for the required settings of the serial port. Please
observe that you cannot use the same serial port for radio remote and trigger devices at
the same time.

124
System Settings - Protocol (5.0)
This is where you activate different output protocols.

Net3/ACN
Net3 is the equivalent of ACN. The system name that is exposed on Net3 is “Congo “ +
the system name.

There are two options:

• ACN
This needs to be enabled if you have units with bi-directional communication, like
for example the Net3 I/O Gateway.
Priority: A Net3/ACN source can have a priority of 1-200. 200 is highest, and 1 is
lowest. This parameter decides the priority status of this system if there are
multiple sources (for example Congo and Unison). Sources with the same priority
share on an HTP level. If there are different priorities, the highest one will "win".
See ETCNet2 documentation.

• Streaming ACN
This is a broadcast protocol, like DMX over ethernet, designed to be simple.
Check this feature if you are using devices or nodes receiving streaming ACN.

ETCNet2
Activate if you are using any ETCNet2 nodes. The system name that is exposed on Net2
is “Congo “ + the system name.

125
• ETCNet2
Priority: An ETCNet2 source can have a priority of 20-1. 1 is highest, and 20 is
lowest. This parameter decides the priority status of this system if there are
multiple sources (for example Congo and Unison). Sources with the same priority
share on an HTP level. If there are different priorities, the highest one will "win".
See ETCNet2 documentation.

• Server/Backup Use Same Priority


This setting inhibits the Congo Backup unit from activating at a higher priority
than the server. Normally, the backup will activate at a higher priority to ensure
that the system is being controlled by only one server. In some systems,
however, control is shared by the Congo server and other consoles or
architectural lighting control in such a way that having the backup jump a priority
can cause unexpected behavior of the system. In those systems, it may be
desired to force the backup to activate at the same priority as the server.

Other
Two other common third party protocols are ArtNet and AvabIPX.

• ArtNet
- Check this feature if you are using devices or nodes receiving ArtNet.
Address: Choose network and IP address if more than one is available.

• Avab IPX
- Check this feature if you are using devices or nodes receiving AVAB IPX. The
settings of the Logical Network will affect the AvabIPX settings. Visualisation
software such as Capture require Avab IPX to be ON.

126
System Settings - Output (5.0)
These are the settings for the DMX outputs of the consoles, and ethernet to visualizers.

Blind Ethernet Output


Activates preview and blind output to third party visualisation tools such as WYSIWYG,
SandNet or Capture.

Visualizer Link
Activates bi-directional communication with third party visualisation tools.

DMX SETTINGS

Local DMX Output


Set the start output and output speed for the DMX outputs of the consoles. The main
reason for changing output speed is that you are controlling older equipment that isn't
compatible with full speed DMX.

DMX Input mode


You can activate DMX input for one DMX universe (selectable) though an ETC node from
an EDMX or sACN universe and map it to a channel which will be the start channel for
that universe. When DMX input is activated, master playback 20 will act as a master for
the DMX input.

127
System Settings - Backup (5.0)
These are settings mostly used in a Server/Backup situation, although some options may
be interesting in a single Server system as well.

BACKUP MODE
Sets start mode of your choice for this system.

• Always Server
• Always Backup
• Server/Backup depends on startup order

ALWAYS START UP WITH SPECIFIC PLAY FILE


Select any play file to be auto-loaded at startup. Suitable for museum and event
applications. You can also select the option "Use last saved file".

Auto-transfer play to Backup


When checked, the Server will always transfer its play to the Backup when a new play is
opened.

Bypass startup screen


Sets the system to boot directly into the lighting control software and load the last saved
show - without having to pass the Welcome screen. This was designed for backup
systems and Light Servers so that they can self-boot, and it may be desirable also for any
situation where the system settings are not needed at power-up.

128
System Settings - Network (5.0)
These are specific network settings for Net3 services and IP settings.

Network Adapter
This will say Online if a network is detected, otherwise it will say Offline.

NET3 SERVICES
Net3 Services are a suite of services that provide infrastructure support for a Net3/ACN
network. Those services are a dynamic IP address server, a network time server and a
file server. Each of these services are described below. Unchecking this box acts to
disable all of the Net3 Services. Checking the box only enables services selected to be
active.

129
Network Services
Clicking in the enable box will activate the Net3 settings for Address or Time Server, or
TFTP (file transfer for software distribution).

Address Service (DHCP)


Net3 Services uses a DHCP (Dynamic Host Configuration Protocol) address server. DHCP is a
TCP/IP protocol that dynamically assigns an IP address to a network device when it requests one.
This is a small and simple DHCP server that is intended to be used on non-routed networks. It will not
serve IP addresses across a router.

CAUTION: There should only be a single DHCP server active on a network. It is possible to start more
than one DHCP server on a single network (nothing is built-in to DHCP servers to prevent this from
happening). If this occurs, it will result in unstable conditions and possibly result in network
communications failures.

Clicking in the enable box will start the DHCP server in the Congo console. It will use the settings
below to determine which IP addresses it gives out.

• Fist Address - This sets the starting IP address of the range of IP addresses the DHCP
server will give out.

• Number of Addresses - This sets how many IP addresses the DHCP server will give out. A
setting of 500 means it will give out IP addresses to the first 500 devices that ask for an IP
address.

• Subnet Mask - This sets the logical network size vs. the device address. ETC’s default is
255.255.000.000 (class B). This is the subnet mask that the DHCP server will give to network
devices.

• Enable Routed Network - This specifies the IP address of a router if one is present on your
network. This is the gateway IP address that the DHCP server will send to network devices to
use. If you are on a flat or non-routed network, the Gateway IP address should match the
IP address of the device. In order to configure this DHCP server to send out matching
gateway IP addresses, configure this gateway IP address to match the IP Address Pool
field. Then the DHCP server will give out a gateway IP address that matches the IP address.

• Learn Network Devices...

Update Service (TFTP)


Clicking in the enable box will start the TFTP (Trivial File Transfer Protocol) server.

• Update File Directory - This sets the directory where files are to be served through TFTP.
This must be
the full path to the directory, including drive letter. For example: C:\etc\nodesbin

Time Service (SNTP)


Clicking in the enable box will start the SNTP (Simple Network Time Protocol) service. You determine
if the service is running as a client (receiving time messages) or as a server (sending time messages)
during the installation process.

130
IP SETTINGS
These are the settings that determine the method to get an IP address and/or the actual
IP address information that Congo uses for network communication.

Preferred IP address
This tells Congo which network adapter it should use for communication with the lighting system. In
consoles and Light Servers, there is only one network adapter so the Automatic (default) setting is
fine. When Congo is run offline or on a Client PC, there may be more than one network connection on
that PC (such as on laptops wit both wired and wireless connections). In these cases you may need to
tell Congo specifically which network connection to use to communicate with the lighting system or a
connected visualization software application..

Use DHCP
Clicking in the enable box will set Congo to get its IP address dynamically from a DHCP server. While
the console is starting, it will ask for an IP address from a DHCP server. If one responds, it will use the
assigned IP address.

If no DHCP server is available, Congo will default to a self-generated link-local IP address in the range
of 169.254.x.y. The IP address used by Congo in this configuration may change dynamically as
needed. A change should typically only occur when there are changes to the network configuration or
to resolve an IP address conflict. Enabling or disabling the DHCP setting will require you to reboot
Congo for the new setting to take effect.

• IP address
o If DHCP is disabled, you set the Congo IP address here. This is a static IP address
and will remain set until changed by a user.
o If DHCP is enabled, this field will display the IP address that is being used by the
console (whether it is served via DHCP or a self-generated link-local IP address).

• Subnet mask
o If DHCP is disabled, you set the Congo subnet mask here. This is a static setting and
will remain set until changed by a user.
o If DHCP is enabled, this field will display the subnet mask that is being used by the
console (whether it is served via DHCP or a self-generated link-local IP address).

• Gateway
o If DHCP is disabled, you set the Congo gateway IP address here. This is a static
gateway IP address and will remain set until changed by a user.

o If DHCP is enabled, this field will display the gateway IP address that is being used
by the console (whether it is served via DHCP or a self-generated link-local IP
address).

131
System Settings - Network Names (5.0)
Each server in a multiple server system requires a logical network of it's own. There are
ten networks, 0-9.

In a setup with several systems in the same network, such as for example a television
studio, you can assign names to the networks belonging to each studio.

When the system is started these names will appear in the top right corner of the
Welcome screen.

Use the up/down arrows to select and MODIFY to activate.

132
System Settings - Monitor (5.0)
System Settings - Monitor

Max physical monitors


Select the number of physical monitors you want to run your system with. If you are
running an offline version you can choose virtual screens.

Monitor 1
Check this enable box to change Placement (left/middle/right) or Mode (resolution).

Monitor 2
Check this enable box to change Placement (left/middle/right) or Mode (resolution).

Show Advanced Options


If you have a custom widescreen monitor with specific coordinates, you can use the
Advanced Options.

133
Identify
Click here to identify all monitors with a number.

Apply
Click here to apply the current monitor settings with a time-out option to return to the
previous settings.

134
System Settings - Update (5.0)
You can update software, and upgrade the number of outputs your system supports.

• To update the software you need a USB memory stick with the latest congo.exe
file from www.etcconnect.com that is inserted in a USB port before activating this
tab.
• To upgrade the outputs you need an upgrade code from your ETC retailer.

Update Software

In a Congo Jr or Server you will need a mouse to do this. In the big Congo you can use
the trackball.

Function Action Feedback


1. Download latest www.etcconnect.com Save the file "congo.exe"
software on a USB memory stick
2. Put USB in Congo -
3. Exit to Settings "Exit to System You will open the system
Settings" node in the settings.
browser
4. Go to Update click on Update
5. Select software in click on Software The Software Update
dropdown Update dropdown dropdown is activated.
6. Select INSTALL click on INSTALL
7. Confirm Upgrade click on dialogues You will get an
Software installation wizard to
confirm all steps.
End upgrade Click on OK Exits to the welcome
screen - where you can
start as Server or Offline.

135
Exit to Welcome Screen (5.0)
Press MODIFY to exit to the Welcome Screen. From here you can start as Server,
Backup or Offline. You can open System Settings and Quit.

In the message box you will be notified

• If there are Congos with different software versions running on the same network.
• If the same sACN or Net2 universe is mapped to multiple Congo universes.

136
Power Off (Quit)
Always shut down your system correctly with the Exit function
(BROWSER >File >Power Off). If your console has a softpower button
you can use that as well.
Function Key Feedback
1. Open the Browser [BROWSER] If it was already selected
it will be closed. Press
again to open.
2. Go to Files Down Arrow Files is highlighted
3. Open subnodes Right arrow Subnodes are opened
4. Select Power Off Down Arrow Power Off is highlighted
5. Confirm Power Off [MODIFY] You will get a popup
asking you to confirm,
and exit the system.
NOTE
The current play will be saved to a temporary file called
"SAVED.ASC". This file is loaded automatically the next time the
Congo is powered up.

Power Loss

ETC recommends use of an external UPS (UNinteruptable Power Supply) to ensure the
possibility to save your data and perform a proper shutdown of the Congo system in the
event of an external power loss. The console and the monitor with the Browser should be
connected to the UPS.

In early models of Congo with an internal UPS supply, on a power loss the screen
background turns orange. The internal battery of the power supply (UPS) will keep the
console running approximately two minutes, after which it makes a controlled shutdown
saving the Play.

NOTE
The current play will be saved to a temporary file called
"SAVED.ASC". This file is loaded automatically the next time the
Congo is powered up.

Always make sure to save a backup to an external media like a USB


device. It is your only protection against an internal hardware failure.

137
General Settings
The General Settings node contains all the settings for the play, the
console, networking, printing, dock areas etc.

General Settings Node

This chapter contains the following sections

• Play Settings
• Console Settings
• Network
• Print Wizard
• Screens (5.0)
• Dock Areas
• User Login
• Event List
• Macro List

138
Play Settings
The Settings define default times and values, the behaviour of
recording functions, and attribute behaviour in faders during
playback.

This chapter contains the following sections

• Play Settings - Introduction


• Play Settings - Channel
• Play Settings - Crossfade
• Play Settings - Master
• Play Settings - System
• Play Settings - Attribute
• Play Settings - Output
• Play Settings - MIDI

139
Play Settings - Introduction
The system settings are opened with SETUP. You can also open a local settings popup
for any key by holding SETUP and pressing that key (for example GO or RECORD)

The system settings popup contains the following sections

• ATTRIBUTE >Configure default times and recording modes.


• SYSTEM >Configure Auto-save, rubberband, beep, remote etc.
• MASTER >Configure Flash and fade on time and Auto-save master pages.
• CROSSFADE >Configure default times, fader modes and fade direction.
• CHANNEL >Configure default values and select Command Syntax.

140
Play Settings - Channels (5.0)
Press SETUP and use the right/left arrows to select the Channel Settings tab.

• Use the down arrow to select a cell.


• Use MODIFY or # MODIFY to change values.

141
Channel Settings

The Channel Settings are general for all Channel Views.

Function Explanation Default


value
ID Level The level used by the ID function 100%
(hold CH and press @LEVEL)
Step Level The Level applied when 70%
pressing @LEVEL without any
value
Step % Value The Level applied when 5%
pressing the +/-% keys
At Mode Activate the Channel Command Off*
Syntax of At Mode (Direct Mode)
Release Time Default release time for 3**
Captured channels
Slower level wheel Reduces the response speed of Off
response the level wheel
Use REM DIM as Sets the function of the REM Off***
Balance DIM key to BALANCE
Channel Database Texts Sets a text header for the -****
Channel Database texts

*See Channels - Command Syntax


** See Channels - Capture Mode
***See Channels - Balance Mode
****See Channel Database

142
Play Settings - Crossfade
Press SETUP and use the right/left arrows to select the Crossfade Settings tab.

• Use the down arrow to select a cell.


• Use MODIFY or # MODIFY to change values.

143
Crossfade Settings

The Crossfade Settings are general for the Main Playback.

Function Explanation Default


value
Default GO Time The Time used by the GO key when no 5
times have been assigned to a
crossfade
Default Go Back Time The Time used by the GO BACK key 2
when pressed independent of any
ongoing fades.
Default Out/In Time If any of these are set to a value, the
existing Default GO time will disabled
and the In/Out times will be recorded
into all newly created sequence steps.

Function Explanation Default


value
Modify Sequence Deactivate all Auto-times, Master Links Off
and other Autostart items for all
Sequences.
Build Sequence Presets recorded in LIVE will On
automatically be stored in the Sequence
of the A/B Playback. They will always
be stored in the Preset List
Crossfade both ways Crossfaders make a crossfade both up Off
and down (instead of only up).
Set times to Times are set directly to the Sequence B*
Step in the A field, or the B field
GOTO jumps to GOTO fades to Preset numbers, or Preset
Sequence Step numbers

*An arrow in the Main Playback view next to the times of A/B indicates where times are
set to.

144
Function Explanation Default
value
Disable PB Disables attributes from the faders of Off
Rubberband the Main Playback.
Always start Dynamics Sets Dynamics to start on Go Off
on Go regardless of other settings.
Don't loop Sequence At the end of a Sequence it will not Off
restart at step 1.
Don't advance Playback Crossfades will not advance any Off
sequence steps automatically.
Show sequence Display of Sequence Steps in the On
numbers Playback tab.
Alert Alarm Time The time at which the warning (yellow 5
and beep) will be issued before the
Alert time is finished.
Beep on Alert Audio Alert warning. On

145
Play Settings - Master
Press SETUP and use the right/left arrows to select the Master Settings tab.

• Use the down arrow to select a cell.


• Use MODIFY to toggle a setting.

Master Settings (5.0)

The Master Settings are general for the Master Playbacks.

Function Explanation Default


value
Flash on time Press FLASH will activate a fade Off
following the fade times
assigned to a Master
Times on Masters Manual fading will follow fade Off
times assigned to a Master.
Exclude masters on The live output from Masters is Off
Record not included in Record
commands (5.0)
Auto-Update master Changes to a Master Page On
page are stored automatically.
Rubberband: Return on Attributes follow Master fader Off
fade down also when fading down.
Disable Master Attributes will be activated when Off
Rubberband the master reaches full.

146
Play Settings - System
Press SETUP and use the right/left arrows to select the System Settings tab.

• Use the down arrow to select a cell.


• Use MODIFY to toggle a setting.

System Settings

The System Settings are general for the behaviour of the console.

Function Explanation Default


value
Beep An audio "beep" warning when On
illegal commands are performed
AND when a crossfade is
completed
Remote Control Activate Radio remote focus Off
units and remote trigger.
Auto-save on Record Saves the Play after each time Off
you press RECORD.
Auto-send play on Record Sends the play to the Backup Off
after each time you press
record.
Auto-stop Dynamics in PB Loading a new Sequence to the Off
Main Playback stops all running
Dynamics started from the
current Sequence.

147
Play Settings - Attribute
Press SETUP and use the right/left arrows to select the Attribute Settings tab.

• Use the down arrow to select a cell.


• Use MODIFY or # MODIFY to change values.

148
Attribute Settings

The Attribute settings affect recording and control of moving device parameters.

Function Explanation Default


Record Attributes as Record attributes to move "live" GoOnGo*
(GoOnGo), when the positions
are loaded for the next
Crossfade (GoInB) or Auto
Move.
Record Attribute mode There are different modes for Changed
recording Attributes. See Device
Recording - Modes. See Attrib
Move in Sequence List -
Functions.
Attribute Editor default The default setting for entering Palette
values in the Attribute Editors:
Palettes or %.
Default Attribute time Sets a time for all moving device 3 seconds
changes during programming.
Time: Use % as default Times are set as % of the In- Off (seconds)
time of a crossfade, or in
seconds.
Coarse/Fine 16 bit Moving parameter wheels slowly Off (8 bits)
control gives 16 bit control. See Device
Templates - 16 bit control.
Override scroller fan Override the fan of all patched 0%
value scrollers with fan control.
F-Del A default delay time in seconds 0s
or % (of the In time), used when
recording Preset with Attributes.
C-Del See above 0s
B-Del See above 0s
F-Time A default time in seconds or % 100%**
(of the In time), used when
recording Preset with Attributes.
C-Time See above 100%**
B-Time See above 100%**

*You can change this separately for each Sequence Step in the Sequences - Sequence
List.
**100% of the In time is displayed as "***"

149
Play Settings - MIDI
Press SETUP and use the right/left arrows to select the MIDI Settings tab.

• Use the down arrow to select a cell.


• Use MODIFY or # MODIFY to change values.

MIDI Settings

The MIDI Settings are general for the system.

Function Explanation Default


value
MIDI Channel The MIDI channel used by 1
Congo
Keys All keys are sent as notes. Off
Faders All faders are sent as controllers. Off
Program Change Jumps to sequence step # -
Read MIDI Time Code MIDI Times Code reception is -
(MTC) on.
Learn mode Activate learn mode for setting -
Time Code to Sequence Steps.
Auto-locate step Sets if Time Code should auto- -
locate steps or not.
MIDI Show Control Activates reception of MSC. -
Device ID Sets a Device ID for this Congo. 1

150
Console Settings
The Console Settings are set from the node Console Settings in the Setup node of the
Browser. (Browser >Settings >Console Settings).

You can set the values from 0-100%. They will take effect immediately and are NOT
related to different play files.

Sound Settings

The volume of the internal speaker is set by holding SETUP and moving the level Wheel.
You will see the result in the value next to the loudspeaker symbol in the top right corner
of the monitor screens.

This will take effect immediately and are NOT related to different play files.

151
Network
Congo has client/server networking with multiple operators. It is
possible to send and fetch a play between Server and Backup. There
is backup sync for running shows.

This chapter contains the following sections

• Network - Introduction
• Network - Functions
• Server Commands
• Backup Commands
• Network nodes
• Universe Map

152
Network - Introduction
A Congo network consists of a Server and a Backup, and/or Clients. A Server can
have up to ten Clients.

NOTE
Any Congo, Congo Jr or Congo Light Server can be set to start as
either Server or Backup.

General Facts

• Each system can be setup to start as either Server, Backup or auto-detect.


• Only the Server transmits output data
• Plays can be transferred between Main and Backup system
• There is a backup sync that can be activated from the Server
• Convert any system to Server/Backup

See System Settings - Networking.

153
Networking Guidelines (5.0)

Preparations

• Make sure the consoles all have different IP addresses (Congos and CongoJrs
all ship with the same default IP addresses (Congos have one, Jrs have another
IP))
• Make sure that all Server and Backup consoles are have the same network
protocols (Net2, sACN, IPX..) active in System settings.
• Make sure both consoles have the same General settings in System settings
(Channel downgrade, At mode, etc.)
• You can use dedicated Server/Backup roles if you always use the same Congo
as Server (see System Settings > Backup)
• To automaticly have the Server send the show to the backup (and activate
Backup sync) when you load a show, save a show, enable the "Auto-transfer play
to Backup" in system settings.

Connect the system & powerup

• Connect the consoles and clients to an Ethernet Switch (using CAT5 or better
cables)
• Power up consoles (Server, Backup, Clients)(make sure the swtich is powered
before you start the consoles).
(If dedicated Server/Backup roles are not used, first start the console you want to
be as the server, then the backup, then clients)
• In a Server/Backup system it is recomended to have a Net3 Gateway or Net2
node or similar to output DMX (so that DMX is output all the time, regardless of
which console is the server).

When programming

• Normally backup sync would be off


• Periodically send the show to backup, to have a backup copy of your show in the
backup. (Also remember to save the show periodically on the Server).
• If Auto-Send Play to Backup is used, the play will be sent to the Backup and
saved on the Backup hard disk each time Save, Save As, Open and New are
used on the Server. Backup Sync will be maintained automatically.

Before the show starts

• Send the show from Server to Backup


• Enable Backup sync (If not using Auto-transfer show to backup)

Notes

• Clients can be connected only after the Server is running.

154
Network - Functions
These are the general network functions.

This chapter contains the following sections

• Network - Server/Backup
• Network - Client
• Network - Multiple Users

155
Network - Server/Backup
Backup consoles/Light Servers are used when it is imperative that control of the lighting
system be maintained in the event of a failure of the server. A Backup sends no data to
the lighting system until it has activated and taken over by converting to a server (either
manually or automatically due to loss of communication with a server).

A network with only two systems (server/backup) can be connected with a "crossed"
Ethernet cable, or an ethernet Hub can be used. They can be connected as
Server/Backup, or Server/Client. The client can be used as a separate workstation in
parallel with the Server, while the Backup is only used for programming once converted to
Server.

Server/Backup
The first system to boot will become the Server unless it has been set up differently.
See Network - Backup Setup.

NOTE
If two Servers are active on the same nework for some reason, the
header bar at the top of all screens will show "Warning: Dual Servers
Online".

A message is shown in the Message area (bottom of screens) on the Server system
when a Backup or Client is started. The system that is started as Backup now displays an
information message about this.

When the contact is lost between two linked Congos a message is shown in the Message
area (bottom of screens), and the Backup Congo is automatically converted to Server.

156
ETCNet2
You can connect to ETC nodes with a router. Congo consoles/Client PCs should be given
IP addresses in the 10.101.201.101+ range when used with ETCNet2. Please see the
ETCNet2 v4 Planning Guide for information on configuring an ETCNet2 network.

Network - Backup Setup

A system can be set up to start as Backup or Server regardless of the order in which the
systems are powered, or by detecting this order. There is also a setting for Auto-
transferring the current play to the Backup when both systems are powered up.

These settings are in the System Settings of the Login Screen before launching the
Congo application.

1. Exit to the login screen if Congo is running (Exit in the Browser >File node).

2. Open System Settings

3. Select Backup Setup at the bottom.

NOTE
If using fixed roles (always server or always backup) make sure that
both consoles are configured into a fixed role (one as server and one
as backup).

When the Auto-transfer setting is checked, the following actions will be performed each
time you make a New, Open, Save or Save As command on the Server:

• Transfer play to the Backup.


• Save play on the Backup.
• Activate Sync mode.

157
Network - Client
You can use the ETC Net3 Remote Video Interface or a personal computer as a client.
You can connect a maximum of ten clients to a server. You need a dongle to run the
software in a personal computer as a Client to an existing Server.
See Net3 Remote Video Interface.

To log in as a Client, use the CLIENT key from the Login Screen of Congo. Once you are
logged in as Backup or Server you have to log out to log in as a Client again.

As soon as a Client is connected to a Server, a message is shown on all stations.

If the Server is stopped, clients will restart and present a modified welcome screen
informing about what happened, allowing you to restart. If the same Server is online you
will be offered to re-connect. If there is a new Server (if the Backup took over) you will be
offered to connect to this Server.

For the following commands use the CLIENT key of the console.

Action Keys Feedback


Toggle Clients on/off [CLIENT] Confirmation message at
bottom of screens.
Set permission modes [CLIENT] (held) As long as CLIENT is
held permissions can be
set with the direct
selects. Currently only
Full Access and View
Only Mode are available.
NOTE

158
Be careful when using the client since you are making changes
directly in the server. Don't try to work on the patch from the client. In
View Only Mode, you can change the play on the main console -
which you may not want to.

159
Network - Multiple Users
In a Multi User setup there will always be a Server. You can connect any number of
clients to this Server. Each client can access and work independently with the data of the
Play in the Server. Playback controls are shared (See Multiple Users - Global Functions).

This is a true client/server system. This means that all light output is calculated and
output from the Server at all times.

To set up a Multi User system it is important to do things in a specific order. It is also


important to structure the working method of the Users since they will all be sharing the
same system. A Backup can be connected to the Server - Note that it is not to be used as
a client - it is a Backup.

Patch First!
Start by patching the whole system, with devices and everything. See Patch. Basically
you can connect several clients directly after patching, to a Server, or Server/Backup
system - and each client can access the whole system in parallel with the other clients.

Option: Define Partitions


You can define Partitions that can be activated for different users. The Partitions can be
helpful to avoid one user affecting channels of another user. Make sure you do this
BEFORE activating Partitions or User Logins other than the default ones. See Partitions.

Option: Define Users


If necessary, define User Logins for different work stations. The User Logins may be of
help when different users try to access the Server - partly because there are personal
settings, and partly because Partitions can be set to default and automatically be
activated when a specific User logs in. See User Login.

Multiple Users - Global Functions

All Play data is Global and owned by the database of the Server. Also, all playback
features are Global, shared by all users.

NOTE
You are free to work independently blind from any client or the
Server at the same time.

When working Live you are sharing control spaces - as soon as


someone presses for example GO it will affect all systems. This is
something you have to synchronise on a human level - operator to
operator.

Main and Master Playbacks


Playback functions are global and shared by all. This includes functions like GO, PAUSE
and REFRESH.

Highlight Mode
This is a global mode, both affecting and indicated on all screens on all stations.

160
Grand Master
The Grand Master is global. This means any user can control it for the whole system.

Freeze
The Freeze switch is global. This means any user can control it for the whole system.

B.O.
The Blackout switch is global. This means any user can control it for the whole system.

Independents
The Independents are global. This means any user can control them for the whole
system.

Multiple Users - Local Functions

Basically everything is local except the global features described above. See Multiple
Users - Global Functions. There are some special cases:

Capture
Each user has its own Capture mode, but all captures channels are handled on a global
system level on a first come, first served basis. This means that if a channel can be
controlled from two clients or the Server, and one of them has Captured it - it is "owned"
by this client/Server until released.

Group Wheel Mode


Group Wheel mode is local for each client - just like all other channel control functions.

161
Server Commands
These are the general Server functions.

This chapter contains the following sections

• Send Play
• Fetch Play
• Backup Sync
• Force To Backup

Send Play

Play data is not replicated automatically - for security reasons. A play can only be sent
from Server to Backup. Always send or fetch the most current play before running a
show.

1. Select the Browser by pressing BROWSER (if it was selected it will be closed, press
again to open).

2. Use the down and right arrow keys to open the NETWORK node.

3. Select Send Play and press MODIFY. You will get a confirmation message in the
bottom of the screens.

Once the Play is transferred you have the same Play information in both consoles. The
Play file name is transferred, and the playbacks in the receiving system will position to the
same steps as in the main system. If you make changes in either console, you have to
transfer the Play to update the other console. This guarantees that a programming crash
in one system won't bring down the other system.

NOTE
The Play is transferred, but not saved. You have to save it manually.

There is an Auto-transfer Play option in the Backup Settings. See


Network - Backup Setup.

Fetch Play

Play data is not replicated automatically - for security reasons. Always send or fetch the
most current play before running a show.

1. Select the Browser by pressing BROWSER (if it was selected it will be closed, press
again to open).

2. Use the down and right arrow keys to open the NETWORK node.

3. Select Fetch Play and press MODIFY. You will get a confirmation message in the
bottom of the screens.

162
Once the Play is transferred you have the same Play information in both consoles. The
Play file name is transferred, and the playbacks in the receiving system will position to the
same steps as in the main system. If you make changes in either console, you have to
transfer the Play to update the other console. This guarantees that a programming crash
in one system won't bring down the other system.

NOTE
The Play is transferred, but not saved. You have to save it manually.

There is an Auto-transfer Play option in the Backup Settings. See


Network - Backup Setup.

163
Backup Sync
The link between the two consoles is activated from the Network node of the Browser.
This can only be done from the Server .

The following things are synchronized

• Loading new content into a Master.


• Activating content from a Master with the Master key.
• Changing the level of a Master fader.
• Loading new content into the Main or Master Playback.
• Starting a playback with the GO, GOTO, GO BACK and PAUSE keys. GO
commands include the current Sequence and position to make sure that the
playbacks are at the same position.
• Jumping in the Sequence with SEQ+/- or # GOTO.
• Activating a new Master Page.
• Manual Crossfades: when starting a manual crossfade, a GO command is sent to
the backup system to make sure that crossfade-related things are started.

NOTE
There is an Auto-transfer Play option in the Backup Settings. See
Network - Backup Setup

1. Select the Browser by pressing BROWSER (if it was selected it will be closed, press
again to open).

2. Use the down and right arrow keys to open the NETWORK node.

3. Select Backup Sync.

You will get a confirmation message in the bottom of the screens. Also, the background
color of the screens in the Backup System will change to a brighter color.

Force To Backup

Force To Backup is only used if there are two servers in a network, due to network
dropouts.

1. Select the Browser by pressing BROWSER (if it was selected it will be closed, press
again to open).

2. Use the down and right arrow keys to open the Network >Server Commands >Force to
Backup.

3. Select Force to Backup and press MODIFY. You will get a confirmation message in
the bottom of the screens.

164
Backup Commands
These are the general Backup functions.

This chapter contains the following sections

• Fetch Play
• Convert To Server

Fetch Play

Play data is not replicated automatically - for security reasons. Always send or fetch the
most current play before running a show.

1. Select the Browser by pressing BROWSER (if it was selected it will be closed, press
again to open).

2. Use the down and right arrow keys to open the NETWORK node.

3. Select Fetch Play and press MODIFY. You will get a confirmation message in the
bottom of the screens.

Once the Play is transferred you have the same Play information in both consoles. The
Play file name is transferred, and the playbacks in the receiving system will position to the
same steps as in the main system. If you make changes in either console, you have to
transfer the Play to update the other console. This guarantees that a programming crash
in one system won't bring down the other system.

NOTE
The Play is transferred, but not saved. You have to save it manually.

There is an Auto-transfer Play option in the Backup Settings. See


Network - Backup Setup.

Convert To Server

The Server system is the system that transmits output. The Backup system will start
doing so when it is converted to Server. This will happen automatically in case of a
crash. It can be done manually at anytime too, but only from the Backup itself.

The top of each screen indicates if a system is running as Server or Backup.

Changing manually

1. Select the Browser by pressing BROWSER (if it was selected it will be closed, press
again to open).

165
2. Use the down and right arrow keys to open the NETWORK node.

3. Select Convert To Server and press MODIFY. You will get a confirmation message in
the bottom of the screens.

166
Network nodes
This node shows all Congo devices on the network, including the one you are working on,
which is indicated with a * before the name.

You can see the role, IP address and logical network in the Info area. See System
Settings.

167
Universe Map
There is a Universe Map that enables you to map any of the the 12 universes of Congo
to:

• Any universe of ETCNet2 EDMX.


• Any sACN universe.

This is done in the Networking Node (BROWSER >Networking > Universe Map).

NOTE
To use EDMX or streaming ACN these protocols have to be enabled
in the Login Settings of the system. The universe mapping is stored
separately for each network. This means that you can get different
configurations depending on which logical network you start on.
See Login Settings - Networking.

168
Net3/ACN Device List (5.0)
Lists all Net3 Devices in the network, and allows some editing.

Press MODIFY to open the Net3/ACN Device List

169
Print Wizard
Printing is done from the Printer Wizard to a text (txt) file. This file can be auto-loaded to a
USB memory stick, to be printed from a standard computer of any kind.

1. Select the Browser by pressing BROWSER (if it was selected it will be closed, press
again to open).

2. Use the down and right arrow keys to open the SETUP node.

3. Select Printer Wizard and press MODIFY.

This popup will appear

These are the options

Function Explanation
Type of printout Select what kind of data. Sequence will always print the
sequence in the Main Playback.
Start First item of the selected type of printout.
Stop Last item of the selected type of printout.

4. Press EXECUTE to confirm.

This popup will appear

5. Confirm with MODIFY.

170
Screens (5.0)
There are 100 definable memories for all screens including zoom, channel format and
split tabs. They are stored in the Direct Selects, as Screens.

Action Console Feedback


1. Select Type [TYPE] & [SCREEN] When TYPE is held
you can press SCREEN
in your choice of Direct
Select Section.
2. Record the current [REDORD] & The current screen
screen settings (5.0) [Section_Key] settings are stored to
that key. A number will
appear over the key.

When you press this key, all screens will default to the stored layout and format.

NOTE
In Congo Jr the four Direct Select keys to the left of the display also
work as TYPE keys for each section.

171
172
Screen Names (5.0)

Open the screen list in the Browser >General Settings >Screens, to see and edit names.

Select the Text cell, press MODIFY and enter a text.

Delete Screens (5.0)

Open the screen list in the Browser >General Settings >Screens, to see and delete
screens.

Select a screen and press DELETE.

173
Dock Areas (5.0)
Dock areas are control and viewing panels that can be set up in the borders of each
screen. There are different types of dock areas.

• Browser
• Moving Lights
• Independents
• Masters
• Effects (5.0)
• Console Mimic (5.0)

174
Dock Areas - Configure
Dock areas are configured by holding SETUP and pressing BROWSER.

NOTE
Docks are defined for each display on the Congo - so each monitor
can support 4 docks. To configure docks, first select a tab on the
screen you want to assign docks to, then press SETUP & BROWSER
to open the setup dialog.

It is possible to configure any type of area several times.

175
Dock Areas - Navigate
Dock Areas can be opened with keys or by mouse (doubleclick).

Function Key Feedback


Select left [BROWSER] The left are is default set
up as the browser, and
will be selected by
pressing BROWSER.
Select right [BROWSER] & Right area is opened.
[Right_arrow]
Select top [BROWSER] & Top area is opened.
[Up_arrow]
Select bottom [BROWSER] & Bottom area is opened.
[Down_arrow]
Close selected [BROWSER] The selected area is
closed
Resize selected [BROWSER] & Wheel The selected area is
resized.
NOTE
There are four dock areas per screen. Content may be repeated.

176
Dock Areas - Console Mimic (5.0)
Opening a dock area with a Console Mimic - you can work in the offline editor using the
user interface of the physical console.

• Click on a button or fader to press or move. Pressed button is indicated with a


yellow background.
• Hold CTRL and click on a button to "hold" it so you can press another button
after.
• Combine the Console Mimic and keyboard or console commands in any way.
• Press FORMAT to toggle different console mimic formats
• Hold FORMAT and use the Level Wheel to zoom.
• Hold Browser (F10) and use the Level Wheel to resize the selected dock area.

NOTE
Important Limitation - because the mimics are within Congo, when
dialog boxes open on top of Congo all other Congo controls are
unavailable, including the mimic dock. For data entry and navigation
of dialogs, physical console keys, alpha keyboard/mouse or an
attached X-Keys panel must be used.

177
User List
User logins allow you to keep personal settings for Direct Selects, Screens and Notes,
within the same Play as other users.
See Direct Selects, Direct Selects - Save Screens, and Notes.

It's also possible to connect Partitions to User Logins, which makes it possible to have a
User Login with a predefined set of channels that can be accessed by by that user.
See Partitions.

You can view, edit and create new Users in the User List (Browser >General Settings
>User List).

User List - Columns

Function Key Feedback


User The ID of each Partition. Cannot
be changed.
Name [MODIFY] Press MODIFY to activate and
end text input. This text is shown
in the top of the screens.
Default Partition [MODIFY] Toggles the Default Partition
on/off. This partition is activated
when this User logs in.
Allowed Partitions [MODIFY] Opens the User Partition
List where it is possible to toggle
the permission for each Partition
Yes/No *

* Please note that the Default Partition has to be set to YES in the User Partition List as
well - this is done automatically.

NOTE
The default Users "Default" and "View" are defined to allow access to
the full system.

178
Create a User Login

User Logins are created in the User List.

1. Open the User List (BROWSER >General Settings >User List).

2. Press INSERT to create a new User.


3. Select the Name cell and press MODIFY to enter a text label.
4. Select Default Partition (press MODIFY in the Default Partition cell)

Allowed Partitions
When a new user is created, the Default Partition is set to ALL, and all Partitions are set
as Allowed. You can disallow Partitions for a User by pressing MODIFY in the Allowed
Partitions cell - opening the User Partition List.

179
Change User
User Login is activated from the command Change User in the Browser. If no User has
been logged in, the Default User will be logged in when a Play is opened.

1. Select the node Change User and press MODIFY (BROWSER >General Settings
>Change User). You will get a popup where you can choose from all defined
Users.

2. The User is activated and indicated in the top left corner of all screens:

Any Partitions associated to this User will be activated. See Partitions.

NOTE
The last used login name will be remembered in each station and
used for the next startup.

180
Event List
Action Macros are a powerful way of creating commands inside
Congo and to control external devices.

Triggers can start Congo commands from external inputs like the
COM port (unison macros for example). An Event combines a Trigger
with an Action.

This chapter contains the following sections

• Event List - Introduction


• Event List - Actions
• Event List - Events

181
Event List - Introduction
An Event is a combination of a Trigger and an Action. An Action can be defined also
directly in the step of a Sequence.

Action
An Action Macro consists of a string of characters forming a line of commands. These
commands can be used to trigger internal actions (Go, Pause etc) or external devices
(DVD players, computers etc) with serial commands.

Trigger
A Trigger is used only to trigger an Action. This can be done from the local Com or MIDI
ports, Closure or through a Net3 node.

Event
An Event is created when a Trigger is combined with an Action.

NOTE
The COM port of Congo has to be activated to receive Triggers. See
System Settings - Com Port.

182
Event List - Actions
An Action is a kind of Macro that consists of a string of characters forming a line of
commands. These commands can be internal (Congo) or external (COM port serial
communication with DVD player, computers etc). Action Macros can be entered directly
in the Sequence Action column. Actions can be linked to Triggers in the Event list.

RULES

• Parameters in <> can be left out. Multiple parameters are separated by ,


characters.
• Multiple commands can be entered in the same string, separated by a semicolon
; character.

Congo Actions (5.0)

These are the available Congo Actions.

Function Command Information


Master GO Go Mx<,target> Makes a GO on master x
to target 0-100%.
Playback GO Go PB<,step> Makes a GOTO in the
sequence of the Main
Playback to step #.
Playback STOP Stop PB Stop fade on playback.
Run Macro # Macro x Executes macro x
Change Page # Page x<,y> Selects page x on bank y
(1=lower bank 1-20),
(2=upper bank 21-40).
Relay Status ON or OFF Resets the status of the
(5.0) relay 1-24

Examples
Go M3,100 (Go Master 3 to target 100 in no time)
Go PB,1 (Goto Step 1 in the sequence of the Main Playback)
Stop PB (Stop Main Sequence)

183
Serial COM data (5.0)

In an Action, this data is started with the word COM and a group number.

COM 1 xx xx xx: Sends an arbitrary data string on the serial port. See below for format.

RULES
When specifying data for a COM port trigger or Action, you can mix ASCII and
hexadecimal values freely.

• The data bytes are separated by a space character.


• A hex byte is always written as two hexadecimal characters (like AE) followed by
a space.
• An ASCII character is written as a single character followed by a space.
• Carriage return is written 0D.
• Line feed is written 0A.
• Tab is written 09.

Examples
COM 1 ee 0e 00 00 40 M a c r o 1 . E X E C 00 00 (ETC Unison system example string)
COM 1 41 42 43 sends a serial string with three bytes (all values in hex)
COM 1 P L A Y 1 sends a serial string with the value PLAY1 (ASCII data)
COM 1 P L A Y 1 0D sends a serial string with the value PLAY1 followed by Carriage
Return.

184
Event List - Events
To trigger an Action from an external input an Event has to be created and a Trigger has
to be defined. This is done in the Event List.

For each type of trigger (input), an Event list needs to be created. This is to allow for
future expansion of both internal ports and network ports.

1. Open the Event List

Insert an item (INSERT) and define a Trigger (you can add a description).

2. Open the editor by pressing MODIFY in the first column.

Use INSERT to insert a new line. Define the Trigger and Action string using the
formats described in Actions & Events - Actions. You can add a description as
well (recommended)

Triggers for Events (5.0)

An Event is a way to link a Trigger to an Action Macro. A Trigger can be serial


communication received on a COM or MIDI port of the console.

• Local Com-port - See Serial COM data

• Local MIDI-port - See MIDI

• Net3 I/O Node Com-port

• Net3 I/O Node Closure - You can specify the closure input (1-24) and if you want
to trigger on close of open state. Note: Closure input are using the analog inputs
of the physical node but has only two states, on and off.

• Net3 I/O Node Analog - You can specify an analog input (1-24), a trigger value
and the direction.

• Local Closure - You can define triggers and actions for the external trig inputs in
the same way as for Net3 I/O node closures.
If a trigger is defined for an input, the default action (Go, Pause, Go Back and
Master 40) won’t be carried out. See Connectors

185
Group Numbers
Using Group numbers, you can set up a system where Congo listens to several different
I/O nodes (or local ports) and reacts with different actions. Group 0 applies to local serial
and MIDI ports, Group 1-x applies to network ports and has to match the group
configured in the node.

186
Macro List
A Macro is basically a series of key presses and actions that are stored under a number
for random playback.

• Macros can be recorded and played back in real time or fast.


• Macros can be linked to a sequence or chase step.
• Each Macro can have a text label.
• Macros can not be edited.
• There is an indication in the top right corner when a Macro is being played back.

The Macro List is opened by holding MODIFY and pressing MACRO. In the list it is
possible to toggle between real-time and fast playback - and set a text label.

Macros - Record & Playback

Macros are recorded with the LEARN MACRO soft key of the Misc Soft key page in the
consoles.

Record a Macro

1. Select the Misc Soft Key page.

2. Enter a number and press LEARN MACRO. As long as recording is going on the text
"Recording macro" is displayed in the top right corner of the screens.

3. Click on Recording Macro in the top right corner of the screens to end recording.

Playback a Macro

Enter the number and press MACRO. As long as the Macro is being played back the text
"Playing macro" is displayed in the top right corner of the screens.

187
Patching
Before you can control a channel or moving device, it needs to be
patched.

Patching Node

This chapter contains the following sections

• Patch - Introduction
• Patch - Output Editor
• Patch - Patch Wizard
• Patch - Device List
• >Settings and Tools - Patching

188
Patch - Introduction (5.0)
Patch is where outputs are assigned to channels, either directly in the case of dimmers or
using a Template in the case of devices. All settings pertaining to outputs, channels and
devices are also adjusted within the patch.

Before you can control a dimmer or device it has to be patched to a channel. When
opening a new play you can choose to set the Patch 1:1 or cleared. There are many ways
to patch. These are the available options.

Patch by channel or output


Depending on how you mount your rig you may want to patch by output (not knowing
which output is connected to which light) or by channel (having a plot). Both are done
easily in the Output Editor. See Patch by Channel/Dimmer.

• To edit Channel scale factor, fade curve, park status or rename, see the Channel
List.
• To edit Output scale factor, fade curve & park status, see the Output List.
• To clear the patch see the Patch Wizard.

Patch multiple moving devices


Before you can patch a moving device, you need to import the template using the Import
Template Wizard. See Import Template Wizard.
Once a template is imported, you can adjust it and patch single or multiple devices using
either the Patch Wizard, or the Device List. See Patch Wizard. See Device List.

• To adjust individual devices, such as inverting or swap pan/tilt. Scroller roll &
calibration. Change template, channel or address. See Device List.

Channel Database
The channel database allows you to tag each channel handle with up to four texts. These
texts will create auto-groups. See Channel Database.

189
Patch by Channel/Dimmer

The Output Editor gives access to the following actions.

• View Outputs in different formats (All, patched, unpatched, selected)


• Select by Output or by Channel.
• Patch by Channel/Dimmer.
• Expand information to show Device Parameter names
• Levels are shown in 8 bits (0-255).
• Changing Levels are shown with a blue background for going up, and green for
down.
• Patch ranges or single channels/outputs directly.
• Park status is showed as a dimmed Output symbol.
• Next and Last can be used to step around within a selection of channels or
outputs.
• Move around by holding CH/ID and using arrows or wheel.

See Patch - Introduction

The Output Editor is opened from the Browser or with keys:

• BROWSER >Patching >Output Editor


• Hold MODIFY and press OUTPUT
• Enter an output # and press OUTPUT

Output Editor - Formats

You can toggle between these formats by pressing FORMAT. The currently selected
format is indicated in the top right corner.

• All outputs
• Patched
• Un-patched
• Selected

There are color indications for most statuses:

190
• Devices are marked in with a horizontal bar that show the involved outputs.
• Levels are shown in 8 or 16 bits (depending on template).
• Changing Levels are shown with a blue background for going up, and green for down.
• Park status is showed as a dimmed Output symbol (214 in image).
• Next and Last can be used to step around within a selection of channels or outputs
(197-199 in image).

Hold FORMAT and press down/up arrow to open/close detailed view showing parameter
names.

Hold FORMAT and move the level Wheel to zoom out/in. When you zoom out you will
see all available universes.

191
Output Editor - Patch By Channel

As soon as a channel is selected, the Output Editor is automatically in channel mode.


Select a single channel or a range of channels to patch to Outputs. Use 0 MODIFY to
unpatch.

First activate Patching Mode. See Patching Mode.

Patch a single channel

Action Key Feedback


1. Select channel [#] [CH/ID] Channel is selected.

2. Patch to ouput [#] [MODIFY] A popup will ask if you


want to replace existing
output(s)*
3. Confirm [MODIFY] Patch is complete.

Patch a channel range

Action Key Feedback


1. Select channel range Channel functions Channels are selected
2. Patch to output(s) [#] [MODIFY] A popup will ask if you
want to patch a range of
outputs starting at #
3. Confirm [MODIFY] Patch is complete.

192
Output Editor - Patch By Dimmer

As soon as an output is selected, the Output Editor is automatically in outputmode. Select


a single output or a range of outputs to patch to channels. Use 0 MODIFY to unpatch.

First activate Patching Mode. See Patching Mode.

Patch a single ouput

Action Key Feedback


1. Select output [#] [OUTPUT] Output is selected.

2. Patch to channel [#] [MODIFY] A popup will ask if you


want to replace existing
channel*
3. Confirm [MODIFY] Patch is complete.

Patch an output range

Action Key Feedback


1. Select output range Output functions Outputs are selected
2. Patch to channel(s) [#] [MODIFY] A popup will ask if you
want to patch all to one
channel or as a range*.
Use 0 to unpatch
selected outputs.
3. Confirm [MODIFY] Patch is complete.

193
Output Editor - Dimmer Check Mode

Dimmer Check mode is a fast way to check the outputs consecutively.

1. Select first output with # OUTPUT

2. Set a Level for checking (1-255)

3. Press + or - to use this level and step to the next/previous Output. Levels that are
higher than zero are restored automatically as they are passed by.

4. Select Output zero to release the last Output from check mode.

194
Import Template Wizard
Before you can patch a moving device you need to import or create the corresponding
template.

• To import from the libraries, use the Import Template Wizard in the Browser
(Browser >Patching > Import Template Wizard).
• User templates from other Plays are imported with the Import Wizard. See Import
Wizard.
• Custom templates can be created from scratch with the Templates Editor.

1. Open Import Template Wizard from Browser >Patching >Import Template Wizard

2. Select Library (standard or Extended - see NOTE below).

3. Select Manufacturer

4. Select Device/mode

The imported Template is added to the "Templates" node of the Browser >Patching.

NOTE
Standard or Extended Library?

There are two libraries of templates - standard (smaller) and extended


(larger) - both are accessed from the Import Template Wizard. We
recommend that you use the extended library if you cannot find the
fixture in the standard library

The standard library is the one that's been in Congo from the start.
All templates are hand-made. The Extended library is data we get
from the Carallon subscription service and is made by crunching a
lot of data. The templates are as good as Carallon (with some work
from ETC) can make them, but they have not all been tested with real
lights or adjusted by humans.

195
Patch Wizard
The Patch Wizard is opened from the Browser (Browser >Patching >Patch Wizard). See
Navigating - Browser.

There are three sections

• Patch Dimmer - patch one, or a range of dimmers


• Patch Device - patch one, or a range of devices
• Set/Clear - clear or reset a range/all outputs, devices or renaming.

Patch Dimmer(s)

Enter the number of dimmers, the desk channel, DMX address and universe. If you check
Replace existing dimmers, these will be unpatched automatically.

Patch Moving Device(s)

Select a template from the list, or open the Import Template Wizard. See Import Template
Wizard. Importing a template will add it to the list in this dropdown.

Enter the number of devices, desk channel, DMX address and universe. When the device
type and number of devices are specified the required block of outputs is indicated in
italic over the DMX Address (see image). The first free DMX address and output offset is
suggested too.

If you check Replace existing dimmers (default), they will be unpatched automatically. If
you are patching scrollers, you can select a scroller roll. You can assign a scroller roll
later as well, from the device settings list.

Output Offset allows you to set an offset from the first attribute of each moving device to
achieve a specific numbering for the start addresses.

196
NOTE
Patched devices are automatically set to default values.
See Home Positioning.
NOTE
As soon as a moving device is patched, the channel symbol in the
channel views will get an extra field for moving device information.

Clear/reset patch or rename

You can reset (1:1) or clear the dimmer patch, the moving device patch, or the renaming
system for any channel range from # to #. If you check "Apply To All" you don't need to
specify a range. Unpatch All clears channel, device and name patch.

These are the options in the Clear wizard tab

197
See Renaming Channels

NOTE
Checking Apply To All clears everything up to the total system limits
regardless of any prior downgrade of channels/outputs.

198
Device List
You can view and edit moving device settings in the Device List (BROWSER >Patching
>Device List). There is a shortcut to open it: hold MODIFY and press DEVICE.

See Introduction To Patching

Device Settings - Columns & Functions

Column Input Function


Item No input The number of this item - cannot be
edited here.
Channel 0-3072 The number of the desk channel this
device is assigned to.
Template Dropdown Shows the device template - dropdown
menu to change. Use the Import Template
Wizard to import templates.
Device Address #.# Shows the device address - change by
address.universe. You can
change universe by ".universe"
Inv. Pan Off/On Invert pan for this device.
Inv. Tilt Off/On Invert tilt for this device.
Swap Pan/Tilt Off/On Swap pan/tilt for this device.
Scroller Roll Dropdown Shows the assigned scroller roll -
menu dropdown to change. See Scroller Rolls.
Calibration Editor [MODIFY] Press MODIFY to open the Calibration
Editor for a specific scroller roll. See
Calibrate Individual Scroller Rolls.

199
Device Settings - Patching (5.0)

It is possible to Patch devices directly into the Device Settings tab. You can use any
channel selection to patch fast.

Function Key Feedback


Insert a new [#] [INSERT] A new Device is inserted.
Device
Delete the [DELETE] The selected Device is deleted.
selected Device You can only delete one device
at a time.
Insert the current [INSERT] The current channel selection is
channel selection inserted as Devices.
as devices
Change template [SELECT] Use SELECT to select multiple
for multiple cells. Select a new template
devices (5.0) from the dropdown and press
MODIFY *
Change address [SELECT] Use SELECT to select multiple
for multiple cells. Enter a start address and
devices (5.0) press MODIFY.

*If a template isn't available, use the Import Template Wizard to import it. See Import
Template Wizard.

Edit/Change a Device

You can exchange one moving device with another in the Device List. All parameters that
are similar will continue functioning.

Function Where Explanation


Change Device Type* Device Settings, Press MODIFY to get a
Template column dropdown with all
templates. Select a new
device template.
Change Device Address Device Settings, Enter a new device
Device Address address with
column address.universe. You
can change universe
only by ".universe"
Change Device Channel Device Settings, Enter a new device
Device Channel channel.
column
Delete Device Device Settings Press DELETE in any
row.

* All play information that can be read by the replacement device template will be used.
You can swap back to the first device at anytime later. This is useful if you have to
replace one type/brand of Moving Device with another.

200
>Settings and Tools - Patching
These are the settings and tools for Patching.

This chapter contains the following sections

• Channel List
• Output List
• Parked
• Templates
• Parameter Definitions
• Dimmer Curve List
• Dimmer Feedback Log

201
Channel List
You can view and edit dimmer outputs, scaling and constant ch level in the Channel List
(BROWSER >Patching >Settings & Tools >Channel List). There is a shortcut to open it:
hold MODIFY and press CH.

See Patch - Introduction for more information.

NOTE
When a step is selected, the corresponding channel and output are
selected in the Live and Output Editor tabs

Channel List - Columns & Functions

Column Input Function


Channel No input The number of this Channel - cannot be
edited here (see Output List).
Dimmer Address #.# Enter the address, followed by decimal
point and then DMX universe. You can
change the universe by entering ".#"
Dimmer Address [MODIFY] Opens an Output Editor for adding
multiple outputs or editing.
Device No input Shows the device template - cannot be
edited here (see Device Settings).
Device Address No Input Shows the device address - cannot be
edited here (see Device Settings).
Scale 0-200% Sets the scaling factor for the intensity
of this channel.
Park 0-100% Shows the level a channel is parked at.
Set a level with # MODIFY and remove
with C & MODIFY. See Park.
Name 0-6144 Enter the number and press MODIFY to
change a channel name (see Renaming
Channels).

202
Channel List - Select & Patch Channels

It is possible to select and patch channels to outputs directly with a Command Syntax in
this list (only in RPN mode).

Function Key Feedback


Select a channel [#] [CH/ID] The channel is selected in the
list and in the Live tab.
Add a channel to [#] [+] The channel is added to the
this selection current selection.
Add a range of [#] [THRU] The channel range is added to
channels to this the current selection.
selection
Patch a range of [#] [MODIFY] The output range is patched to
outputs to this the current selection. A popup
selection will warn if outputs are in use
already.

203
Patch - Rename Channels
You can change the number used to access your instruments, without altering your
Patch. This is useful when you want to keep your addresses and dimmer assignments as
they are, but you want to change the numbering to fit the numbering of a Plot. Renaming
is done in the Name column of the Channel List (BROWSER >Patching >Channel List)

Change a channel name (5.0)

Function Key Feedback


Change a channel [#] [MODIFY] Enter a new name and press
name MODIFY. If the name exists
you will get a warning message
about this.
Change several [#] [MODIFY] Select several cells, enter a
channel names start name and press MODIFY.
(5.0)
Remove the [0] [MODIFY] If a Name is set to zero, the
selected channel(s) channel will disappear from all
from all channel channel views and cannot be
views accessed until given a name.*
Clear all channel Patch Wizard All Channel Renames can be
names cleared from the Patch Wizard.
Set names 1:1 Patch Wizard The Rename function can be
reset from the Patch Wizard.

*It will not disappear from Channel Layouts.

204
Output List
You can view and edit desk channel, scaling and curve for outputs in the Output List
(BROWSER >Patching >Output List >Universe #).

See Patch - Introduction

NOTE
The Output List is divided into DMX universes. Open each from the
Browser >Patching >Output List >Universe #

Output List - Columns & Functions

Column Input Function


Output (EDMX)* No input The number of this Output (and EDMX)
- cannot be edited here.
Channel 0-3072 Enter the number, followed by MODIFY.
Scaling 0-100% Sets the scaling factor for the intensity
of this output (channels can be scaled in
the Channel List).
Curve dropdown Shows the output curve. See Dimmer
Curves.
Device Info No Input Shows the moving device template and
parameter assigned to this output.
Cannot be edited - see Device Settings.
Park 0-100% Shows the level an output is parked at.
Set a level with # MODIFY and remove
with C & MODIFY. See Park.

*Output Lists show EDMX numbers in ( ) after the offset.port numbers in the first column.
This is a direct translation of EDMX values calculated using the EDMX Start value in the
Settings dialog (Congo output 1.1 = the EDMX Start number, and all subsequent outputs
are calculated from there).

205
Output List - Select & Patch Outputs

It is possible to select outputs directly with a Command Syntax in this list (only in RPN
mode).

Function Key Feedback


Select an output [#] [OUTPUT] The output is selected in the list
and in the Live tab.
Add an output to [#] [+] The output is added to the
this selection current selection.
Add a range of [#] [THRU] The output range is added to the
outputs to this current selection.
selection
Patch this [#] [MODIFY] The output selection is patched
selection of to channel #.
outputs to a
channel

Parked (5.0)

When an output or attribute is parked it will remain fixed at the parked value regardless of
all other functionality.

206
Park - Parked Items List
In the Parked Items List it is possible to see and unpark any item by pressing DELETE.
See Parked.

207
Templates
A Template maps the functions of a Moving Device to the moving
light controls of Congo This chapter is about creating and editing
Templates.

This chapter contains the following sections

• Templates - Introduction
• Templates - List
• Templates - Editor
• Templates - Create
• Templates - Type LTP or HTP
• Templates - Type 8/16 Bit Control
• Templates - Snap Or Fade
• Templates - Ranges
• Templates - Mode Tables
• Templates - Fade With Intensity
• Templates - Scroller Rolls
• Templates - Import Template Wizard

208
Templates - Introduction
A template maps the attributes of a moving Device to the controls and functions of
Congo. Most common devices and scrollers already have templates in the library, ready
to use.

General Facts

• Templates can be edited or created at any time.


• Templates are stored to and imported from Plays.
• Change a Template during a show and all similar parameters will continue
functioning.
• Table ranges can be set to control modes in devices such as the x.Spot from
High End.
• Color mix can follow intensity to dim mixing devices such as the Nesys Quadra.
• Trim the 16bit resolution to finetune control of 16bit parameters.
• Extensive scroller handling with roll libraries and individual calibration per unit.
• Assign any device parameter to a Master and store in a Master Page.

209
Templates - List
The Template Lists are opened from the Browser (Browser >Patching >Settings and
Tools >Templates).

Template List - Columns & Functions

Function Key Feedback


Template [MODIFY] The ID of each Template. Press
MODIFY to open the Editor
Text [MODIFY] Press MODIFY to activate and end text
input.
Parameters [MODIFY] The number of DMX channels it uses.
Press MODIFY to open the Editor.
Comment [MODIFY] Press MODIFY to activate and end text
input.
Time Stamp Date and time
Import Wizard [WIZARD] Opens the Import Template Wizard.

210
Templates - Editor
The Template Editor is opened from the Item or Parameter cell in the Template
List (Browser >Patching >Templates). Open an existing one directly in this node as well
(Browser >Patching >Templates >xxxx).

Template Editor - Columns & Functions

Press INSERT to insert a new Parameter. These are the functions in the columns.

Function Key Feedback


Parameter [MODIFY] Opens a dropdown. Select
parameter.
DMX [#] [MODIFY] Set DMX offset (1-256).

Type [MODIFY] Set HTP (intensity) or LTP 8/16bits.

Default [MODIFY] The default value that is used when


patched, and by HOME ATTRIB.
Highlight [MODIFY] The value used in Highlight mode.

Snap [MODIFY] Set Snap or Fade.

Invert [MODIFY] Invert the values of a parameter.

Ranges [MODIFY] Opens the Range Editor for


subranges such as gobo positions.
Tables [MODIFY] Opens the Table Editor for table
functions.
Low DMX [#] [MODIFY] Set the low resolution DMX offset for
16 bit parameters
Fine Step [MODIFY] See 16 Bit Control - Fine Step

Fade with int [MODIFY] The parameter will follow the


intensity of this Device.

211
Templates - Create
1. Open the Template List from the Browser (Browser >Patching >Templates)

2. Go to the end of the list and press INSERT to select a new Template.

3. Enter a name in the text column (press MODIFY to activate and MODIFY to store).

4. Press MODIFY in the first column. This will open the Template Editor, which will be
empty.

5. Use INSERT to create as many steps as the Moving Device has control channels.

6. Edit the columns for each step to fit the specification of the Moving Device.

212
Templates - Type LTP or HTP
Each parameter in a Template can be set to LTP (Latest Takes Precedence) or HTP
(Highest Takes Precedence).

• HTP8 is used for intensity parameters


• LTP8 is used for 8 bit parameters
• LTP16 is used for 16 bit parameters*

This is set in the Template Editor.


See Device Templates - Editor.

*Observe that the DMX offset of a parameter has to be incremented by 2, if the previous
parameter is set to 16-bit resolution.
See Device Templates - 16 bit Control

NOTE
All intensity is HTP8 in Congo. Devices with 16-bit intensity cannot
be controlled with 16-bit resolution at this time.

213
Templates - Type 8/16 bit control
Some Devices have parameters that require 16 bit control. Usually this is Pan or Tilt. This
is set in Type cell of the Template Editor.

• LTP 8 bit - normal 8 bit control


• LTP 16 bit - 16 bit control

16 Bit Control And Wheel Behaviour

The functionality of "Coarse/Fine 16 bit control" is set in the Attribute Setup. Hold SETUP
and press ATTRIB.

• On = The wheel controls the Coarse part of the16- bit value. Hold the wheel key
down and move the wheel to control the Fine part of the 16-bit value.
• Off (default) = The wheel will control Coarse when moved fast, and Fine when
moved slowly.

214
16 Bit Control - Fine Step

Devices with 16 bit control rarely use all 16 bits. Therefore it is possible to fine tune the
resolution of this parameter in the cell Fine Step in the Template Editor.

Full 16 bit control, which few Devices use (Catalyst is one) require this value to be set to
1 (default = 4).

215
Templates - Snap or Fade
Snap or Fade is defined in the Template Editor.

When set to Snap (checked) it will not be affected by times. It will move at the beginning
of each repositioning.

When Snap is Off (unchecked) - the parameter will fade on times. See Devices - Times.

Press modify in the Parameter cell to toggle On/Off.

216
Templates - Ranges
The Template Range Editor makes it possible to define (and edit) ranges, subranges and
positions (for colors, gobos etc) in Templates. This editor is opened by pressing MODIFY
in the Range column of the Template Editor.

There is a Range Wizard to create ranges. See Template Range Wizard.

Template Range Editor - Columns

Function Value Feedback


Min 0-255 This is the start value for a sub range*. The
same value for Min and Max will be treated like
a position (for a color or gobo for example).
The Min value can be entered in the Min%
column as well.
Max 0-255 This is the end value for a sub range*. The
Max value can be entered in the Max% column
as well.
Min% 0-100 The Min value can be entered as % here
instead of bits (0-255) in Min.
Max% 0-100 The Max value can be entered as % here
instead of bits (0-255) in Max.
Text This text is displayed in all editors, and in with
the Parameter Wheels.
Centered On/Off When On, selecting a range will set the output
to the middle of the given range. Parameter
values are displayed relative to this centre
position with +/- steps. This can useful for
speed, rotation or index parameters for wheels,
with a stop position in the middle.

*Values between positions (start=stop) cannot be set with the wheel, unless they are
specified as subranges.

217
Template Range Wizard

Press WIZARD in the Template Range Editor. This Wizard simplifies entering a number
of evenly spread ranges, for example frames, between 0-255. This is useful to create
positions for a scroller, or a gobo/color wheel.

1. Open the Template Range Editor. See Device Template - Ranges.

2. Press WIZARD.

3. Enter the number of ranges you wish to create and press MODIFY.

4. Step to Centered and Snap Positions with arrow keys. Use MODIFY to toggle.

• Centered = The middle value of a range is always output when selected


• Snap Positions = Fixed positions (Start = Stop)

6. Select EXECUTE and press MODIFY (previously existing ranges will be overwritten).

218
Templates - Mode Tables
Range Tables make it possible to control multiple mode devices such as, for example, the
High End x.Spot.

• A set of ranges are defined for a parameter.


• The Table defines which range is used for one parameter based upon the Range
setting of another parameter.

In the High End x.Spot there are Mode parameters (color mode) that affect the function of
another parameter (color wheel). When a mode is set by selecting a Range on one
function, the corresponding Table Range will be assigned to the other parameter.

If there are both Range Tables and Ranges defined for a parameter, the Range Table will
be used if there is a corresponding range, otherwise the normal Ranges will be used.

Define A Range Table

1. Define the ranges for the different "modes" of the Device. See Device Templates -
Ranges.

2. Define Range Tables for these modes in the corresponding function parameter. Start
by opening the Range Table editor by pressing MODIFY in the Tables column of the
Template Editor.

3. Use INSERT* to create a Range Tables. These are the options.

Function Key Feedback


Parameter [MODIFY] Opens a dropdown. Select the mode
parameter that activates this Range
Table.
Range [MODIFY] Opens a dropdown. Select the range
position in the mode parameter that
activates this Range Table.
Ranges [MODIFY] Opens the Range Editor for defining
these ranges.

*When you make INSERT for additional Range Tables, the parameter will be copied from
the first defined Range Table.

219
Templates - Fade With Intensity
Fade with Intensity can be set in the Template Editor.

When On, the parameter will be scaled through the intensity channel of the device. Also,
the types of fixtures where color = intensity will be able to be controlled by the Grand
Master and Black Out key when set up with an Intensity parameter.

This is useful for controlling a softlight or LED fixture with color mix coming from colored
fluorescents, that also are light sources. It makes it possible to mix a color and fade the
intensity of the result without changing the Hue (color mix result).

220
Parameter Definitions
Parameter types are defined in the first cell or the Template Editor.

Each parameter is used differently. For example, Pan and Tilt automatically belong to
Focus Palettes, and are mapped to the trackball in Parameter mode.

Press MODIFY in the Parameter cell to open the dropdown. Select with arrow keys (or
use the first letter from the keyboard) and press MODIFY to confirm.

The Parameters are picked from the Parameter Definition Editor. Parameters can be
added to this list if necessary. See Parameter Definition Editor.

Parameter Definition Editor

The complete Parameter Definition Editor contains all to this point known parameters.

Function Description
Parameter Parameter ID - cannot be changed.
Name The name is used for controlling the parameter.
WARNING - Changing an existing name
could alter the complete functionality of all
Templates
Palette The Group defines which Palette and parameter
group a parameter will belong to*

*Palette and parameter Groups

221
Group Description
INT All intensities belong to INT.
FOCUS Focus parameters
COLOR Color parameters
BEAM Beam parameters
AUX 1 Control parameters
AUX 2 Control parameters

222
Dimmer Curve List
A set of default Curves can be assigned to dimmers in the Output Setup. It is also
possible to create user specific dimmer curves.

When you open a new show some default curves are loaded (contained in the file
CURVES.DEF).

Patch - Dimmer Curve Editor

It is possible to create any kind of curve in the Dimmer Curve Editor.

Action Key Feedback


1. Open the Dimmer Browser >Patching The Dimmer Curve List
Curve List >Dimmer Curve List is opened.
2. Insert a New Curve [INSERT] A new curve is inserted.
You can name it in the
Text cell.
3. Open the Dimmer [MODIFY] Press MODIFY in the
Curve Editor Dimmer Curve cell to
open the editor.

Dimmer Curve Editor (example: Off/On Curve)

223
Action Key Feedback
4. Insert a position [INSERT] A position is inserted.
You can set percent,
Output and if this step
should use interpolation
to the next step.

INTERPOLATION
When Interpolation is ON the values to this point will be calculated smoothly from the
previous point. When Interpolation is OFF the value will be jumped to at this level.

NOTE
If a curve does not have a 0% and 100% rows, it will default to
0% = 0 output and 100% = 100 output

224
Dimmer Feedback Log
The log shows dimmer errors reported by the IES Dimstat application. Browser >Patching
>Settings and Tools >Dimmer Feedback Log

Features

• Active shows if the error is active or if it has been cleared. You can also reset a
known error (to get rid of the indication on the channel) by toggling the Active
field. Active errors are marked with a special color and style.
• Select one or more rows in the Dimmer Feedback Log and press DELETE to
remove them from the list.
• IES is shown in the status bar when there is dimmer feedback data received from
IES dimmers.
• The dimmer fault indication in the channel view uses the same symbol as
dimstat.
• If general dimmer errors are active, there is a warning road sign in the title bar.

225
Main Show Data
The main show data is what you generate when you start recording.
All data are under this node of the Browser, except effects, which
have a node of their own.

Main Show Data Node

This chapter contains the following sections

• Groups
• Presets
• Sequences
• Playlist
• Groups/Palettes overview
• >Settings & Tools - Main Show Data

226
Groups
Groups are a way of recalling a channel selection with a single
number. They are often used to speed up programming.

This chapter contains the following sections

• Groups - Introduction
• Groups - Record
• Groups - Select Channels
• Groups - Fetch Intensities
• Groups - List
• Groups - Display List
• Groups - Load To Playbacks

227
Groups - Introduction
You can store channel combinations into groups. The difference between a group and a
Preset is that a group does not necessarily need levels for the channels involved, only the
channels selected are stored regardless of how many other channels are active. Groups
also do not contain moving light attributes.

Example: channels and levels are stored in groups, under a single number and name.

For editing groups see Group List Functions.


Groups are accessible from the remotes. See Remote Control.

Group functionality

• Only selected channels are stored in a group.


• Each group will "remember" the order in which channels were selected to create
the group.
• Groups are not automatically inserted into the Sequence in the Main Playback.
• Each group can have a text label.
• A group can be selected in the same way as a single channel
• A group can be loaded to a Master or a channel layout.

228
Groups - Record
Only selected channels are recorded. The selected channels can have a level, but it is
not necessary.

Function Key Feedback


Record a new Group [RECORD] & You will get a popup
with the next free [GROUP] where you confirm
number recording this group, and
can write a text label.
Record a new Group [#] [RECORD] & You will get a popup
with a specific number [GROUP] where you confirm
recording this group, and
can write a text label.
Record Group # from the [RECORD] & You will get a popup
Direct Selects [direct_select] where you confirm
recording this group, and
can write a text label.
NOTE
The order in which the channels were selected is stored with the
group.

900-groups

900 groups is a remnant from the eighties, when consoles often never had more than 900
channels. To be able to access user definable channel groups from a remote control for
focusing, an exception was made for these presets. In Congo groups 1-999 are available
instead. If an play with 900-groups is imported they will be converted to Congo Groups.

229
Groups - Select Channels
You can add and subtract channels that are stored in Groups to/from the current channel
selection.

Function Key Feedback


Select all channels in a [#] [GROUP] All channels in the
Group specified Group are
selected and can be
controlled by wheel or
with level functions.
Add all channels in a [#] [GROUP] & [+] All channels in the
Group to the current specified Group are
channel selection added to the current
channel selection.
Subtract all channels in a [#] [GROUP] & [-] All channels in the
Group from the current specified Group are
channel selection subtracted from the
current channel
selection.
Select all channels in a [#] [GROUP] All channels stored in
range of Group [#] [GROUP] & every Group from # to
[THRU] # are selected.

230
Groups - Fetch Intensities
Fetch intensities for all or specific channels from any Group.

Function Key Feedback


Copy level from Group # [#] [FETCH/ON] & All selected channels are
[GROUP] set to the levels stored in
Group #.
Copy levels and [#] [GROUP] & All channels in the
channels from Group # [@LEVEL] specified Group are
selected and set to the
levels in Group #.
Ride Group # [#] [GROUP] & Group # is faded in
Proportionally on the Level Wheel proportionally on the
Level Wheel Level Wheel

231
Groups - List
You can view, edit and create new Groups directly in the Group List (GROUP or
BROWSER >Group).

Group List - Columns & Functions

These are the functions in the Group list.

NOTE
The behaviour of UPDATE and RECORD in the Group List are
different from software version 4.3 than in earlier versions of the
software. See below.

232
Function Key Feedback
Open the Group List [GROUP] The Group List is opened.

Open the Group List [#] [MODIFY] & The Group list is opened
focused at group # [GROUP] and focused at the specified
group.
Update changes to [UPDATE] [UPDATE] Updates all changes in the
the selected Group or current group. There is a
(channels over zero [RECORD] popup after the first key.
are stored).
[RECORD]
Insert a new Group [INSERT] Inserts a new group with the
next free number, with the
channels that are selected.
Insert a new Group [#] [INSERT] Inserts a new group with this
with number # number, with the channels
that are selected.
Delete selected Group [DELETE] Deletes the selected group.
Cannot be undone.
Set text to a Group [MODIFY] Press MODIFY in the text
cell, enter the text and press
MODIFY to exit.

233
Groups - Display List
You can use this list to view, select, add and subtract groups to the current channel
selection.

Function Console Action


Open the Group list in [DISPLAY_LIST] & Opens the Group List.
the main display of the [GROUP] Use the trackball in
console Display List mode to
scroll.
Select a group Trackball in Display Select with the trackball
List Mode and right- or left click.
Add a group (to the Trackball in Display Hold right- or left click
current selection) List Mode and press +.
Subtract a group (from Trackball in Display Hold right- or left click
the current selection) List Mode and press -.

234
Groups - Load To Playbacks
You can load Groups directly to any Playback.

Action Key(s) Feedback


Load Group # to a [#] [GROUP] & Group # is loaded to the
Master Playback [Master_Key] Master Playback

Add Group # to Live [#] [GROUP] & Group # is added to Live


[LIVE]
Add Group # to Blind [#] [GROUP] & Group # is added to
[BLIND] Blind

235
Presets
A Preset is used to store intensities, attributes or attribute times for
playback in a Sequence, Main- or Master Playback.

This chapter contains the following sections

• Presets - Introduction
• Presets - Record
• Presets - Update
• Presets - List
• Presets - Load To Playbacks
• Presets - Copy
• Presets - Select Channels
• Presets - Fetch Intensities
• Presets - Display List
• Presets - Channel Editor Wizard
• Presets - Auto-Save
• Presets - Times
• Presets - Compare Mode

236
Presets - Introduction
The basic building block in Congo is a Preset.

General Facts

• Channels, levels, attributes and Dynamic Effects are stored into Presets.
• Presets can be played back from the Master Playbacks, and the Main Playback
one by one, or as part of a Sequence or Chase.
• You can store 9999 individual Presets using Preset numbers 0.1-999.9.
• Presets can be arranged in a list called a Sequence, with predefined fade times.
• Presets can be modified blind or live.
• Presets can be copied.
• Presets can be added together to create new Presets
• You can retrieve individual channel levels from recorded Presets with Fetch.
• When a Preset is recorded in the A playback, it is automatically placed in
numerical order in a step of the Sequence in that playback.

NOTE
A Preset is a memory that can be reused in several Sequences or
Playbacks at the same time. To delete it completely you have to go to
the source of all Presets: the Preset List. See Presets - List.

This does NOT mean that the Preset number will disappear from the
Sequence or from Master Pages, but it means that it will be an empty
Preset with no channels or levels stored. It also means that the
number of the Preset will be regarded as an unused Preset in the
system.

When deleting a Preset in the Preset List you will get a checkbox
option of deleting all related Sequence Steps.

237
Presets - Record
You can record the output on stage, or part of it, to a Preset. What you see in the active
Channel View is what is recorded. Normally only changed moving device parameters are
recorded.

Function Key Feedback


Record the content of [RECORD] You will get a popup.
the selected Channel See The Recording
View to a new Preset Popup
with the next free
number
Record a new Preset [#] [RECORD] You will get a popup.
with a specific number See The Recording
Popup
NOTE
You can define how moving device parameters are stored in the
Record Settings. Hold SETUP and press RECORD.

A recorded Preset is always added to the Preset List (Browser


>Presets).

In recording mode Changed, if there are moving devices defined, the


first preset in an empty sequence will ask you if you want to make a
block cue.

The Recording Popup

The recording popup has a Basic and an Advanced section. The last used tab of these
two is remembered for the next Record action.

In the Basic part you can confirm recording a Preset (RECORD or MODIFY). You can
also add a Preset or Sequence text and define the fade type.

In the Advanced part you can set fade and moving device times and define the fade
type. You can set a Block flag for intensities, attributes, and keep Running Dynamics. It is
also possible to toggle the GoOnGo flag.

238
See Preset Times
See Sequence Times
See Moving Device Times

239
Record Presets - Live Tab

When the channel control is set to the Live Tab, you will record the complete stage
output. The Preset is automatically added to the sequence in the Main Playback.

Action Key Feedback


1. Activate the Live tab [LIVE] The Channel Controls are mapped
to the A field.
1a. Record the complete [RECORD] You will get a popup with the next
stage output to a new free preset suggested. You can
Preset with the next free write a text label. The Preset is
number added to the sequence in the Main
Playback.*
1b. Record a new Preset [#] You will get a popup where you
with a specific number [RECORD] also can write a text label. The
Preset is added to the sequence in
the Main Playback

*This depends on the BUILD SEQ mode (softkey in the Playback soft key page of the
Main Display).

Record Presets - Field A Only

There are a lot of options for recording presets. some are set in the Record Settings (hold
SETUP and press RECORD). This is a summary of the rest.

Action Key Feedback


Record channels and [RECORD] No output from the Master
changed moving device & [A] Playbacks will be recorded. The
parameters in the A field Preset is added to the sequence
to the next free preset. in the Main Playback. See The
Recording Popup.
Record channels and [#] No output from the Master
changed moving device [RECORD] Playbacks will be recorded. See
parameters in the A field & [A] The Recording Popup.The Preset
to a specific preset. is added to the sequence in the
Main Playback.

Record Preset - Do not add to Sequence (5.0)

When a Preset is recorded, it is automatically added to the sequence in the Main


Playback. It is possible to bypass this.

Action Key Feedback


Record selected channels to [#] The Preset is recorded and
Preset # without adding this [RECORD] & added to the Preset List, but
Preset to the sequence in [PRESET] not to the Sequence in the
the Main Playback. Main Playback.

240
Record All Attributes for selected channels

Depending on how attribute recording is set up only changed moving device


parameters are recorded. You can record all parameters of the selected channels at any
time with a shortcut (similar to a block cue).. See Device Recording - Introduction.

Setting Key Feedback


Record all attributes for [RECORD] & You will get a popup
the selected channels to [ATTRIBUTES] where you can choose to
the currently loaded merge or replace with
Preset in the A field. the values stored already
in that Preset.
Record all attributes for [#] [RECORD] & You will get a popup
the selected channels to [ATTRIBUTES] where you can choose to
Preset # merge or replace with
the values stored already
in that Preset.

This is the Record Attributes popup

NOTE
Control parameters are not recorded.

Record Directly To A Master

You can record the selected channels, or all channels with an intensity on stage directly
to a Master. A preset will be created automatically if none is specified. If Attribute
recording is set to Automatic, attributes will also be recorded. The time is default set to
100%. See Presets - Times.

Action Key Feedback


Record the selected [RECORD] You will get a popup with
channels to a Master & Master Key the next free preset
Playback* suggested**.
Record the selected [#] [RECORD] You get the message
channels with a specific & Master Key "Preset Recorded" in the
Preset number to a status bar.
Master Playback*

*If no channels are selected - all channels in A are recorded.


**To separate the number series of Presets in Masters and in the Main Playback the
suggested Preset number (if no number is entered) will be starting at Preset 801. After
this the last used number when recording to a Master will be incremented.

241
NOTE
For a Master with a Sequence or Chase, a new preset is recorded to
that Sequence or Chase.

For a Preset - all attributes are recorded, except those Masked by the
Global Mask. For a Sequence step only changed attributes are
recorded - just like in the sequence of the Main Playback

Record Selected Channels To Any Preset

Record the selected channels, with attributes and dynamics, to a specified Preset. All
moving device attributes for the selected channels will be recorded (not only changed
attributes).

Setting Key Feedback


Record the selected [CH] & [RECORD] You will get a popup
channels to a new where you confirm
Preset. recording this Preset,
and can write a text
label.
Record the selected [#] [CH] & You will get a popup
channels to Preset #. [RECORD] where you confirm
recording this Preset,
and can write a text
label.

242
Presets - Update
Updates the preset in the playback connected to the channel control. This can be Live,
Blind, any Master Playback or a step in the Preset List.

Action Key Feedback


Update changed levels [UPDATE] You will get a simpler
and attributes to the version of the Recording
currently loaded Preset popup. See The
Recording Popup
NOTE
If you are in the Live field the Preset loaded to the A field of the Main
Playback will be updated.

243
Presets - List
You can view, edit and create new Presets (blind) in the Preset List (PRESET or Browser
>Main Show Data >Presets).
See Presets - Introduction. See also Preset List - Functions.

Preset List - Columns

Column Input Function


Preset No input The number of this Preset - cannot
be edited.
Text ABCDE... Press MODIFY to activate and end
text input. This text is shown also in
the Playback views.
Channels No input Shows how many channels/devices
that are stored with an intensity in
this Preset
Attributes [MODIFY] Shows how many moving devices
are stored in this Preset. MODIFY
opens the attribute editor.
Dynamics [MODIFY] Shows how many Dynamics are
stored in this Preset. MODIFY
opens the Dynamics editor.
Mask [MODIFY] Open the Mask editor where you
can mask any parameter.
FCB-Time [#] [MODIFY] Hold C and press MODIFY to enter
a time in seconds instead of % of
the main fade times.
FCB-Delay [#] [MODIFY] Hold C and press MODIFY to enter
a time in seconds instead of % of
the main fade times.
Note [MODIFY] Opens the Note list for a note

244
Preset List - Functions

These are the functions in the Preset list. See also Copy, Cut & Paste.

Setting Key Feedback


Open the Preset List [PRESET] The Preset List is
opened.
Open the Preset List (old [MODIFY] & The Preset List is
shortcut) [PRESET] opened.

Open the Preset List [#] The Preset list is opened


focused at Preset # [MODIFY] & and focused at the
[PRESET] specified Preset.

Update the focused [UPDATE] Updates all changes in


Preset the current Preset.
Copy a Preset to number [#] [RECORD] Records a copy of the
# current Preset with this
number.
Delete selected Preset [DELETE] Deletes the selected
Preset. Cannot be
undone. See Presets -
Delete.
Insert a new Preset with [#] [INSERT] Inserts a new Preset #,
number # with the channels and
levels from Live (A).
Insert a new Preset with [INSERT] Inserts a new Preset with
the next free number this number.
Edit a cell with a numeric [#] [MODIFY] Changes the value of the
value selected cell.

245
Presets - Load To Playbacks
You can load Presets directly to any Playback.

Action Key(s) Feedback


Load Preset # to the [#] [PRESET] & The Preset is loaded to
Active field (A) of the [A] the A field, replacing the
Main Playback content of that field.
Load Preset # to the [#] [PRESET] & The Preset is loaded to
Next field (B) of the Main [B] the B field, replacing the
Playback content of that field.
Load Preset # to a [#] [PRESET] & Preset # is loaded to the
Master Playback [Master_Key] Master Playback

Load Preset # to Live [#] [PRESET] & Preset # is loaded to


[LIVE] Live

Load Preset # to Blind [#] [PRESET] & Preset # is loaded to


[BLIND] Blind

Quick-load Presets to Masters

The direct functions allow you to load a series of recorded Presets to Masters, this is
called quick-loading Presets to Masters.

1. Enter the number of the first Preset.


2. Hold down the PRESET key, and pull your finger over a range of Master Keys.

All existing consecutive Presets will be loaded.

246
Presets - Copy
Copy a Preset by recording it with a different Preset number. This can be done in any
Playback, or directly in the Preset List. In the Preset List it can be done with the COPY
function as well. See Preset List and Copy, Cut & Paste.

Action Key Feedback


Copy the Preset in the [#] [RECORD] You will get a popup.
channel view connected See The Recording
to the channel controls to Popup
a new number.

247
Presets - Select Channels
You can add and subtract channels that are stored in Presets to/from the current channel
selection.

Function Key Feedback


Select all channels in a [#] [PRESET] All channels with a level
Preset in the specified Preset
are selected.
Add all channels in a [#] [PRESET] & All channels with a level
Preset to the current [+] in the specified Preset
channel selection are added to the current
channel selection.
Subtract all channels in a [#] [PRESET] & [- All channels with a level
Preset from the current ] in the specified Preset
channel selection are subtracted from the
current channel
selection.
Select all channels from [#] [PRESET] & All channels with a level
a Preset that have a [ALL] in the channel control,
level in the channel that also have a level in
control the specified Preset, are
selected.
Select all channels in a [#] [PRESET] All channels stored in
range of Presets [#] [PRESET] & every Preset from # to
[THRU] # are selected.

248
Presets - Fetch Intensities
Fetch intensities for all or specific channels from any Preset.

Function Key Feedback


Set last stored level [FETCH/ON] All selected channels are
set to their last stored
levels.
Copy level from Preset # [#] [FETCH/ON] All selected channels are
set to the levels stored in
Preset #.*
Copy levels and [#] [PRESET] & All channels in the
channels from Preset # [@LEVEL] specified Preset are
selected and set to the
levels in Preset #.
Ride Preset # [#] [PRESET] & Preset # is faded in
Proportionally on the Level Wheel proportionally on the
Level Wheel Level Wheel

HINT
You can fetch attribute values as well. See Device Control - Fetch/Copy.

*You can press # ON/FETCH & PRESET as well.

249
Presets - Display List
Opens a list that shows all Presets in the Main LCD of the console.

Function Console Action


Open the Preset Display [DISPLAY_LIST] & Opens a list of all
list in the main display of [PRESET] Presets. Use the
the console trackball in Display List
mode to scroll.

250
Presets - Channel Editor Wizard
The Channel Editor Wizard allows you to track level changes in all Presets with powerful
arguments. Press WIZARD in any channel view to open the Channel Wizard.

NOTE
You cannot reverse or undo changes made with this Wizard. We
therefore recommend you strongly to save your play before using
this function.

251
Channel Editor Wizard - Type Of Change

You can do the following commands through any range of Presets.

The parameter "Include All Channels" will affect channels with no level (0%) as well, and
is necessary in some cases.

Function Explanation
Set Level Set level #
Add Absolute Add #% to all levels.
Subtract Absolute Subtract #% from all levels.
Add percent Increase with #% of current levels
Subtract percent Diminish current levels with #%
Swap channels Change levels between the selected channel
and the channel # in Argument.
Copy from channel Copy all levels from the selected channel to
channel # in Argument
Set min level Sets a minimum level HTP with the current
levels.
Set max level Sets a maximum level to the current levels.

Channel Editor Wizard - Value

Depending on the type of change - the number here is the Value used. It can be a level or
a channel number.

Channel Editor Wizard - Include If 0%

This parameter will allow the change to affect the channels with no level (0%) in the target
Presets.

252
Presets - Auto-Save
Each time you record a preset or a group all changes to the play since the last RECORD
or Save are stored in a play called AUTOSAVE.ASC.

This play is stored in the Play Archive (Browser >File >Open >Play Archive) and can be
opened like any play.

Function Console Feedback


Open the Auto Save [SETUP] & Opens a popup where
setting [RECORD] you can set Auto-Save to
ON.
NOTE
This is a feature that we recommend you to use with caution. Saving
a large show can slow down the system temporarily.

253
Presets - Times
FCB times for moving device parameters are stored with the Preset.

• The default setting for FCB times is 100% of the main In time
• The default setting for FCB delay times is 100% of the main In time

These times are executed when played back from a Sequence or from a Master
Playback.

You can set them in % or as absolute times in seconds. You can select what to default to
in the Time Settings (SETUP & TIME). Hold C/Alt and press MODIFY to set the opposite
of what is currently selected.

254
Presets - Compare Mode
The Compare function allows you to compare the current light in the active field with the
recorded version of the preset in the active field. When Compare mode is active it is
indicated in the top of all screens.

This key is in the Channels Soft Key Page.

Congo

Congo Jr

Action Key Feedback


Compare recent [COMPARE] The last stored version
changes in a channel will be loaded. Press
view with the last stored COMPARE to exit
version. Compare mode.
Compare the content of [#] [COMPARE] The selected preset will
a channel view with any be loaded. Press
preset. COMPARE to exit
Compare mode.

255
Presets - Delete
Presets are deleted from the Preset List (Browser >Presets).

Action Key Feedback


Delete the selected [DELETE] You will get a popup
Preset. where you can choose to
delete the corresponding
Sequence Steps this
Preset is used in as well.

256
Sequences
A sequence is a list of presets that can be played back manually, with
fade times, and as a chase.

This chapter contains the following sections

• Sequences - Introduction
• Sequences - In The Main Playback
• Sequences - Playback Views
• Sequences - List
• Sequences - Sequence List
• Sequences - Crossfade Movefade, Lockfade
• Sequences - Times
• Sequences - Insert Step
• Sequences - Delete Step
• Sequences - Links
• Sequences - Load
• Sequences - Track List
• Sequences - Build & Modify Modes
• Sequences - Block Values
• Sequences - Track List

257
Sequences - Introduction
A sequence is a list of sequence steps. Each step always contains a preset. Each time a
Preset is recorded in the Live tab a new Sequence step is created with that Preset.

A Sequence Step consists of two main components

Item Contains Read More


Sequence Step Data Fade Times, Auto Times, See Sequence List
Text, Master Link, Master
Page Link, Macro Link,
GoOnGo flag for Attributes.
Preset Intensities, Dynamics, See Preset List
Attributes and Attribute
Times.

General Facts

• You can rearrange the order in a Sequence at anytime.


• The same Preset can exist in several sequence steps, and sequences.
• You can set times to every channel and parameter in a sequence step.
• Sequences can be played back from the Main playback, or any Master Playback.
• You can create up to 999 sequences.
• You can link any Master Playback to a sequence step.
• You can trig a Sequence with MIDI and Time Code.
• You can play back any Sequence in Chase (looped) mode with BPM and rate.
• There is always a default sequence in the Main Playback.

258
Sequences - In The Main Playback
When you open a new play there is a default sequence (1) in the Main Playback.
When you record a Preset in the Live field it will be added to the sequence in the Main
playback.

These are the sequence functions for the Main Playback

Function Key Feedback


Record a new Preset [#] [RECORD] Each time a Preset is
and create a new step recorded in Live it is
added as a new step to
the sequence loaded to
the Main Playback*
Edit a Sequence Step [MODIFY] & Opens the Sequence
[PLAYBACK] List for the sequence in
the Main Playback. See
Sequence List.
Navigate in the See Main Playback.
Sequence of the Main
Playback

*Unless the mode Build Sequence is off. See Settings - Crossfade.

259
Sequences - List
You can insert and delete sequences, and change playback modes (chase) in the
Sequences list (SEQ or BROWSER >Sequence).

Sequences List - Insert/Delete/Load

Function Key Feedback


Insert a new sequence [#] [INSERT] Sequence # is inserted
into the list
Delete a sequence [DELETE] The selected sequence
is deleted*
Load a sequence [Master_Key] The selected sequence
is loaded to this Master
Playback.

*The Sequence is deleted, and all timing and text information. The Preset still exists in the
Preset list and can be used again.

260
Sequences List - Columns

Column Input Function


Sequence [MODIFY] The number of this Step- cannot be edited.
Press MODIFY to open the Sequence List.
Text [MODIFY] Press MODIFY to activate and end text
input. This text is shown in the top of the
Playback views.
Mode [MODIFY] Toggles between Normal and Chase mode.

Rate [#] Speeds up the playback by #% (Chase


[MODIFY] mode).

Bounce [MODIFY] Sets playback to alternate continuously


between forward and reverse (Chase
mode).
Reverse [MODIFY] Sets Playback in the reverse direction only
(Chase mode).
Single Shot [MODIFY] Sets Playback to one time (Chase mode).

BPM [#] Suppresses fade times and sets step time


[MODIFY] (wait) to BPM # (Chase mode).

261
Sequences - Sequence List
You can view, edit and delete sequence steps in the Sequence list (# SEQ or BROWSER
>Sequence >#).

NOTE
You can open the Sequence List for the Main Playback by holding
MODIFY and pressing PLAYBACK. This is not possible, however, in
Tabs that use MODIFY for other functions.

It is possible to enter the number of a step/preset first to open the list


with that step focused

262
Sequence List - Functions

Function Key Feedback


Open the Sequence List [#] [SEQ] The Sequence List is opened.

Go to the selected Step [GOTO] Fades in the Main Playback to


the selected step.
Update the current Step [UPDATE] Updates level changes in the
current step.
Insert a new Step and a [#] [INSERT] Inserts a new step, with Preset
Preset with number # #.
Edit Text in a step. [MODIFY] Opens the text cell for editing.
The Congo keyboard is
activated in Master Playback
display four.
Delete selected Step(s) [DELETE] Deletes the selected Step.
Cannot be undone.
Edit any value [#] Enter a new value and press
[MODIFY] MODIFY.

Move a Step Drag and You can drag and drop a


drop Sequence Step with the trackball
to move it.
Set an In time to the [#] [IN] Sets an In time of # seconds
focused step directly to the focused step.
Set an Out time to the [#] [OUT] Sets an Out time of # seconds
focused step directly to the focused step.

263
Sequence List - Columns

Part 1

Column Input Function


Step No input The number of this Step. Cannot be edited.
Preset No input This is the number of the Preset in this step.
Can be edited with the Preset Change
Wizard (press MODIFY).
DelayOut [#] Edit the delay out time.
[MODIFY]
Out [#] Edit the Out time.
[MODIFY]
DelayIn [#] Edit the Delay In time.
[MODIFY]
In [MODIFY] Edit the In time.

WFA * [MODIFY] Toggle time type between Wait, Followon


and Alert.
WFA Time [#] Edit the (WFA) time.
[MODIFY]
Mode [MODIFY] Change fade mode. Select between
crossfade (x) movefade (m) and lockfade (l).
Text [MODIFY] Press MODIFY to activate and end text
input. This text is shown in the Playback
views.

*You can toggle the time between two steps between Wait, Alert and Followon. See
Sequence Times - Alert Times and Sequence Times - WAF Wait & Followon Times

264
Part 2

Column Input Function


GoOnGo [MODIFY] Toggle between GoOnGo and GoInB.
Controls if moving devices will move on GO
or when the step is loaded in B (next).
ChTime [MODIFY] Shows the number of channel times in this
step. Opens the channel time editor.
MastLink [MODIFY] Shows the number of master links in this
step. Opens the master link editor.
MastPage [#] Shows or edits which Master Page is linked.
[MODIFY]
Fade Curve [#] Shows or edits which Fade Curve is linked.
[MODIFY]
LinkToStep [#] Shows or edits which step this step is linked
[MODIFY] to.

TimeCode [#] View/Edit Tiem Code for this step


[MODIFY]
Note [MODIFY] Opens the editor for a Note

Block [MODIFY] Blocks tracking through this step


Tracking
Macro [#] Sets this step to trigger Macro #.
[MODIFY]
Action Macro [MODIFY] Opens this cell for text input of an Action
Macro - See Actions & Events - Actions.

265
Sequences - Crossfade Movefade & Lockfade
When you record a new Preset to a Sequence you will get the option to store it as a
Crossfade, a Movefade or a Lockfade. Each of these modes affects how channels in that
Preset will be played back when a the next crossfade is started.

Function Shortcut Feedback


Record a crossfade [RECORD] Normally a crossfade (x)
is recorded. This means
that all channel values
are replaced when a new
crossfade is started.
Record a Move Fade [+] & [RECORD] When a movefade (m) is
followed by another
movefade, only channels
with new levels will be
affected.
Record a LockFade [-] & [RECORD] When a lockfade (l) is
started, the channels
involved will not be
affected by anything until
they have finished the
fade they started.

Stepping in the
sequence will stop
ongoing lock fades.

HINTS

• When you jump in the sequence with GOTO, the history of all fades will be
executed to recreate the correct state after the jump.
• GOTO & B updates the current state (scanning backwards in the sequence
accumulating Move/Lock fades).
• For a Lock fade, it is not possible to press PAUSE or GO BACK, since the nature
is to "lock" the fade regardless of other playback controls.
• Stepping through the sequence with SEQ+/SEQ- or using GOTO will stop current
Lock fades.
• If you start a move or lock fade on top of a crossfade, the crossfade now
continues to run in the background and is also available for speed control on the
display.
• Move and Lock fades are indicated with M and L in the Channel Views.

266
Sequences - Times
You can set times to a sequence step, and all channels and moving device parameters
will follow that time.

You can also set individual times in seconds, or as a percentage of the in- and delay
times for each channel and moving device parameter in a sequence step.

Times are set from 0.1seconds to 49.59 minutes (0.1- 4959).

When no time is set to a sequence step, the default time (5seconds) will be used. Change
this setting by holding SETUP and pressing A.

The easiest way to set times to ANY step of the sequence in the main playback is to use
the TIME EDITOR. Enter the number of the step, hold MODIFY and press TIME. See The
Time Editor Popup.

NOTE
Fade times of a Sequence Step are related to that step, not to the
Preset occupying the Step. This makes it possible to use the same
Preset with different fade times in other Steps or in the Masters.

To edit the times for a step open the Sequence List.

Sequence Times - Set To A or B

Times are set to A or B depending on what situation you are working in. The current
setting is indicated with an arrow next to the times:

It is possible to toggle if times are set to A or B by holding TIME and pressing A or B.

267
Sequence Times - Main Times (in/out/delay/wait)

Times are set to the step in A (Active) or B (Next) depending on the setting for times
(SETUP & TIME).

Function Key Feedback


Set an In time [#] [IN] A time is set for the
incoming channels.
Set an Out time [#] [OUT] A time is set for the
outgoing channels.
Set In- and Out time [#] [TIME] A time is set for the in-
and outgoing channels.
Set a Delay In time [#] [DELAY] & [IN] A delay time is set for
the incoming channels.
Set a Delay Out time [#] [DELAY] & A delay time is set for
[OUT] the outgoing channels.

Set a Wait, Followon or Sequence List Enter the time in the


Alert time * WFA Time column of the
Sequence List. You can
toggle between Wait,
Alert or Followon in the
previous column

* A Wait or Followon time will automatically execute a crossfade to the Step it is assigned
to. The difference is that a Wait time starts counting down after the END of the previous
crossfade, while the Followon time starts counting down from the START of the previous
crossfade. Wait times is the default setting. The Alert time will count down as a warning to
the operator, but not execute the next fade. See Sequence Times - Alert Times.

See Times Soft Key Page.

You can view/edit the main times in the Sequence List.

Sequence Times - Channel Times

Times are set to the step in A (Active) or B (Next) depending on the setting for times
(SETUP & TIME).
Function Soft Key Feedback
1. Select the TIME soft TIMES (soft key) The time soft key page is
menu page selected in the main
display.
Set a channel time for [#] [CH_TIME] A time is set for the
the selected channels selected channels. You
can set a text label to the
channel time group.
Set a channel delay time [#] [CH_DELAY] A time is set for the
for the selected channels selected channels.</TR<
TBODY>

268
You can set channel times with a shortcut as well.

Function Key Shortcut Feedback


Set a channel time for [#] [CH] & [TIME] A time is set for the
the selected channels selected channels. You
can set a text label to the
channel time group.
Set a channel delay time [#] [CH] & A time is set for the
for the selected channels [DELAY] selected channels.

This is what it looks like in a playback view, If no name is assigned, the channel numbers
will be shown.

This is how the time is indicated in the live channel view, under the level.

NOTE
When Channel Times are activated, the first four Channel Times are
shown on the Main Display over the 4 wheels. The status for each
Channel Time is displayed over each wheel. Rate for each channel
can be adjusted with the corresponding wheel and the Channel Time
can be started/stopped with the corresponding wheel key.

269
Sequence - Channel Time Editor

Channel Times are edited in the Channel Time Editor (press MODIFY in the ChTime
column of the Sequence List). See Sequence List.

This is where you can add a text to each channel time group. This text is shown in the
graphical time line view of the Playback list.

Editing Channels in a Channel Time Group

1. Select the Group in the Channel Time Editor

2. Add or remove Channels.

3. Press UPDATE to store.

The Time Editor Popup

The Time Editor (also part of the Record popups Advanced tab) allows you to edit the
times of any sequence step from a popup.

Press MODIFY and TIME to open the Time Editor popup for the step in A or B (see
NOTE below).
Enter the number of a step first to open it for any step.

NOTE
The Time Editor follows the setting of the "Times in A/B" parameter
in the Congo Setup (SETUP or F12).

The WAF box allows you to toggle between Wait, Alert and Followon

270
time for this step.

The first six existing Channel Times can be edited directly in the Channel Times tab.

The Times Soft Key Page

The Time Soft Key Page is selected with the soft key TIMES in the Main Display of the
console.

Congo

Congo Jr

271
These are the functions available. All times are set to the Main Playback.

Function Softkey Feedback


Set a channel time [#] [CH_TIME] Sets a channel time (#) to the
selected channels.
Set a channel delay [#] [CH_DELAY] Sets a channel delay time (#) to
time the selected channels.
Set a wait time [#] [WAIT] Sets a Wait time (#) to the
Preset in A (or B).
Set an out time [#] [OUT] Sets an out time (#) to the
Preset in A (or B).
Set a delay out time [#] [DELAY_OUT] Sets a Delay Out time (#) to the
Preset in A (or B).
Set a delay in time [#] [DELAY_IN] Sets a Delay In time (#) to the
Preset in A (or B).
Set an in time [#] [IN] Sets an In time (#) to the Preset
in A (or B).
Set an FCB time [#] [FCB_Time] Sets FCB times (#) to the Preset
in A (or B).
Set an FCB delay [#] [FCB_Delay] Sets FCB delay (#) to the Preset
in A (or B).
Learn Alert * [Learn_Alert] Activates Learn Alert Time
mode.

* See Sequence Times - WFA Alert Times.

Sequence Times - FCB Times

FCB Times are set to the Preset of a Sequence Step. See Moving Device Times - FCB
Time

Sequence Times - Parameter Times

Individual Moving Device Parameter times are set to the preset of a Sequence Step. See
Moving Device Times - Parameter Time.

Sequence Times - WAF Alert Times

An Alert time will count down from the completion of the previous crossfade, and alert the
operator as to when the next fade should be manually executed.

There is a Learn Mode that will record Alert times automatically as a show is played back
in real time by an operator. This mode is activated with the soft key LEARN ALERT in the
Times Soft Key page. See The Times Soft Key Page.

272
Time Limit
There is both a visual and an audio warning set to alert 5 seconds before the next fade.
You can change this time limit in the Time Settings. See Settings - Crossfade.

Visual
The top part of the playback view will be green as long as the alert time is over 5
seconds. At 5 seconds it turns yellow and after completion it turns red.

The Alert time is edited in the Sequence List WFA and WFA Time columns. It can be
toggled to be a Wait or Followon Time as well. See Sequence List - Columns. See also
Sequence Times - WFA Wait & Followon Times.

Sequence Times - WAF Wait & Followon Times

It's possible to set a Wait or Followon time between each step of a Sequence.

Wait
A Wait time will execute the step it is on, # seconds after the completion of the previous
fade.

Followon
A Followon time will execute the next step, # seconds after the start of the fade. The
Followon time is displayed in the same way as the Alert Times. See Sequence Times -
WAF Alert Times.

The Wait and Followon times are edited in the Sequence List WAF and WAF Time
columns. They can be toggled to be an Alert Time as well. See Sequence List - Columns.

273
Sequences - Insert Step
There are two ways of inserting a sequence step between two existing ones.

• Record a preset with a (decimal) number that fits between


• Insert any preset in the Sequence List (See Sequence List)

Insert A Sequence Step - In A Playback

When you are working directly in a Playback and record a new preset, it is inserted
numerically into the sequence of that Playback.

Function Shortcut Feedback


Insert a Step between [1] [.] [5] A popup will ask youto
step 1 and 2 [RECORD] confirm recording preset
1.5
Confirm recording [RECORD] The preset is recorded
between 1 and 2.

Insert A Sequence Step - In The List

Function Shortcut Feedback


1. Open the Sequence [#] [SEQ] The List for sequence #
list is opened.
2. Move to the step you Arrow Keys The selected step is
wish to insert a new step highlighted in yellow.
after
3. Insert Preset # [#] [INSERT] The preset is inserted
after the selected step
NOTE
The Preset does not bring sequence texts, fade times or links from
other sequence steps if it has been used earlier.

274
Sequences - Delete Step
Function Shortcut Feedback
1. Open the Sequence [#] [SEQ] The List for sequence #
list is opened.
2. Select the step you Arrow Keys The selected step is
wish to delete highlighted in yellow.
3. Delete the selected [DELETE] You will get a popup
step where you can choose to
delete this step and the
related Preset.

NOTE
When you delete a Sequence Step all assigned times, links and texts
are lost. The Preset of that step can still exist in the Preset List, and
be used again.

275
Sequences - Links
A sequence step can have a link to Master fades, a Master Page, a different sequence
step (see NOTE in this explanation), and a Macro.

All links are done in the Sequence List (# SEQ or BROWSER >Main Show Data
>Sequences >#).

Sequence Step Links - Master Playbacks

Master Links are loaded when the Sequence step is loaded to the B field. They are faded
when GO is pressed or the crossfade faders are moved.

Function Key Feedback


Select the MastLink Arrow keys The column is
column* highlighted
Open the Master Link [MODIFY] The Master Link List is
List open.
Insert a link to Master # [#] [INSERT] Master # is linked, with
its current content, and a
target level of 100%.

*In the Sequences - List.

NOTE
All functions in the Master Link list are the same as in the View
Masters list. The only differing one is Target, which is the level the
Master will fade to. To load a Master for manual operation, set the
target level to 0%.

276
Sequence Step Links - Shortcut

There is a shortcut for inserting a Master Link directly to the current Sequence Step in the
Main Playback.

Function Key Feedback


Insert a link to Master # [INSERT] & Master # is inserted as a
[Master_Key] link to the Step in A.

Insert a link to Master # [#] [INSERT] & Master # is linked, with


with target # [Master_Key] its current content, and a
target level of 100 or 0%
depending on earlier
links.

Sequence Step Links - Master Pages

Function Key Feedback


Select the MastPage Arrow keys The column is
column* highlighted
Insert a link to Master [#] [MODIFY] Master Page # is linked.
Page # It will be loaded to
Masters 1-20 when this
step is loaded to the B
(Next) playback.

*In the Sequence List.

Sequence Step Links - Another Step

NOTE
Links to another sequence step are used mainly to create playback
loops. Links are NOT used to change a playback order in Congo - this
is done by cutting and pasting a step in a different location. See
Copy, Cut & Paste.

Function Column Feedback


Select the LinkTo Arrow keys The column is
column* highlighted
Insert a link to Sequence [#] [MODIFY] Sequence Step # is
Step # linked. When this step is
faded in, the next step
will be Step #.

*In the Sequence List.

277
Sequences - Load
A Sequence can be loaded to the Main Playback, or any Master Playback. For
information on how to control a Sequence once it is loaded, see Main Playback
and Masters.

Function Keys Feedback


Load Sequence # to the [#] [SEQ] & Sequence # is loaded to
Main Playback [PLAYBACK] the Main Playback. The
light in A (Active) and B
(Next) is not affected.
Load Sequence # to a [#] [SEQ] & Sequence # is loaded to
Master Playback [Master_Key] the Master Playback.

NOTE
Loading a non-existent Sequence to Playback will open a window
asking if you wish to create that Sequence.

You can load a sequence directly from the Browser as well

Function Keys Feedback


Load the selected [LOAD] & Sequence # is loaded to
sequence to the Main [PLAYBACK] the Main Playback. The
Playback light in A (Active) and B
(Next) is not affected.
Load the selected [LOAD] & Sequence # is loaded to
sequence to a Master [Master_Key] the Master Playback.
Playback

278
Sequences - Build & Modify Modes
There are two modes that affect recording and playback of Sequences. Build Sequence
and Modify Sequence.

Sequence - Build Seq mode (5.0)

This mode is set in the Crossfade Settings. See System Settings - Crossfade.

The default setting for this mode is ON. When ON every Preset recorded in the Live or A
tab will automatically be added to the Sequence in the Main Playback (in numerical
order). The only reason to set this mode to OFF is when a Preset recorded in Live or A
should NOT be added to the sequence in the Main Playback.

NOTE
You can record a Preset without adding it to the Sequence in the
Main Playback with a shortcut (5.0)

See Record Preset - Do not add to Sequence

Sequence - Modify Sequence Mode

This function is accessed by a softkey in the Misc Soft Key Page. See Navigating - Misc
Soft Key Page.

The default setting for this mode is OFF. When turned ON all crossfade in Sequences will
disregard Wait and Followon Times, Master Links, Master Pages, Links and other linked
information. It is a mode created for rehearsals where only the main lighting changes are
advanced manually.

When activated there will be a popup explaining what this means for the user.

279
Sequences - Block Values
It is possible to set a block for all track editing functions for a step.This is done in the
Sequences List.

See Sequences - Sequence List.


See also Track - Track Editing

A block is indicated in the Playback List with a B after the Preset and a line over the
step.In this image step 7 is blocked.

NOTE
Currently all intensities are blocked. To block the intensity for an
individual channel set it to a different value from incoming or
outgoing values (like 99% or 49%).

280
Sequences - Track List
All tracking features have been moved to the chapter Track List.
See Track List.

281
Sequences - Chase Mode
A chase is a sequence set to chase mode, which means it
will constant loop during playback. See Sequences.

This chapter contains the following sections

• Chase - Introduction
• Chase - Playback View
• Chase - Playback Modes
• Chase - Set Rate
• Chase - BPM & Tap Tempo
• Chase - Wizard

282
Chase - Introduction
A Sequence can be set to run in Chase mode. This means the Sequence will chase
endlessly through all Steps on the predefined times. There are several parameters that
can affect how it will run in Chase mode.

General Facts

• Chases are edited in the same way as Sequences.


• In addition to Sequences they have Rate and BPM.
• BPM can be set with TAP from the Master Playback.
• A Chase has playback modes such as Reverse, Bounce, Single Shot.
• You can link any chase to a sequence step.
• You can play back a chase from any playback, including the Main Playback.

283
Chase - Playback View
The Chase playback view is the same as the Sequence Playback view with some added
functionality.

The added chase functionality appears under the sequence name display in the top of the
Playback view. The functions are described in The Sequences List Columns as well as
the rest of this chapter.

284
Chase - Playback Modes
There are three modes that affect the playback of a chase.

Mode Where Function


Reverse Set in The Sequences Reverses the chase direction.
List Columns
Bounce Set in The Sequences Makes the chase reverse
List Columns direction every second time.
Single Shot Set in The Sequences The chase will run one time and
List Columns stop.

285
Chase - Set Rate
You can set a rate 1-1000% for a Chase. It will scale all times proportionally.

Action Keys Feedback


1. Open the Sequences [SEQ] The Sequences List is
list opened.
2. Step to the Rate cell Arrow Keys The cell is highlighted.
for a chase
3. Enter a new Rate [#] [MODIFY] The Rate # is assigned
to this Chase. All fade
times are proportionally
scaled.

286
Chase - BPM & Tap Tempo
You can set the tempo/speed to a chaser in BPM. This can be set numerically in the
Sequences window (Browser >Sequences) or using the Tap Tempo function.

Set BPM Numerically

Action Keys Feedback


1. Open the Sequences [SEQ] The Sequences List is
list opened.
2. Step to the BPM cell Arrow Keys The cell is highlighted.
for a chase
3. Enter a new BPM [#] [MODIFY] The BPM # is assigned
to this Chase. *

*The BPM parameter is only used for sequences in Chase mode. When the BPM
parameter is set, it will override all programmed times. The In and Out times will be 0 s
and the Wait time will be set according to the BPM parameter.

Set BPM using Tap Tempo

Action Keys Feedback


1. Assign the chaser to a [#] [SEQ] & The Chase is assigned
Master [Master_Key] to the Master Playback.

2. Tap the Tempo [TAP] & Hold TAP and tap the
[Master_Key] Master Key at least
twice.*

*You have to tap at least 2 times in a row before the new tempo is activated. The tapping
speed is translated to, and stored as the BPM parameter in the Sequence List. You can
easily change it afterwards.

287
Chase - Wizard
The Chase Wizard can create a chase sequence from a channel selection. It is activated
from within the Sequences List.

Action Keys Feedback


1. Open the Sequences [SEQ] The Sequences List is
list opened.
2. Open the Chase [WIZARD] The Chase Wizard is
Wizard opened. The next free
Sequence number is
suggested.
3. Select channels and Channel functions The current channel
set levels selection from Live is
automatically
loaded. Change if
wanted to.
4. Fill in the Chase Arrow Keys See Chase Wizard -
Wizard Functions
5. Execute the Chase [EXECUTE] The Wizard is closed,
Wizard and the new Chase is
added to the Sequences
List.

This is the Chase Wizard

288
Chase Wizard - Functions

Column Input Function


Number of steps [#] [MODIFY] The number of steps the
Chase shall have.
Channels per step [#] [MODIFY] The number of channels
you wish to have in each
step
Step time [#] [MODIFY] Default wait time for
each step. Can be edited
after.
Chase number [#] [MODIFY] The number this Chase
will have. Next free is
suggested.
Start at preset [#] [MODIFY] The Preset number this
Chase will use for the
steps. It will start at
Preset 800 by default.
Increment [#] [MODIFY] You can set the Chase
to use Presets with an
increment of .1 here.
Build [MODIFY] Check if you want the
Sequence Steps to
continue adding new
channels in each step to
the previous ones.
NOTE
If you want to make changes in the Chase Sequence you just created,
use the Sequence and Preset editors. It is a "normal" Sequence that
has been created by the Chase Wizard.

289
Playlist
You can arrange the order in which sequences are played back in a Playlist.

The Playlist is opened from the BROWSER> Playlist (press MODIFY).

These are the functions in the Playlist.

Function Column Feedback


Insert Sequence # [#] [INSERT] Sequence # is inserted
into the Playlist
Delete a Sequence [DELETE] Sequence # is deleted
from the Playlist
Load a Sequence [GOTO] Loads the selected
Sequence to the Main
Playback from the next
fade.

290
The Playlist - Mode

Playlist mode is activated by the softkey PLAYLIST in the Misc Soft Key Page.

Congo

Congo Jr

When it is active all Sequences in the Playlist will be loaded when the previous is
finished, until the end. Every time a new Sequence is loaded this will be notified with a
message on the main screen.

The Playlist - Console Display

Hold <--- and press the softkey PLAYLIST to activate the Playlist in the Main Display of
the console.

You can select any sequence with the trackball in DispList mode by clicking on it.

291
Groups/Palettes Overview (5.0)
This is an overview showing both Groups and Palettes of all types (Focus, Color, Beam,
All) in the same tab.

• Open from the Browser >Main Show Data >Group/Palette Overview.


• Press MODIFY to activate a selected item.
• Press TRACK to track a selected item.
• Press MODIFY to edit a name.

292
>Settings & Tools - Main Show Data
These are the settings and tools for Main Show Data.

This chapter contains the following sections

• Fade Curves
• Notes Editor
• Delete Wizard

293
Fade Curves
It is possible to create and assign fade curves to each crossfade. It is possible to create
any kind of curve in the Fade Curve Editor. The curves affect intensities, not Moving
Device attributes.

Action Key Feedback


1. Open the FadeCurve Browser >Setup The Fade Curve List is
List >FadeCurve List opened.
2. Insert a New Curve [INSERT] A new curve is inserted.
You can name it in the
Text cell.
3. Open the Fade Curve [MODIFY] Press MODIFY in the
Editor Fade Curve cell to open
the editor.

Fade Curve Editor (example: fast start Curve)

Action Key Feedback


4. Insert a position [INSERT] A position is inserted.
You can set percent,
Output and if this step
should use interpolation
to the next step.

294
Sequence - Assign Fade Curves

Assign curves to a sequence step in the Sequence Editor.

Action Key Feedback


1. Open the Sequence [MODIFY] & The Sequence List is
Editor [PLAYBACK] opened.

2. Move to the column Arrow Keys The cell is highlighted


"Fade Curve"
3. Open the Fade Curve [MODIFY] The popup is opened. If
popup no curves are defined it
will only have "No curve".

4. Select a Curve Arrow keys The selected curve is


highlighted
5. Confirm [MODIFY] The popup is closed and
the selected curve is
assigned to this step.

295
Notes Editor
Notes allow a comment and a color code to be attached to any Sequence Step, Group,
Preset or Palette. All Notes are summarized in a list with a time and user stamp - and a
direct link to the object the Note is attached to.

• All Notes are tagged with a time stamp, and the user login of the operator.
• Notes are shown in the Playback View with Flags.
• The color of these flags can be set in the Notes Editor.
• In the Notes Editor, it is possible to edit, delete and change color code for Notes.

Notes - Create

Notes are created in the following lists by pressing NOTE.

• Playback view
• Sequence List
• Preset List
• Group List
• Focus Palette List
• Color Palette List
• Beam Palette List
• All Palette List

Pressing NOTE (for example in the Preset List) will produce the following popup

Press MODIFY to save. See Notes - Editor.

296
Notes - Editor

Open the Notes Editor by holding MODIFY and pressing NOTE or from the Browser
(Browser >Setup >Note Editor).

Note Editor - Columns

These are the columns in the Note Editor.

Column Input Function


TimeStamp [MODIFY] The time stamp of this Note - Press
MODIFY to open the editor for this
object.
User [MODIFY] The user that created this Note -
Press MODIFY to open the editor for
this object.
Linked to [MODIFY] The object of this Note - Press
MODIFY to open the editor for this
object.
Note [MODIFY] The Note text. MODIFY opens the
text for editing.
Color [MODIFY] The color popup (only for the
playback tab). Press MODIFY to
open and select. Press MODIFY to
close*

*The color flag is shown for Notes in the Playback View.

297
Note Editor - Delete

Notes are deleted in the Note Editor.

1. Open the editor. See Notes - Editor.

2. Select the Note with arrow keys.

3. Press DELETE. The Note is deleted.

298
Delete Wizard (5.0)
The Delete Wizard allows you to delete bulk data in your play.

• It is opened from the Browser >Main Show Data >Delete Wizard.

There are two tabs.

• Delete All (of a type of data)


• Delete Partial (from #-#)

Delete All

Delete Partial

299
Channels
Every dimmer or device controlled from Congo is selected and
controlled by its channel number.

Channels Node

This chapter contains the following sections

• Channels Functions
• Live View
• Blind View
• Track List
• Parked
• >Settings and Tools - Channels

300
Channels - Introduction
A channel is the "handle" you call upon to control any dimmer or moving device
connected to the system.

Channels are selected in the Channel Control, which is the channel functionality of the
programming section. The Channel Control functions are mapped to any section of the
console at any time - for example pressing LIVE connects to the A field of the Main
Playback, pressing BLIND connects to the Blind field.

NOTE
Channel Control is not the same thing as a "programmer" where
channels are "stolen" into the programmer and have to be "released"
- instead the Channel Control is mapped to any Playback (A, B, Live,
Blind, Masters), and controls the channels directly in that playback.

General Facts

• Channel levels can be set with the faders in Channels Only Mode
• Channels can be selected and set with a Command Syntax from the keypad
• Channel levels are set from 0-100%. 0% values are not displayed on the channel
screen and 100% values are displayed as F, standing for "Full". The full
resolution of DMX 512 is higher than 100 steps, its 256 steps called bits.
Therefore there are functions for setting and changing levels in increments of bits
(0-255).
• Channels are always controlled directly in a playback or an editor, and the current
one is indicated in the small display "Channel Control" at the bottom of all
screens.
• There is a Highlight mode, mainly used for focusing devices, that can also be
used for conventional lights. See Device Control -- Highlight Mode.

301
Channels - Functions
These are the channel functions.

This chapter contains the following sections

• Channels - Views
• Channels - Command Syntax
• Channels - Ch Only Mode
• Channels - 8 bit 256 Step Levels
• Channels - Capture Mode
• Channels - Clear Functions
• Channels - Check Mode
• Channels - Balance Mode
• Channels - Random Selection
• Channels - Scale Level
• Channels - Used & Unused
• Channels - Group Wheel Mode
• Channels - Rem Dim

302
Channels - Views
Channels are displayed graphically in channel views. The main channel view is the LIVE
tab. Channel views are zoomable (hold FORMAT and move the LEVEL wheel) from 20 to
over 500 channels in a full screen view.

Toggle Channel viewing format

The currently selected format is indicated in the top right corner of each Channel
View.You can toggle between these formats by pressing FORMAT

• All channels
• Selected channels
• Selected and non-zero channels
• Selected and captured channels
• Selected and used in play channels* (see NOTE)
• Channel Layout (if there is one defined)
• # Channel Layout

You can also activate the following formats by holding FORMAT and pressing a key

• All channels (FORMAT & CH)


• All non-zero channels (FORMAT & ALL)
• Captured channels (FORMAT & CAPTURE)
• Parked channels (FORMAT & PARK)

NOTE
*New format Selected and used in Play. Shows channels that are
recorded in presets and Groups. If you select previously not
recorded channels, they will be shown in this view. But, when you
select this format the next time, a new scan through all groups and
presets will be made and they will disappear again if they don’t have
recorded levels..

303
Channel Information - basic

Function Screen Explanation


Dimmer Channel Channel number (top)
and level (under)

Moving Device or Channel number is


scroller yellow, there is an extra
box for palette info. The
box under will show the
template,or Text A of the
Channel Database if
defined
Selected Yellow frame indicates
selected

Selected and source of Yellow frame and in the


highest level top right corner the
source of the current
highest level*

Captured Red background for


channel number

Fade direction An arrow for down


(green) and up (blue).

Parked Channel is dimmed and


PARK is written under.
Values are shown.

*Masters are 1-40, Main Playback is AB, Independents are displayed as "I" and Remote
fields are displayed as "Re".

304
Channel Information - detailed

Function Screen Explanation


Changed intensity Purple background for
intensity

Changed moving device Purple background for


parameters the letter (FCB) to
indicate what parameter
group has changed.
Yellow FCB means
moving, white means will
move in next fade.
Source is Master or Main Yellow level for master
Playback playback, white for main
playback

Exclusive level Exclusive level is


indicated in blue

Scale Factor A scaled channel level


has a +/- sign after

Inhibit Red level indicates an


inhibit master

305
Channel Information - Running Fades

Function Screen Explanation


Channel Times Channel Time (T) and
Delay (D) are indicated
under the level

Move Fade Channel Time (T) and


Delay (D) are indicated
under the level

Lock Fade An "L" after the time


indicates Lock Fade

Running Dynamics A "D" over the channel


symbol

Running moving device FCB and Dynamics


parameters running for this device

306
Channel Information - Info Box

Under the Browser there is an INFO box which will show information for the currently
selected channel(s). It is possible to use NEXT/LAST to focus a single channel within a
selection and get the channel info.

The following information is shown

• Text A-D for the channel


• Template name.
• If a dimmer curve is assigned.
• The Dimmer/Device Addresses.
• Park status.
• More than one channel select is shown as “x channels selected”.
• If there are dimmer errors reported for a channel.

307
Channels - Command Syntax (5.0)
The default mode for entering commands in the system is the AVAB RPN mode. It is
simple to learn, requires few keystrokes and applies to all functions in the system. Since
RPN applies to everything in the system we recommend you spend the necessary 30
minutes to convert. There's one single rule: enter the number first and press the function
key after.

At Mode (also called (Direct Entry) is different in the way that ch numbers are entered
directly, followed by a function (@ LEVEL for example) and the value of that function.

NOTE
From v5.0 the at mode setting is not in the show file. Instead it is
stored in the registry as a system setting.
See System Settings - General.

Select Channels

The fastest way to select a channel and set a level regardless of syntax is to enter the
number of that channel and move the level wheel.

This is a table with the key entries for most channel commands.

Channel command RPN AT MODE


Clear selected [C/ALT] [C/ALT] [C/ALT] & [C/ALT]
channels
Select channel 1 [1] [CH] [1]
Add channel 2 [2] [+] [+] [2]
Add through 7 [7] [THRU] [THRU] [7]
Subtract ch 3 [3] [-] [-] [3]
Select all channels with [ALL] [ALL]
a level in the channel
control
Select all channels with [ALL] [ALL] [ALL] [ALL]
a level in any playback
Invert the current [INV_GROUP] [INV_GROUP]
channel selection (of all
channels with a level)
Step to the next ch [+] [+]
Step to the previous ch [-] [-]

NOTE
In At Mode you can press @LEVEL after selecting channels, to see
the channel selection.

See Channels - Clear Functions

308
Set Channel Levels (5.0)

Once a channel(s) is selected you can set levels in the following ways.

Level Command RPN AT MODE


Set to 50% [5] [0] [@LEVEL] [5]
[@LEVEL]
Set to 55% [5] [5] [@LEVEL] [5] [5]
[@LEVEL]
Set to 100% [@LEVEL] [@LEVEL] [@LEVEL]
[@LEVEL]
Set to 70%* [@LEVEL] [@LEVEL] [7]
Set to 0% [C] & [-%] [C] & [-%]
Add 5% [+%] [+%]
Subtract 5% [-%] [-%]
Select ch # and add 5% [#] [+%] [#] [+%]
Select ch # and subtract [#] [-%] [#] [-%]
5%
Increase level by #% [#] [.] [+%]
Diminish level by #% [#] [.] [-%]
Revert to last used level [CH] &
(5.0) [@LEVEL]

*This is the Step Level value of the SETUP for the Level key. You can change it by
holding SETUP and pressing @LEVEL.

NOTE
There is a function for setting the last recorded level, and for fetching
levels from any recorded Preset.

See Presets - Fetch Intensities

Constant Level

You can set a channel at a constant level. It will not be affected by any other controls
(including the Grand Master).

See Park.

309
Channels - Ch Only Mode
The idea of a Channels Only Mode allows a complete novice to get some lights on stage.
The Fader Mode switch converts all 40 Playback faders to channel faders temporarily,
actually turning the console into a single scene board.

See Master Playbacks - Fader Mode Switch

Action Console Feedback


1. Make sure the Grand Grand Master Otherwise there is no
Master is up light output
2. Make sure the Freeze Switch Otherwise there is static,
FREEZE switch is set to or no light output
ON
3. Turn Fader Mode Mode Switch Channels 1-40 can be
switch to "Channels accessed from the
Only" Master faders now.
Move fader 1 and you
can see the value for
channel 1 on the channel
views.
You can select a channel Direct Select keys The channels in each
range from the Direct range are indicated in
Select keys. the displays.

The levels will remain when you exit Channel Only mode and can be used in the normal
mode.

To exit Channels Only Mode move the switch back to Masters.

310
Channels - 8 bit 256 Step Levels
You can work with 8 bit 256 step levels directly.

Action Key Feedback


Set a 256 bit step level [#] [.] & Holding the decimal
[@LEVEL] while pressing @LEVEL
sets the level in 256 bit
steps.
Increase a level by a 1 [.] & [+%] As long as the decimal
bit step point is held, pressing
+% will add one bit step
to the selected channels
Decrease a level by a 1 [.] & [-%] As long as the decimal
bit step point is held, pressing
+% will subtract one bit
step from the selected
channels
Toggle view to show 256 [FORMAT] & Toggles the view
bit levels [[@LEVEL] between decimal and
256 bit levels

EXPLANATION
Levels for channels controlling dimmers are traditionally set from 0-100%. The internal
resolution of DMX 512 however, is almost 2.5 times higher. A DMX channel is output from
0-255 bit steps. You may want to use this higher accuracy when you are setting values
for mechanical dimming devices.

The board will display the %-value rounded off to the closest value. (1.4% will be
displayed as 1% and 1.6% will be displayed as 2%)

If you want to find out what 0-100% level corresponds to a 0-255 bit level, you divide the
% level with 0.39 (100/255=0.39). For example: 50% / 0.39 = 128 bit steps (actually
128.21)

If you want to find out what 0-255 bit step level corresponds to a 0-100% level you
multiply by the same factor of 0.39. Example: 129 x 0.39 = 50,31%

NOTE
256 bit step levels cannot be displayed on the channel screen, but
are stored with the show and exported in ASCII Light Cues.

311
Channels - Capture Mode
Capture Mode makes it possible to control and record any channel level or parameter,
regardless of where it is output from. Captured levels are considered to be changed at all
times and will be recorded into Presets accordingly. The channel is kept until released.

The channel number background of a captured channel is red.

RECORD will store the captured level.

It is possible to work in a permanent Capture mode, and there are functions for Capturing
any part of a ch.

As soon as Capture is active for a channel or parameter, this is indicated at the top of all
screens.

Permanent Capture Mode (5.0)

When Capture mode is activated, all channels that are changed are automatically
captured.

Action Key Feedback


Activate Capture [CAPTURE] [CAPTURE] Capture will light up. All
Mode channels that are selected
and changed will remain at
that level until released.
Deactivate [CAPTURE] [CAPTURE] Capture light goes off.
Capture Mode Captured channels remain
captured until released.
Captured channels will have
a red background for the
channel number.

312
Capturing levels or parameters (5.0)

Regardless if Capture mode is active or not, it is always possible to capture channels or


part of channels. Capture mode is not toggled to a permanent active state by these
commands (5.0).

OBSERVE
That all of these commands will affect the currently selected channels. If a number is
entered first, only this channel will be affected.

Action Key Feedback


Capture everything [CAPTURE] & [CH] Captured channels will have
a red background for the
channel number.
Capture level [CAPTURE] & Level is captured until
[@LEVEL] released.

Capture attributes [CAPTURE] & Attributes are captured until


[ATTRIB] released.

Capture parameters [CAPTURE] & Parameters are captured


[Wheel_key] until released.

Capture Focus [CAPTURE] & Parameters are captured


parameters [FOCUS] until released.

Capture Color [CAPTURE] & Parameters are captured


parameters [COLOR] until released.

Capture Beam [CAPTURE] & Parameters are captured


parameters [BEAM] until released.

Capture U1-U3 [CAPTURE] & [U1- Parameters are captured


parameters U3] until released.

Recording only Captured channels (5.0)

You can record only captured channels.

Action Key Feedback


Record captured [RECORD] & [CAPTURE] Levels and parameters of
channels only captured channels are
recorded.

313
Releasing Captured Channels

Captured channels are released back to the sum of all playbacks, this can be done on
time.

Action Key Feedback


Release intensities for [RELEASE] The selected channel
selected channel(s) intensities are released,
regardless if Capture is active
or not.
Release intensities [RELEASE] & The selected channel
and attributes for [CH/ID] intensities and attributes are
selected channel(s) released, regardless if
Capture is active or not.
Release all captured [#] [RELEASE] The selected channels are
channels on a time released on the time #,
regardless if Capture is active
or not.
Release intensities [RELEASE] All captured channels are
and attributes for all [RELEASE] released, regardless if
captured channels Capture is active or not.
Release Focus [RELEASE] & Release captured Focus
parameters [FOCUS] parameters

Release Color [RELEASE] & Release captured Color


parameters [COLOR] parameters

Release Beam [RELEASE] & Release captured Beam


parameters [BEAM] parameters

Release single [RELEASE] & Release captured parameters


parameters [Wheel_key]
Release grouped [RELEASE] & Release captured parameters
parameters [U1-U3]

314
Channels - Clear Functions
The C/ALT key is used in combination with other keys to quickly clear different playback
areas of channel levels and channel selection.

These functions can be used to clear channels and levels

Action Key Feedback


Clear selected channels [C/ALT] [C/ALT] All channels in the
contributing field of the
channel view connected
to the channel control
are deselected.
Clear all channels & [C/ALT] & [LIVE] All channels in the A field
levels in A are set to zero and
deselected.
Clear all channels & [C/ALT] & [LIVE] All channels in all
levels in all playbacks* [LIVE] Playbacks are set to
zero and deselected**
Clear all channels & [C/ALT] & [BLIND] All channels in
levels in Blind the Blind field are set to
zero and deselected.
Clear all channels & [C/ALT] & [CH] All channels in the
levels in the focused Playback connected to
channel view the Channel Control are
set to zero and
deselected.
Clear all selected [C/ALT] & [CH] All channels in the
channels & levels in the [CH] Playback connected to
focused channel view the Channel Control are
AND clears all changed set to zero, deselcted,
flags AND homes all homed and the changed
devices. flag is reset.
Clear selected channels [C/ALT] & [@LEVEL] Selected channels in the
& levels in the focused Playback connected to
channel view the Channel Control are
set to zero and
deselected.

*Captured channels and Independent Channels in Exclusive mode are not cleared.
**Channels in Master Playbacks are restored by bringing the Master fader to zero and
back up.

315
New Home Attribute functions from software version 4.3

Action Key Feedback


Clear [C/Alt] & Homes all attributes and
[HOME_ATTRIB] clears all Dynamics.

Clear [C/Alt] & Homes all attributes and


[HOME_ATTRIB] clears all Dynamics and
[HOME_ATTRIB] intensities.

316
Channels - Check Mode
There is a function for stepping through a series of channels at any selected level. If a
channel is already set to a level when checked it will cut back to the previous level when
the next channel is checked.

Action Key Feedback


1. Select start channel [#] Level_Wheel This level will be used by
and set a level check mode.
2. Activate temporary [C/Alt] & [+] As long as C/Alt is held the
check mode in up or + and - keys will check the
down direction next or previous channel.
3. Exit temporary Let go of the C/Alt key.
check mode

317
Channels - Balance Mode
The Balance makes it possible to temporarily set all channels to 0% except a selection.
The original output of these channels is restored when Balance Mode is exited. This key
is in the Channels Soft Key Page. As soon as balance mode is activated, it is indicated at
the top of all screens.

Congo

Congo Jr

Action Key Feedback


1. Select the channels to See Channel Command
work with Syntax
2. Activate Balance [BALANCE] All other channels in the
Mode channel view will be set
to 0% temporarily. You
can now work with the
selected channels.
3. Exit Balance Mode [BALANCE] The channel levels that
were muted are restored.
NOTE
It is not possible to use RECORD when Balance mode is active.

Balance Mode Key

It is possible to set the REM DIM key to function as BALANCE instead. This is done in the
System Settings. See System Settings - Channel

318
Channels - Random Select
It is possible to randomize the order of the channels within the current selection. This can
be used to get a random order in a chase or with a Dynamic Effect.

These functions are keys in the Selects Soft Key Page

Congo

Congo Jr

Action Soft Key Feedback


1. Select the channels See Channel
you want to work with Command
Syntax
2. Select the Selects Soft [SELECT] This changes soft
Key Page menu to the
Select functions
3. Make a random [RANDOM] A random order
selection is applied, it can
be used by the
Chase Wizard.

319
You can use the numbering functions that allow you to select every 2nd, 3rd or Nth
together with the random function.

Function Soft Key Feedback


Select every random 2nd [RANDOM] & [SELECT_2nd] Every random
2nd is selected.
Select every random 3rd [RANDOM] & [SELECT_3rd] Every random
3rd is selected.
Select every random Nth [RANDOM] & [SELECT_Nth] Every random
Nth is selected.

320
Channels - Scale Level
Channel Scale is a multiplier applied to the intensity level. When 100%, channels are
controlled and played back at normal or recorded levels. Scale settings other than 100%
will proportionally inhibit or boost the intensity output by the channel. For example, a
channel scaled to 150% will play back 75% when actually recorded and played back at
50% by a preset.

Scaling is mainly used in these situations:

• When the light source is too bright due to temporary change of hanging position
(100-0%)
• When you need to brighten part of a rig temporarily to adapt it for camera footage
(100-200%).

Action Key Feedback


1. Open the Channel List [MODIFY] & [CH] The Channel List is
opened and focused at
the channel with that
number.
2. Select the channel [#] [CH] Channel is selected.

3. Move to the Scale Arrow keys


column
4. Set a Scale level [#] [MODIFY] All levels of this channel
will be multiplied by the
Scale factor. A +/-
symbol will be shown
next to the level. Set
100% to remove the
Scale factor.

321
Channels - Used & Unused
You can create a selection of channels based on if they are used or not in the
sequence loaded to the Main Playback.

Action Key Feedback


1. Open the Channel [WIZARD] & [CH] A popup with the
Selection Wizard Channel select wizard is
opened.
2. Select UNUSED or [MODIFY] This is a choice in the
USED dropdown menu.
3. Select the Start and Arrow keys This is default set to the
Stop ranges first and last step of the
Sequence.
4. Execute the selection Based on your choice all
unused or used channels
of the sequence loaded
to the Main Playback are
selected.

322
Channels - Group Wheel Mode
In Group Wheel Mode you can assign a channel group to each wheel under the Main
Display. All wheels interact inside the A field of the Live tab on a Latest Takes
Precedence basis.

Action Key Feedback


Select the CHANNELS Channels (Softkey) The CHANNELS Soft
Soft Key Page Key Page is selected in
the Main Display of the
Console.
NOTE
In a client setup with multiple users each client will have individual
settings for group wheel mode.

Congo

Congo Jr

323
The Channels soft key page:

Congo

Congo Jr

Action Key Feedback


Load the selected [PRESET] & The selected channels
channels to a wheel [Wheel_Key] are loaded as a channel
group to the wheel.
Load the selected [GROUP] & The selected channels
channels to a wheel [Wheel_Key] are loaded as a channel
group to the wheel.
Load channels of group [#] [GROUP] & The channels of Group #
# to a wheel [Wheel_Key] are loaded to the wheel.

Load the selected [CH] & [Wheel_Key] The selected channels


channels to a wheel are loaded as a channel
group to the wheel.
Load channel # to a [#] [CH] & The channel # is loaded
wheel [Wheel_Key] to the wheel.

NOTE
The channels affected by a group wheel are updated when they are
selected. This means that if the level has changed (by a crossfade or
a manual change of some kind), the group wheel will now always
catch up. The overflow/underflow information will therefore be lost if
you are taking multiple channels over 100% or under 0%.

324
Channels - Rem Dim
Rem Dim will set all channels in the Channel Control to zero, except the currently
selected channel(s)

Function Key Feedback


Rem Dim [REM_DIM] All channels in
the Channel
Control are set to
zero, except the
current selection.

NOTE
It is possible to set the REM DIM key to function as BALANCE. This is
done in the System Settings. See System Settings - Channel

325
Live View
Press LIVE to view and control all channels and Devices live. The channel controls will be
mapped to the A field of the Main Playback.

HTP
Add any channel to the output by selecting it and raising the level. It is piled HTP on top
of the output, from the A field of the main playback.

Capture Mode
Subtract any channel, regardless of where it is output from, with Capture Mode. Capturing
a channel is similar to using a programmer, which means that the channel has to be
released back to the playbacks or it will stay at the captured level. See Capture Mode.

Channel Control
Channel Controls can be connected directly to any playback. See Live - Playbacks

Live - Live Tab

Press LIVE to select the Live tab.

The Channel View in the Live Tab shows all channel levels, no matter where they are
output from. If you add channels they will be output from the Active field of the Main
Playback (A). If you want to subtract channels that are output from any other Playback,
activate CAPTURE Mode. See Capture Mode.

NOTE
The Live Tab cannot be closed.

326
Multiple Live Tabs

It is possible to open several Live tabs. They can be set to operate individually, or linked
to the same channel pool - synchronising to show as many channels as possible at all
times.

Action Key Feedback


Open a new Live tab [TAB] & [LIVE] A new Live tab is
opened.

Every Live tab that is supposed to be linked to the same channel pool needs to activate
this feature.

1. Hold SETUP and press TAB (with the Tab in mind focused).

2. Check the box "Include Channel View in pool".

Live Editing in Playbacks

If you select a Playback for editing it will be live if the playback is over 0%. In the main
playback, the A field is normally at 100% and the B field at 0%.

Action Key Feedback


Edit a Master [MODIFY] & The Master editor is opened
[Master_Key] positioned at this master, and
the channel controls are mapped
to this master.
Edit A [A] The A channel view tab is
opened and the channel controls
are mapped to the A field.
Edit B [B] The B channel view tab is
opened and the channel controls
are mapped to the B field.
Edit Live (A) [LIVE] The Live channel view tab is
opened and the channel controls
are mapped to the A field.
Move Live (A) to [LIVE] & [BLIND] The content of A is copied to
Blind Blind.

327
Blind View
Press BLIND anytime you want to control channels and devices blind. All channel
controls will be mapped to the BLIND field.

General Features

• If you hold down LIVE and press BLIND when you are in Live, the channels in
Live are automatically copied to Blind.
• Hold BLIND and use the level wheel to pile the content of Blind HTP to the
output.
• Load the content of any playback to Blind, and load the content of Blind to any
playback.
• Record the content of Blind

Blind - Blind Tab

The Blind Tab (BLIND) allows you to edit any information without affecting the output.

328
The Blind Tab - Functions

Action Key Feedback


Activate the Blind tab [BLIND] The Blind tab is opened.
All Channel controls are
mapped to Blind.
Fade in Blind [BLIND] & Wheel The content of Blind is
piled on top of the rest of
the output.
Move Blind to A [BLIND] & [A] The content of Blind is
moved to the A field. It is
immediately output.
Move Blind to B [BLIND] & [B] The content of Blind is
moved to the B field.
Press GO to fade in.
Move Live to Blind [LIVE] & [BLIND] The content of Live is
moved to the Blind field.
Load Blind to A [BLIND] & [LIVE] The content of Blind is
loaded to the A field.
Load Blind to a Master [BLIND] & Selected channel(s) of
[Master_Key] Blind are loaded to that
Master Playback.
Record Blind [RECORD] A popup will ask you to
confirm that the content
of Blind is recorded to
the next free preset.

329
Track List
It is possible to track intensities, channels, devices and attributes in
Groups, Presets, Palettes and Sequences.

This chapter contains the following sections

• Track - Introduction
• Track - Channels
• Track - Lists
• Track - Presets
• Track - Palettes
• Track - Track Editing

330
Track - Introduction
It is possible to Track a channel/moving device selection with attributes through Play data
(Presets, Groups, Palettes, Sequences. It is also possible from the Browser, to track
Presets and Palettes.

A channel selection can be tracked

• In the Sequence of the Main Playback


• In the Sequence of a Master Playback
• In all Sequences
• In all Presets
• In all Groups
• In all Palettes (Focus, Color, Beam, All)
• In the Play (Sequences, Presets, Groups & Palettes)

From the Browser it is possible to track

• Where Presets are used (in Sequences)


• Where Palettes are used (Focus, Color, Beam, All)

NOTE
You can press MODIFY in the first column of any track list to open
the corresponding editor for that item.

There is a limit of 30 columns of data in all Track Lists to avoid


creating huge spreadsheets if many channels with many parameters
are selected.

As long as a Track List is open the tracking commands UPDATE &


@LEVEL and UDATE & ATTRIB are blocked to avoid confusion.

IMPORTANT: Be careful using track editing or unblock wizard in a


show where presets appear in multiple sequences or on masters as
well as sequences, since the changes follow through in all places.

331
Track - Lists
Any selection of channels/moving devices can be tracked. Once the Track List is opened
you can view and edit levels directly.

NOTE
In all Track Lists with attributes (Seq, Preset, Palettes), both
attributes and levels can be toggled on/off. See Track Channels -
Show Levels & Attributes.

Open any editor directly by pressing MODIFY in that column.

Track List - Functions

Column Action Feedback


Step [MODIFY] Opens the Sequence
List focused at this Step.
Preset [MODIFY] Opens the Preset List
focused at this Preset.
Text No Input Shows the Step Text.
Mode [MODIFY] Opens the Sequence
List focused at this
Preset.
Devices [MODIFY] Opens the Preset
Attribute List for this
Preset.
Channels [#] [MODIFY] Sets a level for the
selected cells.

332
Track List - Show Levels & Attributes

In all Track Lists with attributes, the attributes and levels can be toggled on/off with the
following functions.

Function Column Feedback


Toggle Levels. [FORMAT] & The intensity column is
[@LEVEL] toggled.

Toggle Focus attributes. [FORMAT] & The Focus parameter


[FOCUS] columns are toggled.

Toggle Color attributes. [FORMAT] & The Color parameter


[COLOR] columns are toggled.

Toggle Beam attributes. [FORMAT] & [BEAM] The Beam parameter


columns are toggled.
Toggle single [FORMAT] & Specific parameter
parameters. [Parameter_Key] columns are toggled

Example - show Focus Attributes only

Example - show a single parameter (Iris for example)

333
Track - Channels (5.0)
The current channel selection can be tracked in Sequences, Chases, Presets, Groups
and all kinds of Palettes (Focus, Color, Beam & All).

Once the channel(s) are selected there is a key combination of TRACK and some other
key to activate the corresponding tracking tab.

You can delete attribute values by pressing DELETE in a cell. There is no undo for this.
(5.0)

Track Channels - In Sequences

Track the current channel selection in a Sequence or Chase.

Function Key Feedback


Track in the Sequence of [TRACK] Track List for Sequence
the Main Playback. in Main Playback is
opened*
Track in all Sequences [TRACK] & [SEQ] Track List for all
Sequences is opened**
Track in the Sequence of [TRACK] & Track List for Sequence
a Master Playback [Master_Key] in Master Playback is
opened***

*Track list for the Sequence of the Main Playback

**Track list for all Sequences

334
***Track list for the Sequence of a Master Playback

See Track Channels - Show Levels & Attributes.

Track To Wizard

If you press WIZARD on a level in a sequence step, you will get a popup where you can
select up to which Sequence Step the same level should be changed (= Tracked To).

Track Channels - In Presets

Track the current channel selection in all Presets.

Function Key Feedback


Track in Presets [TRACK] & Track List for Presets is
[PRESET] opened*

*Track list for Presets

See Track Channels - Show Levels & Attributes.

335
Track Channels - Groups

Track the current channel selection in all Groups.

Function Key Feedback


Track in Groups [TRACK] & [GROUP] Track List for Groups is
opened*

*Track list for Groups

Track Channels - Palettes

Track the current channel selection in Palettes (Focus, Color, Beam, All).
See Track Channels - Show Levels & Attributes.

Function Key Feedback


Track in Focus Palettes [TRACK] & [FOCUS] Track List for Focus
Palettes is opened*
Track in Color Palettes [TRACK] & [COLOR] Track List for Color
Palettes is opened**
Track in Beam Palettes [TRACK] & [BEAM] Track List for Beam
Palettes is opened***
Track in All Palettes [TRACK] & Track List for All Palettes
[PALETTE] is opened****

*Track list for Focus Palettes

336
**Track list for Color Palettes

***Track list for Beam Palettes

****Track list for All Palettes

337
Track Channels - In The Play

Track the current channel selection in Sequences, Presets, Groups and Palettes.

Function Key Feedback


Track current selection in [TRACK] & [CH] Track List for Play is
Play. opened*

*Track list for Play

338
Track - Presets
A Preset can be tracked through the current Play. This can is done by selecting the
Preset node of the Browser (F10) and pressing TRACK.

Function Key Feedback


1. Open the PRESET See Navigating - Preset node is selected
node in the Browser Browser and opened
2. Select a Preset See Navigating - A preset is highlighted
Browser
3. Track this Preset [TRACK] Track List for Preset # is
opened*

*Track list for tracking Preset 3.0 from the Browser.

339
Track - Palettes
All types of Palettes can be tracked through the current Play. This is done by that Palette
in the Palette node of the Browser (F10) and pressing TRACK.

Function Key Feedback


1. Open the "Palettes" See Navigating - Palettes node is selected
node in the Browser Browser and opened
2. Open a Palette type See Navigating - A Palette node is
(Focus, Color, Beam, All) Browser selected and opened
3. Select a Palette See Navigating - A Palette is highlighted
Browser
4. Track this Palette [TRACK] Track List for Palette # is
opened*

*Track list for tracking Color Palette 3.0 from the Browser.

340
Track - Track Editing
Track editing is a very powerful way to edit in a Sequence. They are used to save time
when the same type of change is wanted in a series of Presets.

Track Editing - Intensities

Intensity changes in a Preset (for all channels) can be tracked forward and/or backward.
When an Intensity Block is set they will stop. This can be set in the Sequence List. See
Sequences - Block Values.

1. Make level changes in a Preset


2. Hold UPDATE and press @LEVEL. A track popup will open.

3. Select forward, backward or both.


4. Confirm.

NOTE
Each channel will be tracked individually until the position where the
level changes value. Dialog shows the number of channels that will
be affected. A step in the sequence set to Block Tracking will prevent
levels from tracking through. To set a block on individual channels in
a step – set the intensity to 1% higher or lower on those channels
you wish to block.

Track Editing - Attributes

Attribute changes in a Preset (for all channels) can be updated to the Preset where they
were last changed.

1. Make level changes in a Preset


2. Hold UPDATE and press ATTRIB. A track popup will open.

341
3. Confirm.

Track Editing - Unblock Attributes

An Unblock function can be accessed by pressing WIZARD in the Sequence List. It will
remove all duplicate parameter values for Devices in the sequence in the main playback.
You can select the start and stop step for this operation.

1. Open the Sequence List for Sequence # by entering # SEQ.


2. Press WIZARD to open the unblock Wizard.

3. Make your selection and confirm. All redundant parameters will be deleted.

342
Parked
Park allow you to Park any part of a channel or device at a constant
value. The Park status is stored with the play.
Keyboard shortcut = Z.

This chapter contains the following sections

• Park - Introduction
• Park - Parking Values (4.2)
• Park - Edit Parked Values
• Park - Un-parking Values
• Park - Parked Items List

343
Park - Introduction
Park allows you to Park the output of any part of a channel or device at a constant value.

• Parked values are indicated with PARK in the Channel view and the Info box of
the Browser when the channel is selected.

• A parked value can still be altered and recorded blind.


• Park can be held and used with

@LEVEL
CH
ATTRIB
FOCUS
COLOR
BEAM
U1-U3
Wheel parameter keys.

• There is a new sofkey UNPARK for unparking parts of a channel or device.


• In Live Attributes PARK and UNPARK are used for selected cells.
• There is a PARK tab for viewing and clearing Parked values. MODIFY & PARK.
• Keyboard equivalent = Z

NOTE
Park replaces the Constant feature of older versions than 4.2.

344
Park - Parking values
The Parked status is indicated in the status part at the top of the screens in blue, in the
Live channel view for each channel ("PARK") and in the attribute views (dimmed).

NOTE
PARK applies to the selected cells when an Attribute View is open.

There is a Parked items list that is opened with MODIFY & PARK.
You can hold PARK and press several different values consequently.

Function Key Feedback


Park all values of the [PARK] & [CH] Channel is parked.
selected channel(s)
Park levels of the [PARK] & [@LEVEL] Levels are parked.
selected channel(s)
Park attributes of the [PARK] & [ATTRIB] Attributes are parked.
selected channel(s)
Park Focus parameters [PARK] & [FOCUS] Focus parameters are
of the selected parked.
channel(s)
Park Color parameters of [PARK] & [COLOR] Color parameters are
the selected channel(s) parked.
Park Beam parameters [PARK] & [BEAM] Beam parameters are
of the selected parked.
channel(s)
Park U1-U3 parameters [PARK] & [U1-U3] U1-U3 parameters are
of the selected parked.
channel(s)
Park specific parameters [PARK] & Single parameter is
of the selected [Wheel_key] parked.
channel(s)

345
Park - Edit Parked Values
Parked values can be edited in the PARK column of the Channel and Output lists. Select
the cell, enter a value and press MODIFY (or click). Both lists can be opened from the
Browser > Patch.

See Patch - Channel List.

See Patch - Output List.

346
Park - Un-parking Values
The Parked status is indicated in the Live channel view ("PARK") and in the attribute
views (dimmed). There is a Parked items list that is opened with MODIFY & PARK where
it is possible to un-park as well with DELETE.

You can hold the soft key UNPARK (Misc) and press several different values
consequently.

Function Key Feedback


Un-park all values of the [UNPARK] & [CH] Channel are un-
selected channel(s) parked.
Un-park all values of the [C] & [PARK] Channel are un-
selected channel(s) parked.
Un-park levels of the [UNPARK] & Levels are un-
selected channel(s) [@LEVEL] parked.

Un-park attributes of the [UNPARK] & Attributes are un-


selected channel(s) [ATTRIB] parked.

Un-park Focus parameters [UNPARK] & Focus parameters


of the selected channel(s) [FOCUS] are un-parked.

Un-park Color parameters of [UNPARK] & Color parameters are


the selected channel(s) [COLOR] un-parked.

Un-park Beam parameters of [UNPARK] & [BEAM] Beam parameters


the selected channel(s) are un-parked.
Un-park U1-U3 parameters [UNPARK] & [U1- U1-U3 parameters
of the selected channel(s) U3] are un-parked.

Un-park specific parameters [UNPARK] & Single parameter is


of the selected channel(s) [Wheel_key] un-parked.

347
Park - Parked Items List
In the Parked Items List it is possible to see and unpark any item by pressing DELETE.
See Parked.

348
>Settings and Tools - Channels
These are the functions in the Settings and Tools node for Channels
in the Browser.

This chapter contains the following sections

• Channel Database & Autogroups


• Channel Layouts
• Channel Partitions
• Remote Controls

349
Channel Database
You can give each channel up to four text labels (ABCD). From these texts virtual
"groups" are automatically created and available from the Name List in the Main Display
(DISP MODE & CH CH).

Any moving device that is patched will automatically show up on the Name List as well,
which allows you to select all "Stage Zooms" or "Scrollers" without creating any groups in
advance.

The Channel Database is opened from the Browser (Browser >Channels >Settings &
Tools >Channel Database).

Set Channel Texts For The Database

There are three ways of setting text to channels in the Channel Database (Browser
>Patching >Channel Database).

Method 1
In the Channel Database cells directly

Action Key Feedback


Set a text in a cell(s) Select any cell(s) in Press MODIFY, enter a
the ABCD columns text and press MODIFY
again to confirm.

Method 2
In the Channel Database with a Wizard

Action Key Feedback


1. Select text column Select any cell(s) in Cell is highlighted
the ABCD columns
2. Open the Wizard [WIZARD] Text Wizard is opened

3. Select channels Channel functions Channels appear in Text


Wizard

350
Action Key Feedback
4. Enter Text Text cell Select text cell, Press
MODIFY, enter a text
and press MODIFY
again to confirm.
5. Confirm Execute button Select Execute, Press
MODIFY to confirm.

Method 3
In any channel view

Action Key Feedback


1. Select channels Channel functions Channels are highlighted
in yellow
2. Open Text Wizard [CH] & [TEXT] Text Wizard is opened.
You can set text ABCD
and EXECUTE.

NOTE
You will not get a warning if you are overwriting existing texts.

351
Display List - Auto Groups

This is the Display List for Auto Groups (not available in Congo jr yet).

There are different ways of opening the Display list

Key Feedback
[DISPLAY_LIST] & You will get a list of all auto-groups.
[CH] [CH]
Hold DISPLAY LIST When DISPLAY LIST is held you get all lists in the
and press AUTO Direct Selects.
GROUPS in the
Direct Selects

Channel Database - Import Text File Wizard

The Channel Database can import any comma or tab-delimited file and assign four text
fields to the text fields (ABCD) of the database. This makes it possible to import data from
programs like Lightwright, Excel, Word, Wysiwyg and such.

The file has to have the ending .txt and is opened from the Browser (Browser >File
>Import from...).

352
Follow the instructions (1, 2, 3) and import the texts. You can save your mapping and
reuse if you want to import a similar file later.

Field description

Setting Feedback
Text file format Choose if the file you are importing is tab or
comma delimited.
Map to columns Channel numbers, and text to each column.
Use column headers in The source file headers will be displayed
Channel Database instead of TEXT A, B, C, D.
Use existing mapping Use this mapping or select a previously stored
mapping.
Save as new mapping Save this mapping for later use.
Name for new mapping Name for this mapping when saving.

Import Text File - LightWright

It is easy to import Channel Database texts from LightWright. Here are some good things
to know.

You can download the Lightwright 4 demo from http://www.mckernon.com. The demo
works fine and you can even save shows (it has a limit of 75 units). It also contains a
demo show.

Export Format
In Lightwright, data can be exported to tab or comma separated *.txt files. We
recommend tab separated files, since comma separated files can cause problems with
data that includes commas. This is found under File > Export > Data. In this popup you
can also select which data to export.

Uncheck Items
We suggest you select which items to export in the export popup mentioned above, or
you will have an enormous amount of data to select from.

Typical categories to include would probably be

• Channel
• Dimmer
• Wattage
• Purpose
• Position
• Instrument
• Type
• Color
• Type & Wattage
• Color & Template.

353
A suggestion for columns to import (besides Channels) into the Channel Database would
be

• Text A= Purpose
• Text B= Position
• Text C= Color & Template
• Text D= Type & Wattage

Uncheck Parentheses
Lightwright seems to by default use parentheses (#) on channel numbers. So channel 1
in Lightwright is (1).
So when you export the data from LightWright, in Export options, check the option "Strip
channel parentheses ()" If you do not check this option, the channel will be exported with
the parentheses and Congo will not understand that it is a channel number.

There is also a setting in Edit > Preferences, "Use parentheses () around channel
numbers". By checking that box, it's also possible to get rid of the parentheses in the lists.

Export Devices as Channels


Check the option "For lights with attributes, export only the first row" in Export options.
Otherwise it will export all of the attribute channels as separate channels for moving
lights.

LIMITATIONS
If there are multiple items/units with the same channel number. Only the item/unit data for
the last item/unit will be imported. This is of course because the multiple units use the
same channel number and one channel cannot contain several different data's. In this
case each unit has its own row in the exported file, so several rows have the same
channel number.

If the Lightwright show includes several units patched to one channel, there is no point in
trying to import the Unit# to Congo, since only the last Unit# will be imported.

Import Text File - Excel

It is easy to import Channel Database texts from an Excel file. Here are some good things
to know.

If you have a nicely formatted list (check example below) and want to import this to the
Channel Database, you need to make sure the table only has headers at the top, since
these are recognized by the import tool. Save as a Tab delimited .txt file.

Example - Data in Excel easy to import

354
Channel Layouts
A Channel Layout is a topographical custom view of your whole
lighting rig, or part of it. It can also contain show data.

This chapter contains the following sections

• Channel Layouts - Introduction


• Channel Layouts - List
• Channel Layouts - Editor
• Channel Layouts - Create
• Channel Layouts - Channels
• Channel Layouts - Lines
• Channel Layouts - Boxes
• Channel Layouts - Content
• Channel Layouts - Load

355
Channel Layouts - Introduction (5.0)
You can have up to 999 custom Channel Layouts in addition to the normal channel views.

This is an example of some instrument symbols in a Channel Layout.

General Facts

• Auto-select function by channel content


• The same channel can exist in several Channel Layouts
• There are USITT plot symbols for different light sources
• They can contain any type of data besides channels
• FORMAT is used to open a Channel Layout
• Channel Layouts can be assigned to Master Playbacks
• Use Arrow Keys and level wheel to move around in a layout (5.0)
• Zoom (FORMAT & level wheel) will zoom to the selected channel (5.0)
• Channels can be selected by dragging a frame around them with a mouse (5.0)

356
Channel Layouts - List
You can insert and delete Channel Layouts in the Channel layout list (Browser >Setup
>Channel Layout).

Channel Layout List - Columns & Functions

Function Key Feedback


Channel layout The ID of each Layout. Cannot be
changed.
Text [MODIFY] Press MODIFY to activate and end
text input. This text is shown in the
lower right corner of the channel
views.
Auto Selectable [MODIFY] Enables Auto-Select*

Delete Layout [DELETE] Deletes the currently selected


Channel Layout. Cannot be undone.
Insert a new [#] [INSERT] Inserts a new Channel Layout **
Channel Layout
#
Copy a Layout [COPY] Copies the selected layout

Paste a Layout [#] [PASTE] Pastes a copied layout to a new


layout #

*If you select a channel that is included in a layout marked as "Auto-selectable", this
layout will be selected. If the same channel is included in several layouts, the first Auto-
Selectable one will be selected.

**NOTE
When a new Layout is inserted it is possible to pre-fill it with the
current channel selection or all patched channels. There is a limit to
500 objects for this.

357
Channel Layouts - Editor
This is where you create and edit a Channel Layout (Browser >Setup >Channel Layout
>#).

Channel Layout Editor - General Functions

The Channel Layout Editor requires a mouse or trackball. Select objects in the upper area
and action in the toolbar. Each function is described in the following chapters.

• Select ARROW to select or edit objects.


• Select OBJECT and type to insert objects.
• Select a channel and set a level to check live.

These are general functions.

Function Key Feedback


Insert item # # Mouse click Item # is inserted at the
cursor. Selected content
type is used.
Insert next item Mouse click Next item of same type
as the previous is
inserted.
Insert channels [INSERT] Selected channels are
inserted.
Delete item [DELETE] The currently selected
item(s) is deleted.
Copy selected items [COPY] Copies selected items.

Paste selected items [PASTE] Paste last copied items*

Move selected items Arrow keys Moves selected items.

358
*The paste popup has options for pasting a range of channels, or mirroring the selected
object.

Channel Layout Editor - Wheels

The wheels are used to spread the selected objects horizontally or vertically, and to
change size or rotation.

1. Select objects (Cursor mode).

2. Use wheel to edit.

Function Feedback
Stretch H Objects are spread horisontally
Stretch V Objects are spread vertically
Size Object size is changed
Rotate Object is rotated. Hold C to rotate
individual objects within selection.

359
Channel Layout Editor - Colors

It is possible to set Foreground and Background color for all objects.

1. Select object.

2. Select Foreground or Background color (deselect object to view colors)

Channel Layout Editor - Align

There are different align options for a selection of objects.

1. Select objects

2. Click on ALIGN to get the Align popup.

3. Make selection and confirm with MODIFY.

360
Channel Layout Editor - Wizard

The wizard makes it possible to insert a matrix/array or circle of objects of any type.

1. Open the wizard by pressing or clicking WIZARD.

2. Select matrix/array or circle.

3. Fill in numbers, type and behaviour.

4.Confirm.

HINT: Use the Strech H and V wheels to trim the insertion.

361
Examples of circle and matrix

Channel Layout Editor - Text

It is possible to set a text to a line or box.

1. Select the object.

2. Press TEXT (Alt T from keyboard).

3. Enter a text and confirm with MODIFY.

NOTE
Use size to resize a text for an object.

362
Channel Layouts - Create
1. Start by inserting and naming a new Layout.

Function Key Feedback


Open the Channel Browser >Setup Opens the Channel
Layout List. >Channel Layout Layout list.
Create a new layout [#] [INSERT] A new layout is inserted.
A popup will ask if you
want to pre-fill with patch
or channel selection.
Name Layout [MODIFY] Move to TEXT cell and
press MODIFY. Give a
name.

2 Now open the Channel Layout Editor

Function Key Feedback


Select the Item cell of Arrow Keys The cell is highlighted.
the new Layout
Open the Channel [MODIFY] The Channel Layout
Layout Editor. Editor is opened.

To Load this Layout, see Channel Layouts - Load.

363
Channel Layouts - Channels
Channels can have color, symbol, rotation and color. You can use Align, Copy, Paste and
Wizard to edit and insert channels. See Channel Layouts - Editor.

Insert single channels

1. Select channel object with the arrow in the lower corner of the object box.

2. Enter a starting number

3. Click to insert the first

4. Continue clicking to insert consecutive objects. Select the arrow tool to edit an existing
object.

Insert a channel selection

1. Create a channel selection with channel select functions.

2. Press INSERT. The selected channels will be inserted at the top left corner of the
Channel Layout.

NOTE
Channel Symbols can be changed here, and are stored in the
Channel Database. See Patch - Channel Database & Auto Groups.

It is possible to copy a channel selection and paste with new


numbers. See Channel Layouts - Editor.

Channel Layouts - Channel Numbers

It is possible to change the numbering of any channel selection.

1. Select channels.

2. Enter first number.

3. Confirm with MODIFY. All channels in the selection will change with the same offset as
the previous numbering. For example if channel 1 and 5 are selected and 10 MODIFY is
pressed - they will change into 10 and 14.

364
Channel Layouts - Channel Features

There are various features for a channel in a Layout. Color, size, rotation etc. All of these
features are described in the chapter Channel Layouts - Editor.

These are examples of most functions in use.

365
Channel Layouts - Lines
Lines can be drawn in any direction.

1. Select line object with the arrow in the lower corner of the object box.

2. Click and drag to draw a line.

3. Click and drag again to create a new line.

Select the arrow tool to edit an existing line.

NOTE
If you click on a line in an active layout, you will select all channels
that are on top of it. If you double click, all other channels will be de-
selected first. Objects will be executed.

366
Channel Layouts - Boxes
Boxes can be filled or frames and have a text label.

1. Select box object with the arrow in the lower corner of the object box.

2. Click and drag to draw a box.

3. Click and drag again to create a new box.

Select the arrow tool to edit an existing box.

NOTE
If you click on a box in an active layout, you will select all channels
inside. If you double click, all other channels will be de- selected first.
Objects will be executed.

367
Channel Layouts - Content
The following types of Play content, besides channels, can be added to a channel layout.
To activate a content object in a Layout - click on it.

Color and Size do not apply to these objects. All other Layout functions are available.

• Focus Palettes
• Color Palettes
• Beam Palettes
• All Palettes
• Dynamics
• Groups
• Devices
• Masters

368
Channel Layouts - Load (5.0)
Function Key Feedback
Load Channel Layout # [#] [FORMAT] Channel Layout # is
loaded in the currently
selected Channel View.
Hide channel symbols [FORMAT] & All channel symbols are
[Down_Arrow] set to the standard
symbol of Congo.
Show channel symbols [FORMAT] & All channel symbols from
[Up_Arrow] the Channel Layout are
shown.
Zoom in layout [Arrow keys] & Zoom in layout.
[FORMAT] (5.0)

Move in layout [Arrow keys] & Move in layout.


[level_wheel] (5.0)

369
Channel Partitions
A channel partition is a definition of a limited set of channels and
attributes. When activated, only these channels can be accessed.

This chapter contains the following sections

• Partitions - Introduction
• Partitions - List
• Partitions - Create
• Partitions - Activate

370
Partitions - Introduction
A partition is a definition of a set of channels/devices. Every Partition has a permission
mask which defines if the Partition is applied to

• IFCB
• Intensity
• Color
• Focus/Beam

Partitions can only be activated by users that have permission to activate them. Once a
Partition is acitve, it limits the access to these channels. The following functions are
filtered through the Active Partition:

• The channel selection (only allowed channels can be selected and viewed)
• Parameter access (non-allowed attributes are dimmed in Attribute Views)
• Recording of attributes or intensities

Non-allowed Partitions for the current logged in User are indicated with --- in the Partition
List. Every partition can have a text label.

NOTE
The default Partition "All" allows access to all functions of all
channels.

371
Partitions - List
You can view, edit and create new Partitions in the Partition List (Browser >Setup
>Partition List).

Partitions List - Columns

Function Key Feedback


Partition The ID of each Partition. Cannot be
changed.
Text [MODIFY] Press MODIFY to activate and end
text input. This text is shown in the
top bar of the channel views.
Active [MODIFY] Toggles the Partition on/off. *

Apply to [MODIFY] Opens a popup where it is possible


to select if the Partition applies to
IFCB, Intensity, Color or Focus &
Beam.

* If a User is logged in that does not have permission to activate a Partition, the Active
cell will show "---". See User Login.

NOTE
The default Partition "All" is always defined to allow access to the full
system.

372
Partitions - Create
Partitions are created in the Partition List.

1. Open the Partition List (BROWSER >Setup >Partition List)

2. Press INSERT
3. Select channels (they will show up in the Channel View part).
4. Press RECORD or UPDATE to store the channel selection.
5. Press MODIFY in the TEXT cell to give a name to this Partition
6. Press MODIFY in the APPLY TO cell to choose permission level.

Partitions - Add Partition Wizard

There is a Wizard to assist you in creating Partitions using Play information that already
has been generated.

1. Open the Partition List (BROWSER >Setup >Partition List)


2. Press WIZARD.

These are the different options.

Add by Device Type


Choose a Template corresponding to the Device Type, and what it applies for (IFCB,
Intensity, Color, Focus/Beam/Other).

373
Add by Channel Database Text
Enter the Database Text you wish to search for, and what it applies for (IFCB, Intensity,
Color, Focus/Beam/Other).

Add by Channel Number


Select a channel range from channel # to channel #, and what it applies for (IFCB,
Intensity, Color, Focus/Beam/Other).

Add by Channel Layout


Choose a Channel Layout corresponding to the Channel Layout.

374
Partitions - Activate
Partitions are activated from the Partition List.

1. Open the Partition List (BROWSER >Setup >Partition List)


2. Press MODIFY in the ACTIVE cell to toggle Yes/No. The active Partition is
indicated in the yellow info banner at the top of all Channel Views.

NOTE
If no Partition is active, all channels are available, and shown in the
Live View.

In Live Attributes, only channels and attributes that can be controlled


are shown.

NOTE
REFRESH with no channels selected will affect all channels in the
Playback including channels outside the Partition.

375
Remote Controls (5.0)
This node provides the function Clear Remote Fields.

Select and press MODIFY to clear the input from all Remote Fields.

376
Devices
A channel with any attributes (parameters) besides intensity is called
a moving Device. This includes scrollers, moving lights and media
servers.

Devices Node

This chapter contains the following sections

• Devices - Introduction
• Devices - Functions
• Live Attributes
• Gel Picker
• All Palettes
• Focus Palettes
• Color Palettes
• Beam Palettes
• >Settings & Tools

377
Devices - Introduction
A moving Device has to be Patched before you can start controlling it. See Patch Moving
Device(s).

Devices - Controls

• Select a channel to get control of a Moving Device.


• The Console Main Display has wheels and keys for controlling Moving Devices.
• Position pan/tilt with the trackball or wheels.
• There is a special Device mode for testing.
• Load and change templates at any time
• There is a soft key page for lamp strike.
• Select odds and evens at any time with the Selection tool.
• Fan and align any kind of parameter
• Mask any parameter or group of parameters
• Special functions for scrollers with rolls and calibration.

Devices - Views

• The Live Attribute View shows all parameters for selected moving devices.

Devices - Palettes

• Store reference Palettes for Focus, Color and Beam (or All).
• Select all active devices using a palette - "all blue" or "all centre stage".
• Store palettes for "all of the same type" and reuse (for color mixing).
• Palettes are quickly accessible from the Direct Selects.
• Load Palettes to Masters and fade selected channel(s).

Devices - Playing Back

• Play back Moving Devices from any playback.


• Parameters can follow the fader.
• Any device parameter can be assigned to a Master Playback
• There is a GoOnGo or GoInB function (Move while dark)
• Times can be set to follow In, to groups (FCB), devices or single parameters.

Devices - Focusing Mode

• Next & Last Mode


• Highlight Mode
• Palette Focusing Mode

Devices - Effects

• Use Dynamic Effects to create patterns such as circles or fly-outs.


• Define your own Dynamic Effects

Devices - Templates

• Edit a template at any time


• Create your own templates
• Change a template (device) for another

378
Devices - Media Servers

A media server is no different from any other device - patch the template and use it.
However we have created a standardised interaction interface that allows interaction,
currently only with the ArKaos media server, in an specific version of ArKaos. In the
future, other media server manufacturers are discussing to adopt this new
communications standard which will mean Congo will have similar interactivity with
servers from Coolux, Green Hippo and others.

ArKaos support
1. Before trying this interaction make sure the ArKaos system is up and running on the
network, with the right show loaded.

2. You must patch the layers of the media server first, and all layers of a single server
must be patched to a continuous range of channels. Enter the channel number that the
first layer will be mapped to. Subsequent layers will be mapped to the following channels.
The number of layers is defined in the ArKaos software.

3. When an ArKaos system is detected, it will show up under Network Devices in the
Browser. Double clicking on the ArKaos item will allow you to connect to it. A popup will
confirm the connection.

When you connect to an ArKaos system, the names of the available media will be
transferred into the ArKaos template and can be used in all situations where a range
name normally occurs. For this to work, you need to use the Arkaos full fixture mode
template.

• When connecting to the ArKaos system, all old media names in the ArKaos template
will be cleared first.
• Unused media names will be set to #: No name.
• A media that is playing is indicated with a play symbol (triangle) in the media preview in
the Channel Layout.
• ArKaos: Media extensions (like .jpg) are stripped off the range names.
• When using Library and File parameters on Direct Selects, File content is now updated
when you change the Library.

NOTE
When you connect to a media server the first time (this is when it just
says ArKaos in the Network Devices menu), the names of the media
elements, types and their thumbnails are transferred from the media
server to the Congo application. After this, the connection is only
used for transferring runtime status like if a media is playing or not.
Updates to media on the ArKaos side after you connect won’t be
transferred to Congo. (In the future, there will be an automatic update
in this case).

Even if you try to connect again on the Congo side, this will not
trigger an update so make sure that all media elements are loaded on
the ArKaos side before you connect.

Effect types and names are transferred and appear under Effect Type
and Effect Index.

ArKaos MSEX Beta 2 or later must be used!

379
Devices - Functions
These are the general device functions.

This chapter contains the following sections

• Device Control
• Device Views
• Device Recording
• Device Palettes
• Device Times
• Device Playback

380
Device Control
The Main Display section of the console is optimized for working with
functions in moving devices.

These are the sections in this chapter

• Device Control - Introduction


• Device Control - Lamp Strike & Reset
• Device Control - Home Positioning
• Device Control - U1-U2-U3
• Device Control - Mask
• Device Control - Select
• Device Control - Align
• Device Control - Fan
• Device Control - Fetch/Copy
• Device Control - Next & Last Mode
• Device Control - Highlight Mode
• Device Control - Flip
• Device Control - Moving Light Dock Area
• Device Control - Color Mix Modes

381
Device Control - Introduction
When you select the channel(s) of a moving device(s) - all controls are automatically
mapped to this section.

Congo

Congo Jr

382
Moving Device Controls - Explanation

Number Function Explanation


1 Parameter Groups* Parameters are divided into three
categories, Focus, Color and Beam.
Select category by pressing one of these
keys. All available Moving Device
Parameters within this category are
mapped to the Wheels and shown in the
display above them (2). If there are more
than four parameters, press the category
key again for the next set.
2 Wheel Content Each wheel has a section of the display
dedicated to it. In this section the
parameter type is displayed on top, and
the current value (or Palette name)
under. If there is a range number it is
displayed.
3 Parameter Wheel Move the parameter wheel to set a
value. For 16-bit control move slowly, for
8-bit control move fast.
4 Wheel key with value Press to toggle between zero and full.
Enter a number and press the key to set
a value.
5 Wheel key with list Hold wheel key to get the sublist in the
display. Use the wheel to select, and let
go to activate. Enter a number and press
the key to select a range.
6 Parameter mode In Parameter mode the trackball controls
pan and tilt of the selected channel(s).

*All parameters of a moving device are grouped into four groups of functions.

Focus = Pan and tilt


Color = all color functions such as CMY, color wheels etc
Beam = everything else

Intensity = is stored in Presets

Control parameters = are never stored.

383
Device Control - Lamp Strike & Reset
In Control Soft Key Page there are functions for lamp ON/OFF and RESET for moving
devices (which are defined in the template of that device).

1. Go to the top menu for the Main Display in the console facepanel by pressing <-- until
you have this page.

Congo

Congo Jr

2. Press DEVICE to select the Device Soft Key page.

Congo

384
Congo Jr

3. Press Control to get the Control Soft Key Page

Congo

Congo Jr

385
Control Soft Key Page - Functions

NOTE
These functions are Device and Template Specific. Check the manual
and template of each moving Device.

Control parameters are not stored in Presets.

Press HOME ATTRIB after a Lamp On/Off/Reset to avoid sending


control commands to the lights forever.
Action Soft Key Feedback
Enable [ENABLE] This key has to be
pressed together with
Lamp On/Off/Reset to
activate them (as a
safety measure).
Lamp Idle [ENABLE] & The Device is set to it's
[Lamp_Idle] Lamp idle value

Lamp On [ENABLE] & A lamp strike is set to the


[Lamp_On] selected channel(s)

Lamp Off [ENABLE] & A lamp off is set to the


[Lamp_Off] selected channel(s)

Reset [ENABLE] & [Reset] A lamp reset is set to the


selected channel(s)

386
Device Control - Home Positioning
Home positioning of a device means setting all parameters (or part of them) to the default
values defined in the template of this device. See Devices - Templates.

Normally it means setting pan and tilt to 50%, color to white and all other parameters to
neutral.

These functions apply to the currently selected channel(s)

Action Key Feedback


Home all attributes [HOME_ATTRIB] All parameters are set to
[HOME_ATTRIB] home

Home FOCUS [HOME_ATTRIB] & Focus parameters are


[FOCUS] set to home

Home COLOR [HOME_ATTRIB] & Color parameters are set


[COLOR] to home

Home BEAM [HOME_ATTRIB] & Beam parameters are


[BEAM] set to home

Home single parameters [HOME_ATTRIB] & Parameter # is set to


[Wheel_Key] home

Another way of doing the same thing

Action Key Feedback


Home FOCUS [0] [FOCUS] Focus parameters are
set to home
Home COLOR [0] [COLOR] Color parameters are set
to home
Home BEAM [0] [BEAM] Beam parameters are
set to home
Home all attributes [C/ALT] & All parameters are set to
[ATTRIBUTES] home

387
Device Control - U1-U2-U3
The parameter group keys U1-U3 can be set up with any mix of moving device
parameters. Each of them have three sub-pages. This makes a total of nine user
definable parameter pages.

This editor is opened by holding MODIFY and pressing U1-U3 or a Wheel key when a
bank (U1-U3) is selected.

NOTE
Each User Band (U1-U3) has three parameter pages (1-3). They are
shown in the same editor.

388
U1-U3 - Setting Up Parameters

Column Function Feedback


Page No function This is the number of the
Page (1-3) under this
User Bank (U1-U3)
Wheel No function This is the number of the
Wheel, and cannot be
changed.
Parameter [MODIFY] Opens a dropdown with
all parameters. Select
one and press MODIFY
to confirm*

*The letter (FCB) after a parameter indicates it's parameter group.

NOTE
Parameters in U1-U3 are still stored in the original palette types
(Focus, Color, Beam).

389
Device Control - Mask
You can mask whole groups of parameters (FCB) or single parameters in a group with
the MASK key.

• When mask is active it is indicated in the LED of the MASK key, and at the top of
the screens.
• The mask is used when recording Presets, Palettes and Dynamics.
• When you record Attributes to a Preset with a MASK enabled, the masked values
will NOT be recorded. They will be indicated like this "---"

Mask - Functions

Function Key Feedback


Toggle Mask on/off [MASK] The LED in MASK is lit.
In the Main Display you
can see "Mask: FCB"
and a "+" sign after a
masked parameter
group.
Mask FOCUS [MASK] & [FOCUS] Toggles the Mask for the
all FOCUS parameters
Mask COLOR [MASK] & [COLOR] Toggles the Mask for the
all COLOR parameters
Mask BEAM [MASK] & [BEAM] Toggles the Mask for the
all BEAM parameters
Mask single parameters [MASK] & Toggles the Mask for
[Wheel_Key] any single parameter

Open the Mask editor [MODIFY] & [MASK] Opens the Mask editor
(see below).

A + indicates that all parameters in a parameter group are masked. A - indication


indicates that some are masked.The Mask editor gives a comprehensive list of masked
parameters. See Mask - Editor.

390
Mask - Editor

In the Mask Editor single parameters can be toggled on/off by pressing MODIFY in the
Mask column. Hold MODIFY and press MASK to open the editor.

391
Device Control - Select
The Select Soft key page has functions for creating a sub-selection of the current channel
selection, by numbers or random.

Open by pressing SELECT (softkey) from the top menu in the Main Display of the
console facepanel. See Main Display - Functions.

Congo

Congo Jr

392
Select - Sub-selection Functions

In all cases below - Press SELECT ALL to return to the original selection.
Function Soft Key Feedback
Every 2nd [Select_2nd] Every second channel from the
current channel selection is
selected. Use NEXT/LAST to
step.
Every 3rd [Select_3rd] Every third channel from the
current channel selection is
selected. Use NEXT/LAST to
step.
Every # th * [#] [Select_Nth] Every # th channel from the
current channel selection is
selected. Use NEXT/LAST to
step.
Random 2nd [RANDOM] & Two random selections are
[Select_2nd] created from the current
selection. Use NEXT/LAST to
step.
Random 3rd [RANDOM] & Three random selections are
[Select_3rd] created from the current
selection. Use NEXT/LAST to
step.
Random Nth [RANDOM] & Nth random selections are
[Select_Nth] created from the current
selection. Use NEXT/LAST to
step**

*If no number is entered, the last used number will be used.

**The last used Random selection # is used.

Select - Change (softkey)

Function Soft Key Feedback


Select changed channels [Select_Change] Selects all device
channels that have
manually changed
attributes other than
intensity since the
current Preset was
loaded to the A field.

393
Device Control - Align
The Align key copies parameters from one Moving Device to others.

Action Key Feedback


1. Select the moving Channel select The selected channel is
device you want to copy functions highlighted
from
2. Add the channels of Channel select The selected channels
all devices you want to functions are highlighted
copy to

Hold ALIGN and then press the key corresponding to the parameter or parameter group
you want to copy

Function Key Feedback


Align FOCUS [ALIGN] & [FOCUS] All Focus parameters are
copied*
Align COLOR [ALIGN] & [COLOR] All Color parameters are
copied*
Align BEAM [ALIGN] & [BEAM] All Beam parameters are
copied*
Align single parameters [ALIGN] & The parameter assigned
[Wheel_Key] to the wheel is copied.

*If Palettes are used, the palettes will be aligned, not the values.

NOTE
If you are using NEXT/LAST the currently focused channel is the one
you will copy from - to the rest.

394
Device Control - Fan
FAN is used to distribute values of a parameter evenly around a centre point. There are
four different shapes of fan:

Linear
S = S shaped
V = V shaped
U = U shaped

Function Key Feedback


1. Select channels Channel Select Selected channels are
functions highlighted in the
Channel View
2. Select base channel* [NEXT] The focused channel is
highlighted in red
3. Fan parameter # [FAN] & [Wheel] Parameter # is fanned
according to the shape in
the Settings, around the
channel focused by
NEXT/LAST.

*If no base channel is selected, the centre channel of the selection is used.

Fan Settings

Hold SETUP and press FAN to open the Fan Settings

Select with arrow keys, and press MODIFY to confirm.

395
Device Control - Fetch/Copy
Use Fetch to copy parameter values for moving devices from any Preset. Fetching from
Presets in the Main Sequence will copy the STATE of those devices including any
tracked values from presets earlier in the Sequence.

First select the devices you wish to copy values to.

Function Key Feedback


Fetch FOCUS values [#] [FETCH] & Focus values from
from Preset # [FOCUS] Preset # are copied to
the selected channel(s).
Fetch COLOR values [#] [FETCH] & Color values from Preset
from Preset # [COLOR] # are copied to the
selected channel(s).
Fetch BEAM values from [#] [FETCH] & Beam values from
Preset # [BEAM] Preset # are copied to
the selected channel(s).
Fetch single parameter [#] [FETCH] & Parameter values from
values from Preset # [Wheel_Key] Preset # are copied to
the selected channel(s).
Fetch all parameter [#] [FETCH] & All parameter values
values from Preset # [ATTRIB] from Preset # are copied
to the selected
channel(s).
NOTE
If the Preset specified is in the Main Sequence, you will fetch the
ACTUAL STATE of the attributes in the specified preset. This is not
necessarily the same values that are stored in that preset, since
some of them may be tracking into it from previous presets.

HINT
You can fetch intensity values as well. See Presets - Fetch Intensities.

396
Device Control - Next & Last Mode
Next/Last will step through the current channel selection, in the order they were selected.
The focused channel is mapped to intensity and parameter controls.

Action Key Feedback


Activate Next/Last [NEXT] The first channel in the
current channel selection
is marked as red, and
mapped to the level and
device controls. LAST
can be used as well.
Step forward [NEXT] Channels are focused in
the order they were
selected. The focused
channel is highlighted in
red in the active Channel
View*
Step backwards [LAST] Same as above, but
backwards.
Leave Next/Last mode [SELECT_ALL] All channels are selected
again

*Focused channel is highlighted in red.

NOTE
Next/Last and Highlight Mode are often used in combination for
focusing single channels within a channel selection. See Highlight
Mode

When you focus a channel with NEXT/LAST, it will be shown with


number and name in the Information area (middle) of the LCD
Display.

397
Device Control - Highlight Mode
Highlight is a temporary mode. It will set all intensity channels to a predefined level (Step
Level in Congo Settings, default 70%) and all moving device channels to the values
defined in their templates, with the highlighted device to white.
Action Key Feedback
Activate Highlight [HIGHLIGHT] All channels in the current selection
are highlighted. The LED in the key is
lit.Highlight is indicated at the top of
the screens

Step forward [NEXT] Channels are focused, and


Highlighted in the order they were
selected.
Step backwards [LAST] Channels are focused, and
Highlighted in the order they were
selected.
Leave Highlight [HIGHLIGHT] Highlight mode is deactivated. The
mode LED in the key is off. All Devices
return to their last CB values.
NOTE
Highlighted Intensity channels are indicated in the channel views
with a highlighted background.

398
Device Control - Flip
If a moving head reaches it's end position for Pan - it is possible to press FLIP (softkey in
the Device Soft Key Page) to invert the pan and tilt values so that the end position is
"passed". Observe that the result of a flip depends on the pan range of a device, and will
not always be the same position as before the flip.

1. Go to the top menu for the Main Display in the console facepanel by pressing <-- until
you have this page.

Congo

Congo Jr

2. Press DEVICE to select the Device Soft Key page.

Congo

399
Congo Jr

3. Select the device(s) you wish to flip, and press FLIP. To undo press FLIP again.

400
Device Control - Moving Light Dock Area
A Moving Light control panel can be assigned to a dock area. See Dock Areas -
Configure.

All features are the same as in the console, and controlled by mouse.

The color picker is unique here. Click to select a color for the selected Moving Device(s).

NOTE
You cannot click to hold a key and press another at the same time,
like FAN and PAN. To achieve this from an offline editor, use a
keyboard shortcut in combination with this view. For example Ctrl F
(FAN) and click on the Pan wheel to fan Pan.

401
Device Control - Color Mix Modes
Any Device with color mixing can be controlled in three different ways from the wheels in
the console or the wheels in the Moving Light Dock Area. See Dock Areas - Configure.

Hold SETUP and press COLOR to toggle between these three modes.

• CMY (Cyan, Magenta & Yellow)


• RGB (Red, Green and Blue)
• HSV (Hue & Saturation & Value)

NOTE
The system still works with CMY values internally so everything will
be translated between CMY and the other color model. This may lead
to some rounding or accuracy differences in some cases.

In the HSV model, if you fade down Saturation to 0, you need to


reselect the Hue.

In the Preset Attribute Editor everything is displayed as CMY.

402
Device Views
There are two Moving Device Attribute Views, one for editing
Attributes Live, and one for Attributes and Times in Presets.

This chapter contains the following sections

• Device Views - Introduction


• Device Views - Live
• Device Views - Filtering
• Device Views - Editing
• Device Views - Presets

403
Device Views - Introduction (5.0)
There are two device attribute views

• Live Attributes
• Preset Attribute Editor.

They are edited in the same way. Both Attribute Editors have the possibility to edit/set
times. See Devices - Times.

General Facts

• Devices are listed by type


• You can set attribute values directly (depending on the Attribute Setup)
• You can set Palettes directly (depending on the Attribute Setup)
• You can filter parameter groups
• Changed values are shown with a purple background (Live)
• You can view/edit attribute times

NOTE
Hold FORMAT and press @LEVEL to toggle levels between 100% and
full 8/16 bit values.

HINT
In the browser Preset items have a sub node called “Attribute Editor” for presets with
attributes. Pressing MODIFY on this node opens the attribute editor (v5.0).

404
Device Views - Filtering
Hold the FORMAT key and press FOCUS, COLOR or BEAM to select which parameter
group to hide/show in a Moving Device View.

Live Attributes - Channel Formats

You can toggle between these formats by pressing FORMAT

• Selected devices
• Non-zero devices
• Selected and changed devices
• All devices

The currently selected format is indicated in the top right corner of each Channel View

405
Device Views - Editing
The Live and Preset Attribute Editors are very similar. You can enter a value or a Palette
reference, depending on the Attribute Editor Default Settings. The default setting is
Palette. See Attribute Settings.

This is how you can enter values for the selected cell(s)

Function Key Feedback


Enter a value* [#] [MODIFY] The Palette # is
assigned to the selected
cell(s)
Open a dropdown [MODIFY] All available Palettes
(FCB) for the selected
cell(s) are opened in a
dropdown
Set an absolute value [#] [C/Alt] & The absolute value is set
[MODIFY] to the selected cell(s)

Delete the content of [DELETE] The content is deleted


selected cell(s) for these cells.

*Changed values get a purple background in the Live Attributes View

NOTE
If the Attribute Editor Default Setting is set to Absolute, you can
select Palettes in the same way as setting absolute values in Palette
mode: enter the number, hold C/ALT and press MODIFY.

406
Device Views - Presets
You can view and edit all moving device parameters for a Preset in the Preset Attribute
Editor (# PRESET & ATTRIB).

NOTE
Select format by pressing FORMAT.

Hold FORMAT and press Down Arrow to open up Time and Delay
rows. See Device Times - Attribute Time Editor

407
Preset Attribute Editor - Columns

These are the different Moving Device parameters that are displayed for each with their
current values. For editing see Device Views - Editing.

Function group Parameters Explanation


Channel & Level No input The number of the device is
highlighted when selected, and
red when focused with
NEXT/LAST. The level is
indicated to the right.
Device Delete Device Press DELETE to delete this
device completely*
GoOnGo GoOnGo or GoInB Sets the flag if this Device shall
per Device move on GO, or when the
Device is loaded to the B field.
The value is toggled. No value
will follow this flag for the
Sequence Step.
FOCUS Pan, Tilt, Focus The parameters that exist for the
parameters Speed selected device are shown with
their values.
COLOR Cyan, Magenta, The parameters that exist for the
parameters Yellow, Color, selected device are shown with
Color2, CTO, Color their values.
speed etc...
BEAM Focus, Iris, Zoom, The parameters that exist for the
parameters Strobe, Gobo, Gobo selected device are shown with
<>, Gobo rot, etc... their values.
CONTROL Aux 1, Control, The parameters that exist for the
parameters Dummy ch's etc... selected device are shown with
their values.

*There is a popup to confirm deleting a device.

Preset Attribute Editor - Times

You can toggle the format of the Preset Attribute Editor to show Times and Delays by
holding FORMAT and pressing arrow DOWN or arrow UP.

408
Device Views - Data (5.0)
Attribute data can be shown in absolute values or referenced values (palettes). This is
toggled with the Data softkey added in the Channels Soft key page. Absolute values are
preceded by a # character to show that they are absolute values in stead of palettes.

Press <- to get to the top menu

Press Channels

Press DATA

Live Effects/Preset Attribute Editors show Absolute/Palette in the header depending on


the current setting

409
Device Recording
Attributes are stored in Presets just like intensities. There are
different recording modes.

This chapter contains the following sections

• Device Recording - Introduction


• Device Recording - Modes
• Device Recording - Block Cues
• Device Recording - Delete
• Device Recording - Cue Only

410
Device Recording - Introduction (5.0)

General Facts (5.0)

There are four recording modes:

• Changed
• All
• Popup
• Active (5.0)

If only changed Device parameters are recorded it is important to record all parameters
(a block cue) in the beginning of each Sequence. There is a check box for this in the
Advanced Tab of the Recording Popup.

Regardless of these settings it's always possible to record attributes

• All attributes manually


• Selected device(s) only
• Selected device(s) to any Preset
• Set all or selected parameters to Changed (to record as Changed) .

NOTE
IF you are working with Changed, there is a SET CHANGED softkey in
the Devices soft key page of the Main Display that allows you to force
the flag changed for any parameter or parameter group. See Device
Recording - Modes.

411
Device Recording - Modes
There are four different Recording modes for recording Device attributes.

They are set in the RECORD SETTINGS (Hold SETUP and press RECORD). You will
get this popup

These are the modes

Function Description
Changed (default) All changed attributes are recorded
automatically*
Popup A popup is provided to confirm recording all
changed attributes
All All attributes are recorded
Active All attributes of devices with an intensity over
zero are recorded.

*This means that it is necessary to record all attributes for the first step in a Sequence
manually. See Record All Attributes for selected channels

Changed mode

Attributes are tagged as Changed when they have been altered since they were last
recorded. This indication is a purple background in Channel and Attribute views.

You can force this flag manually with the soft key SET CHNGED in the Devices soft key
page of the console Main Display.

Congo

412
Congo Jr

All commands are executed to the currently selected Devices.

Function Key Feedback


Set all parameters to [Set_Chnged] & All parameters are
changed [PALETTE] flagged as changed
(purple background).
Set Focus parameters to [Set_Chnged] & Focus parameters are
changed [FOCUS] flagged as changed
(purple background).
Set Color parameters to [Set_Chnged] & Color parameters are
changed [COLOR] flagged as changed
(purple background).
Set Beam parameters to [Set_Chnged] & Beam parameters are
changed [BEAM] flagged as changed
(purple background).
Set a specific parameter [Set_Chnged] & Specific parameters are
to changed [Wheel_Key] flagged as changed
(purple background).

The changed device indication is cleared when you fade or step in the Sequence. You
can clear them manually by holding C/ALT and pressing FOCUS, COLOR and BEAM.

See Channel Information - Detailed


For more information see Presets - Record

NOTE
It is possible to use the C/ALT key as well as the SETCHNGED key.

Active Mode & Mark (5.0)

Enabling Active Mode means that all devices with an intensity over 0% will be recorded
with all parameters.

To be able to record parameters when an intensity is at 0% there is a special intensity


state called "Mark" which is indicated with an "M" were the level is normally shown.

To set a Mark level, select the channels and use the MARK key in the Channels Soft key
page.

1. select channels

2. Activate the Channels soft key page by pressing Channels in the soft key menu of the
console.

413
3. Press Mark.

Active Mode & Attribute Tracking (5.0)

Hold UPDATE & ATTRIB to update changed attribute values in multiple presets (useful in
record if Active mode) similar to Intensity tracking.

Use the check box to activate multi-edit and select forward, backward or both in the
direction dropdown.

414
Device Recording - Block Cues
Normally only changed parameters are recorded for moving devices. The opposite of this
is to record all values - this is called a "block cue".

A Block Cue is automatically created when you record moving devices directly to a
Master Playback. In the sequence it is an option in the advanced Recording Popup. See
The Recording Popup.

Check the box "Record all attributes" to create a block cue.

415
Device Recording - Delete (5.0)
Deleting a Device from a Preset is done in the Preset editor, or in the Preset Attribute
editor. See Device Views - Editing.

1. Open the Preset List for the Preset.

• Enter the number of the Preset, hold MODIFY and press PRESET
• Open the List from the Browser (Browser >Presets)

2. Select the Attributes column.

3. Select the channels you wish to delete. If no channels are selected, attributes for all
channels will be deleted (5.0).

4. Press DELETE. A popup will appear for confirmation.

5. Press MODIFY to confirm.

416
Device Recording - Cue Only
When this option in the Advanced Record dialog is activated all the attribute values that
were active in the previous sequence step (regardless of where they were coming from)
will be copied into the Preset in the sequence step following the newly inserted preset.
This is useful when you want to record a new state within a series of tracked values.

Cue Only is an option in the advanced Recording Popup. See The Recording Popup.

Check the box "Attributes: Cue only" to record Cue only.

417
Device Palettes
Moving Device values can be stored in Palettes, that are used to
recall these values. Palettes can be stored in Presets, as references
to the stored values. Palettes are organized in parameter groups
(Focus, Color, Beam, All).

This chapter contains the following sections

• Device Palettes - Introduction


• Device Palettes - Record
• Device Palettes - Update
• Device Palettes - Edit
• Device Palettes - Lists
• Device Palettes - Activate By Number
• Device Palettes - Direct Mode
• Device Palettes - In Masters
• Device Palettes - Select Active Channels
• Device Palettes - Select Stored Channels
• Device Palettes - Display List
• Device Palettes - Focusing Mode

418
Device Palettes - Introduction
A Palette is a memory for all or some parameters of a Moving Device. A Palette is used to
load these parameters quickly, and stored as a reference in Presets for playback.

Direct selects are important for accessing Palettes. See Direct Selects.

There are four kinds of Palettes

Type Parameters Key


Focus Palettes [FOCUS] Position parameters like
pan, tilt...
Color Palettes [COLOR] Color parameters like
cyan, magenta, yellow,
color wheel...
Beam Palettes [BEAM] Beam parameters like
gobo, shape, shutter,
focus, iris...
All Palettes [PALETTE] All parameters

"All of same type" or "All Devices"

Palettes usually store individual values for all devices. Color and Beam Palettes can be
stored for one device, and reused for all devices of the same type. This choice is
available in the recording popup.

Palettes in Presets

When a Palette is used to position a Device before recording a Preset - the Palette is
referenced, not the individual values for each Device. This means that changing the
Palette will update this reference in the whole Play.

Palettes in Direct Selects

• Palettes can be accessed from the Direct Selects

419
Device Palettes - Record
Palettes are stored for the currently selected channel(s).

To re-record a Palette, store it with the same number again.

In the recording popup for Palettes there is a Text field to label each Palette. This is
displayed every time the Palette is used.

NOTE
When you record a Palette, it is also activated and will be recorded
into the next Preset.

Each Device or Each Device Type

In the Palette recording popup there is a choice to store the values individually for Each
Device, or for Each Device Type.

• Positions (FOCUS) are best stored for Each Device, since they always are
unique for each Device (channel).
• Color and Beam values are best stored for a Each Device Type, since color and
beam parameter levels are the same for each Device (channel), and can be
reused.

NOTE
If several Device Types are selected, the highest selected channel of
each type will be recorded.

An "Each Device Palette" (individual) will override an "Each Device


Type Palette" (General).

Record A Focus Palette

1. Select channel(s)

2. Initiate recording of next free Palette or Palette #

Function Key Feedback


Record next free Focus [RECORD] & You will get a popup*
Palette [FOCUS]
Record Focus Palette # [#] [RECORD] & You will get a popup*
[FOCUS]
Record Focus Palette # [RECORD] & You will get a popup*
from the Direct Selects [direct_select]

*Popup

420
3. Enter a text (optional)

4. Select Recording mode. For Focus Palettes this is usually "Each Device".
See Each Device or Each Device Type.

5. Press MODIFY to confirm recording.

NOTE
The MASK function can be used to filter out unwanted parameters
when recording a Palette. See Device Control - Mask.

Record A Color Palette

1. Select channel(s)

2. Initiate recording of next free Palette or Palette #

Function Key Feedback


Record next free Color [RECORD] & You will get a popup*
Palette [COLOR]
Record Color Palette # [#] [RECORD] & You will get a popup*
[COLOR]
Record Color Palette # [RECORD] & You will get a popup*
from the Direct Selects [direct_select]

*Popup

3. Enter a text (optional)

4. Select Recording mode. For Color Palettes this is default set to "Each Device Type".
See Each Device or Each Device Type.

421
5. Press MODIFY to confirm recording.

NOTE
The MASK function can be used to filter out unwanted parameters
when recording a Palette. See Device Control - Mask.

Record A Beam Palette

1. Select channel(s)

2. Initiate recording of next free Palette or Palette #

Function Key Feedback


Record next free Beam [RECORD] & [BEAM] You will get a popup*
Palette
Record Beam Palette # [#] [RECORD] & You will get a popup*
[BEAM]
Record Beam Palette # [RECORD] & You will get a popup*
from the Direct Selects [direct_select]

*Popup

3. Enter a text (optional)

4. Select Recording mode. For Focus Palettes this is usually "Each Device Type".
See Each Device or Each Device Type.

5. Press MODIFY to confirm recording.

NOTE
The MASK function can be used to filter out unwanted parameters
when recording a Palette. See Device Control - Mask.

422
Record An All Palette

1. Select channel(s)

2. Initiate recording of next free Palette or Palette #

Function Key Feedback


Record next free All [RECORD] & You will get a popup*
Palette [PALETTE]
Record All Palette # [#] [RECORD] & You will get a popup*
[PALETTE]
Record All Palette # from [RECORD] & You will get a popup*
the Direct Selects [direct_select]

*Popup

3. Enter a text (optional)

4. Select Recording mode. For All Palettes this is usually Each Device.
See Each Device or Each Device Type.

5. Press MODIFY to confirm recording.

NOTE
The MASK function can be used to filter out unwanted parameters
when recording a Palette. See Device Control - Mask.

423
Device Palettes - Update
The UPDATE PALETTE (softkey) in the Device Soft Key page is the fastest way to
update all changed Palettes.

1. Go to the top menu for the Main Display in the console facepanel by pressing <-- until
you have this page.

Congo

Congo Jr

2. Press DEVICE to select the Device Soft Key page.

Congo

424
Congo Jr

3. Press UPDATE PALETTE to update all changed Palettes for the selected channel(s).
You will get a popup confirming which ones are involved.

Device Palettes - UPDATE direct key

If a Palette is loaded to a Direct Select section, or to a Master Playback - it is possible to


update it by selecting the involved channels, holding UPDATE and pressing the
corresponding Direct Select or Master key.

NOTE
This shortcut is not available when an Editor is focused that uses
UPDATE for something else. For example the Preset List.

Re-record A Palette - Merge Or Replace

When you re-record a preset or palette where attribute information already exists, you will
get a choice of merging or replacing the existing attributes.

• Merge with existing will add the changes for the selected channel(s)
• Replace existing will replace all values in this Palette with those of the selected
channel(s)

425
Device Palettes - Edit
Device Palettes can be edited and filtered in the same way as the Live Attributes and
Preset Attribute views. See Device Views - Editing and Device Views - Filtering.

426
Device Palettes - Lists
The Palette Lists are opened from the Browser (Browser >Palettes >Focus Palettes). You
can open them directly by holding MODIFY and pressing FOCUS, COLOR, BEAM or
PALETTE.

NOTE
Palettes that have been recorded "per type of device" are shown first
in these lists. Most often these are Color Palettes. See Each Device or
Each Device Type

Palette List - Columns & Functions

Function Key Feedback


Palette The ID of each Palette.
Cannot be changed.
Text [MODIFY] Press MODIFY to
activate and end text
input.
Attribute [MODIFY] Opens the Palette
Attribute Editor. The
number indicates how
many Devices are stored
in this Palette.

427
Device Palettes - Activate By Number
Activate a Palette for the selected channel(s) by number.

Function Key Feedback


Focus Palette # [#] [FOCUS] Values are set from
Palette #.
Color Palette # [#] [COLOR] Values are set from
Palette #.
Beam Palette # [#] [BEAM] Values are set from
Palette #.
All Palette # [#] [PALETTE] Values are set from
Palette #.
NOTE
Only selected channel(s) that are referenced in Palette # will be
affected.

428
Device Palettes - Direct Mode
When a Palette key (FOCUS, COLOR, BEAM, PALETTE) is held the first 40 Palettes can
be activated from the Direct Select keys.

Function Key Feedback


1. Activate Direct Mode Hold a Palette key Direct Select display
shows the first 40
2. Select Palette Direct Select key When the key is pressed
that Palette is activated.

429
Device Palettes - In Masters
Device Palettes can be played back from Master Playbacks. See Master Playbacks -
Palettes.

430
Device Palettes - Select Active Channels
All channels currently referencing a Palette can be selected using the Direct Select keys
for Palettes (FOCUS, COLOR, BEAM, PALETTE), in combination with CH and ALL.

Palettes are selected from the Direct Selects for this function. See Direct Selects.

Function Key Feedback


Channels in Palette # [CH] & All channels stored in
[Direct_Select#] Palette # are selected in
the active Channel View.
Channels in Palette [ALL] & All channels with a level
# with a level in the [Direct_Select#] in the active Channel
Channel View View are selected .

431
Device Palettes - Select Stored Channels
You can Select all channels that are stored in a Palette as Each Device.

NOTE
This is not possible for palettes stored as "Each Device
Type", since no specific channels are stored with them.
Function Key Feedback
Channels in Focus [#] [CH] & All channels stored in
Palette # [FOCUS] Palette # are selected in
the active Channel View.
Channels in Color [#] [CH] & All channels stored in
Palette # [COLOR] Palette # are selected in
the active Channel View.
Channels in Beam [#] [CH] & [BEAM] All channels stored in
Palette # Palette # are selected in
the active Channel View.
Channels in All Palette # [#] [CH] & All channels stored in
[PALETTE] Palette # are selected in
the active Channel View.

432
Device Palettes - Display List
All Palettes can be activated from the Display Lists in the Main Display of the console
facepanel.

When the Trackball is in DISPLAY LIST mode you can use it to select/activate palettes by
pressing RIGHT/LEFT click.

Function Key Feedback


Focus Palette List [Display_List] & The Focus Palette list is
[FOCUS] opened in the Main
Display.
Color Palette List [Display_List] & The Color Palette list is
[COLOR] opened in the Main
Display.
Beam Palette List [Display_List] & The Beam Palette list is
[BEAM] opened in the Main
Display.
All Palette List [Display_List] & The All Palette list is
[PALETTE] opened in the Main
Display.

This is an example of the Color Palette list in the main display (Display Lists are currently
only available in Congo Jr through the console mimic).

433
Device Palettes - Focusing Mode
Focusing mode is designed for quickly focusing and updating palettes. It works together
with the List section of the LCD Display. It is activated from the FOCUS MODE soft-key in
the DEVICE Soft page.

Action Key Feedback


1. Select the DEVICE [DEVICE] The Device soft
soft page (Softkey) functions are selected in
the Main Display of the
console.
2. Activate Focus Mode [FOCUS_MODE] "Focusing mode" is
(Softkey) shown on the Main
Display. The Focus
Palette list is
automatically activated.
3. Select Palette from Use the Trackball The corresponding
the list Disp List function to channels are selected
select a Palette and displayed in the
Channel Display list. The
palette is activated and
Highlight mode is turned
on.
4. Focus one by one with [NEXT] & [LAST] Each focused channel is
NEXT/LAST mapped to the channel
controls.
5. Update the Palette [UPDATE_PALETTE] The Palette is updated
(Softkey) and you are returned to
the Focus Palette list to
select a new Palette.
6. Exit Focus Mode [FOCUS_MODE] Focusing mode is exited.
(Softkey)

434
Device Times
Times for Moving Devices can be set in seconds or as a percentage
of the Sequence Step In-times.

This chapter contains the following sections

• Device Times - Introduction


• Device Times - Percent or Seconds
• Device Times - FCB Time
• Device Times - Attribute Time
• Device Times - Editor
• Device Times - Default Attribute Time

435
Device Times - Introduction
A Moving Device can have Times and Delays in the following ways.

• No time - follows the Sequence Step In-time.


• Parameter group times - an attribute time for FOCUS, COLOR or BEAM
parameters.
• FCB times - Same as above, but there is a shortcut for setting all three
• Device parameter times - A time for each attribute of a Moving Device.

NOTE
All times are set to the Preset in the A or B field depending on the
setting of the parameter "Set Times To Field" in the Congo Settings.

All attribute times are stored with a Preset.

There is a default Attribute Time that is used when Moving Devices are positioned
manually or with GoInB. See Moving Device Times - Default Attribute Time.

436
Device Times - Percent or Seconds
Times for Moving Devices are set in seconds (absolute) or as a percentage of the IN time
of a Sequence Step.

The default setting is percent. This means that all FCB-Times will equal the IN time of a
Sequence Step, and all FCB-Delay Times will execute as a percentage of the IN time of a
Sequence Step.

NOTE
In all plays files earlier than 4.2, the FCB Delay time was set to 100%
due to the fact that Delay Times were inherited from the Delay In
time. These plays (pre-4.2) with FCB Delays set to 100% will be
converted to use a delay of 0s instead.

If the FCB Times are set to 50% of the IN-time they will be 2.5 seconds at an in time of 5
seconds.

If the In-time is changed to 10 seconds, the FCB-times will be 50% of 10 (= 5 seconds).

437
Device Times - FCB Time
FCB times are defaulted to run in 100% of the main In and Delay times for a step. You
can change this % or set a time in seconds. FCB times are overrun by Device Times -
Attribute Time.

You can set these times directly in the Advanced tab of the Recording Popup or with key
shortcuts.

When you set a time you will get a popup asking if you want to set the times on an FCB -
level or as individual Parameter Times.

Function Key Shortcut Feedback


Focus time [#] [TIME] & A Focus time is set for
[FOCUS] the selected channels.

Color time [#] [TIME] & A Color time is set for


[COLOR] the selected channels.

Beam time [#] [TIME] & A Beam time is set for


[BEAM] the selected channels.

Focus delay time [#] [DELAY] & A Focus delay time is set
[FOCUS] for the selected
channels.
Color delay time [#] [DELAY] & A Color delay time is set
[COLOR] for the selected
channels.
Beam delay time [#] [DELAY] & A Beam delay time is set
[BEAM] for the selected
channels.

You can edit FCB times in the Preset List.

NOTE
There is a shortcut for setting both F, C and B-Times to the same
value. Enter the time and hold TIME or DELAY and press ATTRIBUTE.

In the Times soft key page there are keys for setting FCB time and
delay directly. See Times Soft Key Page.

438
Device Times - Attribute Time
Attribute times take precedence over all other times for Moving Devices.

Times are set to the step in A (Active) or B (Next) depending on the setting for times
(SETUP & TIME)

Function Key shortcut Feedback


Attribute time [#] [TIME] & An attribute time is set
[Parameter_key] for the selected
channels.
Attribute delay time [#] [DELAY] & An attribute delay time is
[Parameter_key] set for the selected
channels.
NOTE
The Attribute times for a Device can be viewed/edited in the Attribute
Editor, See Live Attributes.

439
Device Times - Attribute Editor Times
Times can be set and edited in the Live Attributes and Preset Attribute Editors. Please
note that times are set to A working in this editor, regardless of all other settings.

• Press ATTRIB to open the Live Attribute Editor.


• Enter a Preset number, hold PRESET and press ATTRIB to open the Preset
Attribute Editor.

Hold FORMAT and press the down arrow to open Time and Delay rows.
Hold FORMAT and press the up arrow to close these rows.

In this editor press FORMAT to toggle between

• Selected devices
• Non-zero devices
• Changed devices
• All devices
• Devices with attributes

The current format is indicated in the upper right corner ("Selected devices" in the
example above).

NOTE
Times can be set default as % or in seconds. See Device Times -
Percent Or Seconds.

Attribute Times

These functions will work in the Live Attribute Editor and the Preset Attribute Editor.

Action Key Feedback


1. Open the Time row [FORMAT] & The Time row is opened
[Down_arrow] under each cell

2. Select Attribute time Arrow keys The cell(s) is highlighted


cell(s)

440
3. Set time # [#] [MODIFY] The time # is set to the
selected cell(s)
4. Update Preset [UPDATE] Only needed in Live
Attributes Editor.
NOTE
Times can be set to the selected devices also by holding TIME and
pressing FOCUS, COLOR or BEAM.

Set Time to Devices popup.

Attribute Delay Times

These functions will work in the Live Attribute Editor and the Preset Attribute Editor.
Action Key Feedback
1. Open the Delay row [FORMAT] & The Delay row is opened
[Down_arrow] under each cell
[Down_arrow]
2. Select Attribute delay Arrow keys The cell(s) is highlighted
cell(s)
3. Set delay time # [#] [MODIFY] The delay time # is set to
the selected cell(s)
4. Update Preset [UPDATE] Only needed in Live
Attributes Editor.
NOTE
Delay times can be set to the selected devices also by holding
DELAY and pressing FOCUS, COLOR or BEAM.

441
Device Times - Default Attribute Time
The Default Attribute Time (3 seconds) is used when a Moving Device is positioned with a
Palette, with Home Attributes or with GoInB. The main objective is to keep noise and
unnecessary mechanical friction down.

To change this time see Attribute Settings.

442
Device Times - Fan Times
In the Live and Preset Attribute Views there is a wizard for fanning parameter times. This
Wizard will only open when a Time or Delay cell is selected. The selected cells are
fanned between the devices.

1. Open an Attribute view. See Device Views - Live and Device Views - Presets.
2. Open the Time and Delay rows by holding FORMAT and pressing the Down Arrow.
See Device Times - Attribute Time Editor.
3. Select the Time or Delay cells for the parameters and devices intended.

4. Press WIZARD. The Fan Time Wizard popup will open.

5. Select values and confirm.

443
Device Play Back
When moving Devices are played back from the Main Playback and
the Master Playbacks there are different modes for when and how
attributes are trigged.

This chapter contains the following sections

• Device Play back - Introduction


• Device Play back - Attributes Follow Faders
• Device Play back - GoOnGo or GoInB

444
Device Play back - Introduction (5.0)
Attributes will be trigged during playback in the following situations

• A Preset is faded in a Sequence or Chase


• A Preset is faded in on a Master Playback fader
• A Preset is faded out on a Master Playback fader
• A Master is flashed
• A Dynamic effect is started

In a Sequence Step attributes can be set to move with Auto Mark (5.0), OnGo (live) or
InB (move while black, preposition).

445
Device Play back - Attributes Follow Faders
Attributes will follow the manual movement of masters and the crossfaders of the Main
Playback.

• They start moving at 1%.


• Snap parameters also trig at 1%.

Master Playbacks behave different from the crossfaders of the Main Playback.

Masters And Attributes - General

When a master leaves its 0% position, the corresponding attribute parameters are trigged
and follow the fader.

During a timed fade in a Master, attributes will follow the FCB-times of the Preset in that
Master.

If another master with overlapping attribute parameters is activated, (leaves 0%), it will
take control of the corresponding attributes. To re-gain control from any Master, move
it to 0% and up again.

How attributes behave when moving the Master fader down depends on the setting of
Rubberband. See Masters And Attributes - Rubberband.

Masters And Attributes - Rubberband

Rubberband mode sets if attributes will follow a Master fader down as well as up. It can
be disabled completely in the Master Settings. See System Settings - Master.

• If set to "On", moving a fader down will fade back attributes to the previous
values.
• If set to "Off", moving a fader down does nothing with attributes.

By holding the C/Alt key pressed while you move down, you can temporarily reverse
either of these settings. This way you can select if you want the rubberband behaviour or
not when you fade a master down.

1. Hold SETUPand press a Master Key to open the Master Settings popup.

2. Select Rubberband: Return on fade down (MODIFY).


3. Exit with ESC.

446
Crossfaders And Attributes

When a manual crossfade is made, the attribute positions will follow the B fader. If the
fader is moved slower than the time assigned to the attributes, the fader has control. If the
fader is moved faster than the assigned time, the time will take control to make a smooth
movement.

447
Device Play back - Attrib Move (5.0)
Attributes can be executed in three ways

• AutoMark
• On Go
• In B

Depending on this setting Attributes will be executed when a step is faded in live (On Go)
or when a Step is loaded to be faded in (In B). See System Settings - Attribute.

You can choose a setting as default depending on the style of your show - and then
change individually for any step or device. See Sequence List.

NOTE
GoInB attributes follow the the times recorded in the preset.
NOTE
The old (pre v5.0) dynamics can be set to start on GO always - See
Settings - Crossfade.

AutoMark (5.0)

The default setting is AutoMark but you can change this on the sequence step or in the
Preset Attribute editor. In AutoMark mode, attributes are automatically activated In B or
On Go based on the level in Live and in B.

• If the device intensity is >0% in Live, attributes are On Go.


• If the device intensity is 0% in Live and >0% in B, attributes are In B.
• If the device intensity is 0% in Live and 0% in B, attributes are On Go.)

Live view: Channels that are auto-marking are indicated with a blue background on the
FCB indicators. This indicator remains until you press GO.

448
Live Attibutes
It is possible to view and edit all moving device parameters in the Live Attribute Editor
(ATTRIBUTE). This tab can be opened from the Browser as well (Browser
>Devices >Live Attributes).

NOTE
PARK works against selected cells when an Attribute View is open.

Hold FORMAT and press Right Arrow to show all parameters listed over each other,
blanking out the ones not relevant. Hold FORMAT and press Left Arrow to change back.

Running attributes are shown with yellow progress bars.

NOTE
Select format by pressing FORMAT.

Hold FORMAT and press Down Arrow to open up Time and Delay
rows. See Device Times - Attribute Time Editor

449
Live Attributes - Columns

These are the different Moving Device parameters that are displayed for each with their
current values. For editing see Device Views - Editing

Function group Parameters Explanation


Channel & Level No input The number of the device
is highlighted when
selected, and red when
focused with
NEXT/LAST. The level is
indicated to the right.
FOCUS parameters Pan, Tilt, Focus Speed Current parameter values
are shown.
COLOR parameters Cyan, Magenta, Current parameter values
Yellow, Color, Color2, are shown.
CTO, Color speed
etc...
BEAM parameters Focus, Iris, Zoom, Current parameter values
Strobe, Gobo, Gobo are shown.
<>, Gobo rot, etc...
CONTROL Aux 1, Control, Current parameter values
parameters* Dummy ch's etc... are shown.

*Control parameters labeled "control" can be edited, but will not be stored, Aux values are
stored.

NOTE
Hold COLUMN and move wheel to change column sizes.

450
Gel Picker (5.0)
There is a Gel Picker that uses the data for each moving device with CMY/RGB mix to
generate the values for gels of each type.

It is opened from the Browser >Devices >Gel Picker. Use arrow keys and MODIFY to
select a color.

If you know the exact gel brand and number you can select a gel from the Direct Selects
as well. See Direct Selects - Content.

451
All Palettes
This node opens the list of All Palettes.

Press MODIFY in the Attribute cell to open the corresponding Palette editor.
See Device Palettes.

452
Focus Palettes
This node opens the list of Focus Palettes.

Press MODIFY in the Attribute cell to open the corresponding Palette editor.
See Device Palettes.

453
Color Palettes
This node opens the list of Color Palettes.

Press MODIFY in the Attribute cell to open the corresponding Palette editor.
See Device Palettes.

454
Beam Palettes
This node opens the list of Beam Palettes.

Press MODIFY in the Attribute cell to open the corresponding Palette editor.
See Device Palettes.

455
>Settings & Tools
These are the settings and tools for Devices.

This chapter contains the following sections

• Scroller Rolls

456
Scroller Rolls
Scroller Rolls are defined in the Scroller Roll Editor. It is opened from the Browser
(Browser >Devices >Settings & Tools >Scroller Rolls)

Scroller Rolls Editor - Columns

Function Value Feedback


Scroller Roll 1-999 The ID of each Template. Press
MODIFY to open the Editor
Fan = Intensity On/Off Press MODIFY to toggle if Fan should
follow intensity channel of the scroller
Device to keep down noise when not in
use (providing the scroller and template
have a fan parameter).
Default Time 0s-45min This is the default time per frame the
scroller will use when changed
manually, to keep down noise, and save
the gel string.
Text Press MODIFY to activate and end text
input.

Create a Scroller Roll

1. Open the Scroller Rolls List from the Browser (Browser >Devices >Settings and Tools
>Scroller Rolls).

2.Press INSERT to create a new Roll (a number of standard Rolls are created by default
when you open a new Play).

3. Set Fan=Intensity, Default Time and TEXT for this roll.

4. Press MODIFY in the Scroller Roll cell to open the Scroller Roll Editor. A Wizard is
opened where you can define the number of frames and the default Fan value (can be
edited later).

457
5. This it what the scroller roll editor looks like with five frames defined

You can define the following functions

Function Value Feedback


Position 1-999 The ID of each Position. Cannot be
changed.
Text Press MODIFY to activate and end text
input.
Fan % 0-100% It is possible to set a Fan value for each
color (to keep noise down).
AutoMove 0-10 The scroller will move slowly forth and
back when the corresponding color is
selected. It will not take individual
calibration into account.
Value 0-255 This is the 8 bit value (0-255) that will be
output when this frame is selected.

6. Exit with ESC.

Assign A Scroller Roll

Scroller Rolls can be assigned from the Device Settings. They can also be assigned
when a scroller is patched, from the Patch Wizard.

1. Open the Device Settings (Browser >Patching >Device Settings). (You can also hold
MODIFY and press DEVICE).

2. Use arrow keys to select the Scroller Roll Cell for a channel.

3. Press MODIFY to get a dropdown with all defined Rolls.

4. Select a roll with arrow keys.

458
5. Press MODIFY to confirm.

The currently selected color will be shown in the black box under the level in the Channel
Views.

Calibrate Individual Scroller Rolls (5.0)

Each scroller roll can be calibrated individually. This is done in the Scroller Calibration
Editor that is opened from the Device Settings.

1. Open the Device Settings (Browser >Patching >Device Settings).

2. Use arrow keys to select the Calibration Editor cell to the far right.

3. Press MODIFY to open the Calibration Editor for the selected channel.

4. Select Adjusted Position, enter a new value (confirm with MODIFY). It is updated live.

5. Press ESC to exit. Changes are stored automatically.

NOTE
(v5.0) If you change the scroller calibration for a device and close the
Scroller Calibration Editor, recorded data (presets, palettes) for the
previous frame values will be updated to the new frame values.
Values between frames will not be affected.

Scroller Fan override

In the Attribute setup (SETUP & ATTRIBUTE) it is possible to specify an Override value
for all Scroller Fans. If you set a value > 0%, this value will be used instead of the Fan
values programmed in the Scroller Roll. This is useful for making a temporary and
absolute override of all fans, for example during long rehearsals when heat is higher than
during a performance.

459
Effects
In Congo v5 are three different kinds of effects, Intensity Chase (step
based), Dynamic (relative waveforms) and Content (Absolute).

There are two older kinds of effects that are compatible with Congo
prior to v5, which are Sequences in Chase mode, and the old
Dynamics.

Effects Node

This chapter contains the following sections

• Effects - Introduction
• Channel Distribution Wizard
• Live Effects
• Effect Playbacks
• Effect Overview
• Chase Effects
• Content Effects
• Dynamic Effects
• Channel Sets

460
Effects - Introduction (5.0)
The new effects approach in v5 allows you to create and play with effects in a very
intuitive and fast way across rigs involving hundreds of devices.

There are three types of effects

• Chase Effects are stepped intensity effects...


• Dynamic Effects use the Congo Dynamic Effects functions to perform movement
effects relative to a base point (such as circles, rainbows, etc.)
• Content Effects use absolute data like intensity levels or parameter levels
directly, or they can use the data you have already created for your show (focus,
color, beam and all palettes, presets) to create step based effects with
comprehensive control over channel distributions, directions and timing.

In general, all effects are assigned to a corresponding Effect Playback which you can
control, record and edit like a normal device using presets and palettes. This makes it
very simple to use and extremely flexible.

• When the intensity is over zero the effect will run.

• Effect intensities are recorded, edited, copied and tracked like any other channel
intensity.

• Effect parameters are stored into palettes and presets just like any moving device
parameters.

• There is a Live Effects tab, and you can set up a dock area to show acitve effect
playbacks.

• Effect playbacks are created in the Effect Playback list, or with the shortcut # INSERT
& EFFECT.

• There are three types of effect playbacks, Chase, Conent and Dynamics. This is set
when they are created.

NOTE
Effects are controlled, recorded and edited like any moving device
with an intensity. The only difference is that you enter them with #
EFFECT.

461
Effects Dock Area (5.0)

The Effect dock area is used mainly to show the active effect playbacks. They are still
controlled from Live.

Dock areas are configured by holding SETUP and pressing BROWSER.

Once set up the dock area will appear on the screen.

Using a mouse or trackball


Click to select and hold right key and move to set levels. Click to add more, double-click
to deselect all but the last clicked.

462
Channel Distribution Wizard (5.0)
The Channel Distribution Wizard allows you to distribute a selection of channels into a
number of parts (steps) in eight different ways.

There are two ways to open this wizard

• Press MODIFY in the PARTS cell in a channel set list or chases list.
• Create a Chase Object.

1. Select channels
2. Select number of parts
3. Select distribution method for the channels into the parts

These are the different distribution methods. Observe that if the number of channels
cannot be divided by the number of parts, the results will be different when using inverted
distribution, since the odd channels will end up in the last part. Also, the order in which
the channels are selected is the order in which they are distributed.

463
464
Live Effects (5.0)
Press EFFECT to open Live Effects. This is where you can view and edit the parameters
of all running effect playbacks in the screens. In the consoles you can control the same
parameters in the Main Display over the parameter wheels.

Things to think about in this view

• Use arrow keys to navigate.


• Press MODIFY to get a drop down choice for a cell.
• Hold SELECT and use arrow keys to select several cells for data entry.
• Select effect with # EFFECT and set levels in live (A) with level wheel &
functions.
• Depending on the Play Setting (Attributes) Attribute Editor Default - all entries
directly in cells with # MODIFY will be treated as Absolute OR Palettes. The
same goes for drop down choices (MODIFY). Hold C/ALT to get the alternate
data when pressing MODIFY. See Play Settings - Attribute.

465
Effect Playbacks (5.0)
An effect playback is a control handle for an effect, very much similar to a channel
controlling a moving device. All Effect Playbacks are listed and can be inserted/deleted
from the Effect Playbacks list Browser >Effects >Effect Playbacks.

Create an Effect Playback (5.0)

Effects can be created from the Effect Playbacks list, or as a key command.

1. Create an Effect Playback

• Press INSERT in the Effect Playback list


• Hold INSERT & EFFECT

2. Select type of Playback (Cannot be changed once inserted, to change you need to
delete and reinsert the playback).

3. Done. You can now control the effect. See Activate & Control Effects.

Activate & Control Effects (5.0)

An effect is activated as soon as the level of the Effect Playback is over zero. Please note
that you must create an Effect Playback before you can control it.
See Effect Playbacks.

• Select the effect (# EFFECT) and set a level.

466
To view it, open Live Effects, or create an Effect dock view.
See Live Effects, Dock Areas.

See Control a Chase Effect.


See Control a Content Effect.
See Control a Dynamic Effect.

Record Effects (5.0)

Effects are stored in Presets in the same way intensity channels are stored - intensity
follows the same rules as any other channel. Attributes follow the Record Attributes mode
- changed, active, etc.
See Device Recording - Modes.

1. Select the effect


2. Set a level
3. Record

The level of the effect playback shown and edited in the same way as channel intensities.

Content and Dynamic Effect Settings are also stored in All Palettes. See Record an All
Palette.

467
Effect Overview (5.0)
The effect overview tab lists all types of data objects that can be involved in creating and
editing effects. It's opened from the Browser >Effects >Effect Overview.

• Groups
• Series
• Channel Sets
• Playbacks
• Chases
• Dynamic templates

Press MODIFY in any cell to open the corresponding editor.

468
Chase Effects (5.0)
This is a step based, defined intensity effect.

Components
To start a Chase effect you need

• A Chase Object
• A Chase Effect Playback

Chase object

• Contains the channel list and the high/low intensity levels and timing values.
• It has a number of steps, with channels, up, dwell and down times.
• Intensities per step have a Max (high) and Min (low) value.
• Once a Chase object is programmed it will replay in the exact same way.

Playback

• The effect will run as soon as the effect playback intensity is over zero.
• The intensity level of the effect playback also masters the high level of the output
of the effect.
• The intensities will contribute to the Live output on a HTP basis.

Live Parameters
A single Chase Effect Playback can be associated with any Chase object. To play back
more than one Chase object simultaneously you need to insert multiple Chase Effect
Playbacks.

• Change direction (Forward, Backward, Bounce, Random)


• Change every step time and content
• Change playback style (Positive, Negative, Build)

469
Create a Chase (5.0)

Chases are created in the chase channel distribution wizard.

1. Open the Channel Distribution Wizard. This can be done in two ways.

• # INSERT & EFFECT.


• Press INSERT in the Chase List, then press MODIFY in the STEPS cell.

2. Select channels, parts and distribution. See Channel Distribution Wizard.

3. You can now start the chase, by selecting it and setting a level over zero. See Activate
& Control Effects.

It will use the default times and values. These can be edited in the Chase Editor and the
Chase Step Editor.

Control a Chase Effect (5.0)

As soon as a Chase Effect playback is selected, you can control it in two ways:

• From the console parameter wheels using U1-U3.


• From the Live Effects view.

Live Effects looks like this:

Press MODIFY to get a dropdown to change chase, or enter a number and press
MODIFY.

NOTE
When you press MODIFY or enter a number it will be an absolute
value or a Palette value - depending on the setting in Attribute
Settings. See Play Settings - Attribute.

470
Chase Effect Parameters (5.0)
A Chase object is never adjuset live - it is defined in two editors

• The Chase Editor


• The Chase Step Editor

CHASE EDITOR PARAMETERS


Its possible to edit a symmetrical Chase object from the Editor, without opening the
Chase Step editor. However, if you want to edit the steps, or the individual step timing,
you need to open the Chase Step Editor.

Direction
Sets the direction in which the steps are played back.

• Forward
• Backward
• Bounce
• Random

Style
The style decides the starting level.

• Positive (channels go from Low int to High int)


• Negative (channels go from High int to Low int)
• Build (channels go from Low int to High int and stay at High int until all steps have
been executed)

Loop Time
This time will force a value to all Step Times = Loop Time/Steps. See Step Time further
down.

In, Dwell & Out times


These times will force a value to all individual In, Dwell & Out times of the Chase Steps.
See In, Dwell & Out times further down.

Rate Min & Rate Max


These two rates will affect each step time. If both are set to 200%, the Chase will be twice
as fast as the Loop time. If one is set to 50% and the other to 200%, a Step time of 1
second will vary from 0,5-2 seconds. This is great in combination with random to create
lightning effects, for example.

CHASE STEP EDITOR PARAMETERS


If you need to edit individual step times, or channels, you do this in the Chase Step
Editor.

Step Time
This is when this step will execute in relation to the previous Step.

In, Dwell & Out times


These are the times for each Step.

471
NOTE
If the Step time is shorter than the sum of In+Dwell+Out you will get a
"ripple" effect.

High & Low


Each Step has a High intensity and a Low intensity that is used by the Chase.

Chase Editor (5.0)

The chase editor is a summary and editor of all chases. You can create (INSERT) and
edit chases here.

• Press the soft key CHASE in the EFFECTS soft key menu
• Press MODIFY in the Browser node Browser >Effects >Chase.

472
Chase Editor - Functions (5.0)

The Chase can only be edited from the Chase Editor and the Chase Step Editor. This
ensures that a Chase will always play back in the way it is defined.
Column Action Feedback
Chase No Input The number of this
chase, cannot be edited.
Text [MODIFY] Enter a label.

Steps [MODIFY] Shows the number of


steps, press MODIFY to
open the Channel
Distribution Wizard.
Direction [MODIFY] Choose between
forward, backward,
bounce and random.
Style [MODIFY] Choose between
positive, negative and
build.
Loop Time [#] [MODIFY] Sets a total Loop time *

In [#] [MODIFY] Sets an In time for all


steps**
Dwell [#] [MODIFY] Sets a Dwell time for all
steps**
Out [#] [MODIFY] Sets an Out time for all
steps**
RateMin [#] [MODIFY] Defines a random
minimum variation for
Step times***
RateMax [#] [MODIFY] Defines a random
maximum variation for
Step times ***

*The Default times are applied until you define a different time in the Chase Steps Editor.
**Loop Time = the amount of time it takes to pass through all the steps of the chase once.
Edit the loop time and all step times will be adjusted to evenly fit within this time value..
***RateMin and RateMax work together to set the playback rate of the chase. When these
values are the same, the chase is adjusted evenly. When these rates differ, the chase will
play back randomly using rate values between the Min and Max value. This is a good way
to create more organic chases for things like lightning and water reflections.

473
Chase Step Editor (5.0)

The Chase Step Editor allows you to edit channels, levels and times for each step
separately.

• Press MODIFY in the STEPS cell of the Chase Editor.

474
Chase Step Editor - Functions (5.0)

The Chase can only be edited from the Chase Editor and the Chase Step Editor. This
ensures that a Chase will always play back in the way it is defined. Timing information on
a step level overrides timing information on the Chase Editor top level.

Column Action Feedback


Step Shows the number of
each steps.
Step time [#] [MODIFY] Sets a Step time.

In [#] [MODIFY] Sets an In time for all


steps*
Dwell [#] [MODIFY] Sets a Dwell time for all
steps*
Out [#] [MODIFY] Sets a Out time for all
steps*
High [#] [MODIFY] Sets the High level for
this step.
Low [#] [MODIFY] Sets the Low level for
this step.
Channels Displays the channels in
this step.

*Times set from the Chase Editor top level are edited per step here.

475
Content Effects (5.0)
Content effects divide the channel source (group or channel set) from the actions within
the effect (series). Actions are defined using steps that can contain palettes, presets or
parameters. Content effects can switch channel lists and/or series of steps independently
and can be run in three different modes to change how the channel lists and steps
interact with each other.

Content effects can be run in three different modes to change how the channel source
and Series interact with each other.

• Break
• Continous
• Build

See Content Effect Modes.

Components
To start a Content effect you need

• A channel source (a Group or Channel Set)


• A Series
• An Effect Playback

Playback

• All parameters can be controlled live, similar to how a device is controlled


• The effect is applied to any predefined set or group of channels.
• The effect will run as soon as the effect playback intensity is over zero.
• The intensities will contribute to the Live output on a HTP basis.
• Attributes will replay on an LTP basis with the rest of the playbacks.

Live Parameters

• Change channels (set/group)


• Change distribution of groups (parts, symmetrical, interlaced, random)
• Change Part direction (forward, reverse)
• Change Play mode (Stop, Pause, Play forward, Random etc)
• Change Mode (Continous, Break, Build)
• Change Rate plus times (attack, release, step, etc)
• Change Rate with the wheel or with tap

476
Content Effect Parameters (5.0)

Besides the necessary channel source (Group or Channel Set) and Series, a number of
parameters are combined to define the result of a Content effect. You can adjust all of
them live by selecting the Effect Playback.

The Parameters are divided into two main groups:

• Content & Play Mode


• Timing

CONTENT & PLAY MODE PARAMETERS

Channel Source
The Channel Source that the effect is applied to can be a Set or a Group. See Channel
Sets and Groups.

• The advantage with a Set is that you can define any type of custom channel
distribution over the parts, and they will always replay in the same way.
• The advantage with Groups is that you can reuse all Groups you have already
recorded, and create distribution and number of parts on the fly with the
GrpParts and GrpDistri parameters.

Set/Group
Select a Set or Group as the Channel Source.

GrpParts
If you have selected a Group as the Channel Source, this parameter defines how many
parts the Group is divided into.

GrpDistri
If you have selected Groups as the Channel Source, this parameter defines the channel
distribution over the Group Parts. The options are the same that are available in the
Channel Distribution Wizard used to create Sets. See Channel Distribution Wizard.

PartDirec
Allows you to run the Set or Group parts Forward or Backward.

Series
A list of steps that execute specific kinds of play content or parameter settings. Each step
may have 4 kinds of content - Intensity + three variable slots that can contain palettes,
presets or direct parameter data. Each of those four pieces of content may have their own
"Attack" (fade) time within the step.

Play Mode
There are a number of play modes:

• Stop
• Pause
• Play Forward
• Play Reverse
• Bounce
• Random

The Play mode generally refers to the way the Series gets played back, so between
PartDirec and PlayMode you can change the direction of the channel source but have the
steps play back as written, or vice versa.

477
Mode
Content Effect can play back it's Series in three modes, Continous, Break and Build.
The result differs quite a lot. Some Series are set to a default mode, because they are
designed to be played back this way.

• In a Continuous mode content effect, parts are always executing a step. In a


three color Red-Green-Blue effect, all channels would be in one of those three
colors all the time the effect is running.

• In a Build mode content effect, all parts execute step 1 before they execute step
2. Using the same series as above, all parts would become red using the step
and attack times until all channels are red, then they would each step into green
until all are green, then they would start stepping into blue.

• In a Break mode content effect, assuming you have more parts than steps, then
part 1 will execute the "active" portion of the series and when done it will fade into
the Background state (step 0) and wait there (take a "break") until all the other
parts have executed the active steps in the series. When using Break mode, the
"sustain" and "release" times on the active steps come into play - if you think
about the stadium "wave" phenomenon at football matches you'll know what I
mean - the active step is to "Stand up and raise your arms" and the background
state is "sit down". The attack time is how long it takes you to stand up, the
sustain time is how long you remain standing, and the release time is how long it
takes you to sit back down again. The background state has no timing of its own.

As you see in the example, the step time will control if each step goes into the
background between steps.

TIMING PARAMETERS

Loop Time
This time equals how long it takes all the parts to run through the effect once. If you
lengthen this time, you will impose a gap before the next pass through the effect begins.
If you shorten this time, you will cause the next pass to start before the first pass is
completed.

478
Rate/Tap
Use this value to scale the whole timing scheme faster or slower. Tapping the wheel key
will adjust the timing of the effect to match your tapped in rate. Fade times will scale
appropriately when you use tap.

Entry
The Entry mode decides how channels will enter into the effect.

Step Time
The tempo of the effect - this time determines when each step will be executed..

Attack Time
The fade time of the associated step or individual piece of content..

Sustain & Release times (Break mode only)


This time determines how long a step remains active before starting the release to the
background state. If a break mode effect has more than one active step, each step may
execute a sustain and release to the background only if the step time is greater than the
combined attack+sustain+decay times of the step, otherwise you will only see attack
times executed until the last active step.

Create a Content Effect Playback (5.0)

1. Create a Content Effect Playback. This can be done in two ways.

• # INSERT & EFFECT and select Content .


• Press INSERT in the Effect Playbacks List, and select Content .

Now that the effect playback is created you can apply it to any channel group, or you can
create channel sets and select them. You have to have a Series defined, since it is the
engine of the content effects.

2. You can now start the effect, by selecting it and setting a level over zero. See Activate
& Control Effects.

NOTE
The Effect playback is controlled similar to how a moving device
channel is controlled. A level above 0 starts the non-intensity content
and the intensity level of the playback masters the intensity levels
within the effect.

479
Control Content Effects (5.0)

As soon as a Content Effect playback is selected, you can control it in two ways:

• From the console parameter wheels using U1-U3.


• From the Live Effects view.

Live Effects looks like this:

Step around with arrow keys, press MODIFY to get a dropdown, or enter a number and
press MODIFY.

NOTE
When you press MODIFY or enter a number it will be an absolute
value or a Palette value - depending on the setting in Attribute
Settings. See Play Settings - Attribute.

480
Content Effect Modes (5.0)
A Content Effect can play back its Series in three different modes:

• Break
• Continous
• Build

In the Series Editor you can define a default mode that is set every time the Series is
activated. It's possible to change this mode on the fly when you edit the Effect Playback
parameters. See Series List.

What mode do I use? (5.0)

The modes allow you to get completely different results, using the same Series. The
beauty of the Content Effect is that it allows you to get very specific results with little
programming effort. We can provide some examples, but the whole idea is that you
create your own unique effects using this powerful tool.

EXAMPLES OF APPLICATIONS

"All in blue, then pop to white one by one"


This can be done with a Content Effect in Break mode, with just a Background state
(blue) and one step (white).

In this example absolute values for Cyan, Magenta and Yellow were
used. It could have been a single color palette just as well. Also, the
times are set to 100% of the default times.

"A fly out"


This can be done with a Content Effect in Break mode with a starting point (usually
pointing down with no intensity and two steps, 1) to turn the intensity on and move to the
"away" position and 2) to turn the channels off again before they return to the background
state.

481
A fly out can be done with a Dynamic Effect, but you have no control
over the specific start and end points for each device. Here this is
easy to change at any time by re-recording either of the two focus
palettes used.

"An RGB chase"


This can be done with a Content Effect in Continous mode with three steps, (color
palettes "red", "green", "blue").

In this example Color Palettes are used, although we could have used
absolute values for CMY just as well.

"An intensity ripple chase"


This can be done with a Content Effect in Break mode, with just a Background state
(intensity = 0) and one step (intensity = full).

It is the combination of the parts distribution and the step timing that
creates the overlapping ripple behavior. If the Attack+Sustain+Decay
time is greater than the step time, you get ripple (overlapping)
behavior. The number of Parts in the Channel Source will define how
"wide" the ripple is.

482
Content Effect Times (5.0)

Timing information is set in two levels

• In the Series List


• In the Series Step Editor

In the Series list, the default times are

• Default Step Time


• Default Attack Time
• Default Sustain Time (Break mode only)
• Default Release Time (Break mode only)

See Series List.

In the Series Step editor, the times are

• Step Time
• Attack Time (separate for Intensity and each content 1-3 in each step)
• Sustain Time (Break mode only) per step
• Release Time (Break mode only) per step

See Series Step Editor.

NOTE
Times set at the per step level in the Series Step Editor will have
priority over times set in the Series List or on the Content Effect
Playback.

483
Series List (5.0)
The engine of a content effects is a Series. Browser >Effects >Content Effect >Series.

• You can think of a series as a number of steps.


• Each stap contains place holders for parameter and intensity data.
• Each place holder has timing data that applies when it is called upon.
• There is a special place holder called background, that is used when effects are
played back in Break mode.
• The place holders are general, and can be applied to any type of channel or
moving device with the same parameters.

This is the Series List, press INSERT to create a new one.

Series List - Functions (5.0)

Column Action Feedback


Series No Input This item can not be
changed.
Text [MODIFY] Label for this Series.

Steps No Input Shows the number of


steps.
Def. Mode [MODIFY] Opens A dropdown
where you can choose
default mode
Continuous, Break or
Build*
Def. StepTime [#] [MODIFY] Sets a top level Step
Time for all Serie Steps**
Def. AttackTime [#] [MODIFY] Sets a top level Attack
Time for all Serie Steps**
Def. SustainTime [#] [MODIFY] Sets a top level Sustain
Time for all Serie Steps**
Def. ReleaseTime [#] [MODIFY] Sets a top level Release
Time for all Serie Steps**

*Often Series are written that will be used most often in a specific mode. The Default
mode is applied within the Content Effect Playback automatically when the series is
selected. The mode can be changed within the playback as needed.

**The Default times are applied until you define a different time in the Series Steps Editor.

484
Series Step Editor (5.0)
The Series Step Editor is opened by pressing MODIFY in the Series or Steps cell of the
Series List (above).

NOTE
When Palettes/Presets are used as content, the values will reference
only to the numbers of these Palettes/Presets (not the names) - this
is so that you can reuse the same series in other plays easily.

If you are doing a lot of series creation, the Groups/Palettes Overview


tab is a good way to know what you have already recorded.

Series Step Editor - Functions (5.0)

Column Action Feedback


Step No Input This item can not be
changed.
Text [MODIFY] Enter a Step Text.

Step Time [#] [MODIFY] This is the Step Time*

Intensity [#] [MODIFY] Set an intensity level 0-


100 or nothing. A hard 0
is indicated with "M".
Attack [#] [MODIFY] Sets an Attack time for
Intensity in this Step*
1. Content [MODIFY] Opens a dropdown
where you can set
content type**
Attack [#] [MODIFY] Sets an Attack time for
this Content in this Step*
2. Content [MODIFY] Opens a dropdown
where you can set
content type**
Attack [#] [MODIFY] Sets an Attack time for
this Content in this Step*
3. Content [MODIFY] Opens a dropdown
where you can set
content type**
Attack [#] [MODIFY] Sets an Attack time for
this Content in this Step*

*All Step timing is set to 100% of the Default times in the Series (one level up).

485
Dynamic Effect (5.0)
This is a relative effect that uses wave-forms around a base point.

Components
To start a Dynamic effect you need

• A Group or a Channel Set


• A Dynamic Template (many are supplied default)
• An Effect Playback

Playback

• All parameters can be controlled live, similar to how a device is controlled


• Once programmed you can also change the Dynamic Template (circle, ballyhoo)
or create your own.
• The effect is applied to any predefined set or group of channels.
• The effect will run as soon as the effect playback intensity is over zero.
• The intensities will contribute to the Live output on a HTP basis.
• Attributes will replay on an LTP basis with the rest of the playbacks.

Live Parameters

• Change channels (set/group)


• Change distribution (offset, delay, distribution)
• Change Rate & Size
• Store and recall all settings into palettes and presets, similar to how any device is
controlled.

A number of common Dynamic Effect Templates are included in the Effect Library of the
Browser. It is possible to create new ones as well. If you are aquainted with SmartFade
effects, you will find that SFML style tables and effects have been added to the library.

486
Waveforms - Dynamic Templates & Tables

Dynamics are a way of creating effects by assigning waveforms (sinus, saw etc) to
intensity, color, movement or any other parameter. you can define custom tables. See
Dynamics - Tables.

Examples:

The waveform will "run" the parameter it is assigned to, but you can still move the "base
value" of the parameter that the Dynamic is working with.

NOTE
To create a movement, like a "Circle" for a moving Device, two sinus
waves are applied to pan and tilt, and one of them is offset 25%.

Create a Dynamic Effect Playback (5.0)

1. Create a Dynamic Effect Playback. This can be done in two ways.

• # INSERT & EFFECT and select Dynamic.


• Press INSERT in the Effect Playbacks List, and select Dynamic.

Now that the effect playback is created you can apply all existing Dynamic templates to
any channel group, or you can create channel sets and select them. The Effect playback
is controlled similar to how a moving device is controlled. Select the effect and use the
parameter wheels or the Live Effects editor.

2. Select the Effect, to start is set a level over zero. See Activate & Control Effects.

Control a Dynamic Effect (5.0)

As soon as a Dynamic Effect playback is selected, you can control it in two ways:

• From the console parameter wheels using U1-U3.


• From the Live Effects view.

Live Effects looks like this:

487
Step around with arrow keys, press MODIFY to get a dropdown, or enter a number and
press MODIFY.

NOTE
When you press MODIFY or enter a number it will be an absolute
value or a Palette value - depending on the setting in Attribute
Settings. See Play Settings - Attribute.

Dynamic Effect Parameters

A number of parameters are combined to define the result of applying a Dynamic


Template to a channel Set or Group. You can trim all of them live by selecting the Effect
Playback.

Channel Source
This can be a Set or a Group. See Channel Sets and Groups.

Set/Group
Select which Set or Group.

Dynamic Template
Templates are pre-defined in the Dynamic Templates editor. You can create your own as
well. See Dynamic Templates.

Size and Rate


The Size relates to how much the values will vary in relation to the base point. Rate
defines fast the result is. See Dynamics - Size & Rate.

488
Offset
The offset parameter distributes the channels along the waveform. See the example with
5 channels on a sine wave. See Dynamics - Relations & Distance.

Delay Relation & Distance


The Delay Relation defines when each channel starts in relation to the next. The Distance
defines how long each channel will travel before the next is started. These two work
together. If Delay Relation is set to ALL there will be no change, since distance needs at
least two parts. See Dynamics - Relations & Distance.

489
Dynamic Templates
The Effect Library is a library of predefined Dynamic Templates that are used for Dynamic
Effects.

Open by holding MODIFY pressing DYN EFFECT (or Browser >Effect Library).

Dynamic Effect Library - Columns & Functions

Column Input Function


Effect [MODIFY] Starts the selected Effect for the currently
selected channel(s).
Text [MODIFY] Press MODIFY to activate and end text input.

Parameters [MODIFY] Opens the Dynamic Template editor. See


Dynamic Template Editor - Create.
OffsRel [MODIFY] See Relations & Distance

DelayRel [MODIFY] See Relations & Distance

Distance [#] See Relations & Distance


[MODIFY]

Dynamic Template Editor - Create

1. Open the Effect Library by holding MODIFY and pressing DYN EFFECT.

2. Go to the last step using the arrow keys.

3. Press INSERT to create a new Template.

4. Go to TEXT and press MODIFY to enter a name. Press MODIFY again to confirm.

5. Go to Parameters and press MODIFY to open the Template Editor.

490
6. Press INSERT to create a step. Each step contains the settings for a single parameter
- for example, a pan/tilt effect would have two steps.

See Dynamic Template Editor - Functions.

Dynamic Template Editor - Functions

Column Input Function


Ch.Index [#] 0 means all selected channels are affected by this
[MODIFY] step. For numbers >0 only channels that match this
index number will be activated. For example "2"
means that only every second channel will be
affected (of the selected channels).
Parameter [MODIFY] Opens a dropdown. Select which parameter this
step shall affect.
Table [MODIFY] Opens a dropdown. Select which table this step
should apply. See Dynamics - Tables.
Delay [MODIFY] A delay in % before the step starts to move
Offset [MODIFY] An Offset in % where in the table this step starts
Size [#] See Size & Rate
[MODIFY]
Rate [#] See Size & Rate
[MODIFY]
Wait [#] A wait time, in percent (1- 1000%) for this step
[MODIFY] before it is repeated. The Wait time is relative to
all other steps.

491
Dynamic Tables
The basic element of a Dynamic effect is a wave-form, or "table", that is assigned to the
intensity or any other attribute parameter of a channel.

A Sine wave, for example, will fade a parameter up/down continuously over/under the
current Base Value.

By changing the Rate and Size of this Sine Wave, you will affect the speed and value
range of the result.

Although the idea of tables is very technical, it really requires little technical
understanding: most designers prefer to experiment with different tables and parameters
to understand - the effect of a Sine Wave is too different on a color parameter, compared
to pan or intensity, to explain in detail here.

These are the tables

Table Description
Stop A "Stop Dynamics" table
Sine A normal sinus wave
Step An "on-off" wave
Sawtooth A linear "fade up - fade down" wave
Ramp A "fade up-cut down" wave
RampInv A "cut up - fade down" wave
MarkOn "On-longer-than-off" used for fly-in or fly- outs
MarkOff "Off-longer-than-on" used for fly-in or fly- outs
Spiral A sinus wave with varying amplitude
Tangent A sinus wave with a "sharp top"
Random1 Random curve 1
Random2 Random curve 2
Random3 Random curve 3
NOTE
If you are used to working with for example WholeHog (tm) Tables, a
Sine + 90 degrees is a Sine with an offset of 25% here.

492
Table Editor (5.0)

Press INSERT to create new tables at the end of the table list in the Browser, but not
delete existing ones since this would mess up the indexing of existing tables used by
effects.

Browser >Effects >Dynamic Effects >Dynamic Table List

Pressing MODIFY on a table opens the Dynamic Table Editor where you can insert and
delete table values. You cannot have more than 64 points in a table.

This is the Dynamic Table editor with a Step table.

493
Live Dynamics (old)
This window is used with the old Dynamic Effects package prior to v5. See Dynamics
(old).

All parameters of running Dynamic Effects can be edited in the Live Dynamic Effects tab.
Press DYN EFFECT to open it. This tab can be opened from the Browser as well
(Browser >Live Dynamic Effects).

The top right corner shows a pan/tilt monitor with a dot representing each channel. This is
a visualisation for the Offset Relation, Delay Relation and Distance values.

NOTE
If you start to select channels in Live Dynamics, you will get a popup
if you want the selection to affect the running effect or not. Once you
have said yes to this, all channel selection will update the running
effect until you close and reopen Live Dynamics.

RECORD and UPDATE cannot be used when this tab is focused.


Select LIVE to use them.

494
Live Dynamic Effects - Columns

Column Input Function


Library [MODIFY] Opens a dropdown to select a
Dynamic Effect from the Effect
Library.
Status No input Running status. Cannot be edited.
Channels No input The amount of channels assigned to
this Dynamic Effect.
Size [#] [MODIFY] Set the size from 1-1000%. See
Size & Rate
Size Channel [#] [MODIFY] Assign a size channel. See Size &
Rate
Rate [#] [MODIFY] Set the rate from 1-1000%. See
Size & Rate
Rate Channel [#] [MODIFY] Assign a rate channel. See Size &
Rate
Offset Relation [MODIFY] See Relations & Distance

Delay Relation [MODIFY] See Relations & Distance

Distance [MODIFY] See Relations & Distance

Text [MODIFY] Press MODIFY to activate and end


text input.
Fade [MODIFY] See Fade

Loop Count [#] [MODIFY] See Loop Count

Form [MODIFY] See Form

495
Old Dynamic Effects
The old Dynamic Effects prior to Congo v5 are still compatible and
work in the same way. They are much more limited, so we
recommend you to use the new ones unless you are importing an
older Play.

This chapter contains the following sections

• Dynamics - Base Value


• Dynamics - Start
• Dynamics - Control
• Dynamics - Stop
• Dynamics - Record
• Dynamics - Preset Dynamics
• Dynamics - Size & Rate
• Dynamics - Relations &Distance
• Dynamics - Loop Count
• Dynamics - Fade
• Dynamics - Form
• Dynamics - Fetch from A Preset
• Dynamics - Playing Back
• Dynamics - Store Running

496
Dynamics - Base Value
When a Dynamic Effect is activated, it will run with the current position of the
corresponding attribute or intensity as a Base Value.

If you change this Base Value, the Dynamic Effect will follow. If you run a Preset with a
Dynamic Effect and then run another Preset with a new base value, the default action is
for the Dynamic Effect to fade out. Use the Keep Dynamics setting to allow the Dynamic
Effect to play through Presets. See Record Keep Dynamics.

If a pan/tilt effect such as Circle is running for a moving Device, you can change the Base
Value by moving Pan and Tilt, or by selecting a Focus Palette.

NOTE
If the Base Value is too small, some effects will not be visible, for
example color mix and intensity effects. Set the Base Value to 50%
for maximum effect.

497
Dynamics - Start
Dynamics are activated for the currently selected channel(s). The current attribute and
intensity values are used as the Base Value for the Dynamic Effect.

A "D" will appear in the top right corner of the channel symbol.

NOTE
Activating a Dynamic Effect will "lock" the attributes and intensities
of the selected channels to the Dynamic Effect.
See Dynamics - Stop.

Start Dynamics By Number

Function Key Feedback


Start Dynamic Effect # [#] [DYN_EFFECT] Dynamic Effect # is
activated for the
currently selected
channel(s).

Start Dynamics From The Effect Library Tab

Action Key Feedback


1. Open Effect Library [MODIFY] & The Effect Library tab is
[DYN_EFFECT] opened.

2. Select Effect Arrow Keys Up/Down The selected Effect is


highlighted.
3. Start Effect [MODIFY] The selected Effect is
activated for the
currently selected
channel(s).
4. Exit Effect Library [ESC] The Effect Library tab is
closed.

498
Start Dynamics From The Effect Library Node In The Browser

Action Key Feedback


1. Select the Browser [BROWSER] The Browser is selected
and highlighted. If it was
already selected it is
closed. Press again to
open.
2. Go to the Effect Arrow keys Up/Down The Effect Library node
Library node is highlighted.
3. Open the Effect Right arrow The Effect Library node
Library node is opened.
4. Select an Effect Down arrow The selected Effect is
highlighted
5. Start the Effect [LOAD] The selected Effect is
activated for the
currently selected
channel(s).

Start Dynamics From The Direct Selects

Action Key Feedback


1. Select Dynamics for a [TYPE] & When TYPE is held you
section [Dynamics] can select Dynamics for
a section. The first ten
dynamics are displayed
in the section
immediately.
2. Activate a Dynamic Section keys 1-10 The selected Effect is
activated for the
currently selected
channel(s).

See Direct Selects.

Start Dynamics With Direct Mode

1. Hold DYN EFFECT (don't let go until the Dynamics are started).

- When this is held, the first 40 Dynamic Effects in the Effect Library are displayed on the
Direct Select keys.

2. Activate a Dynamic by pressing the corresponding key

3. Let go of DYN EFFECT.

499
Dynamics - Control
The Dynamics Soft Key Page in the Main Display of the console facepanel is opened by
pressing DYNAMICS in the top menu soft key page.

Congo

Congo Jr

It has the following functions for controlling live Dynamics

• Clear Dynamics Soft Keys


• Dynamic Wheels
• Delete Selected Dynamics in Display List (soft key)
• Keep Dynamics in next Preset (soft key)
• Set Distance in % (soft key)

Clear Dynamics Soft Keys

The Clear Dynamics soft keys (left column) are used to clear and/or stop running
Dynamics.

• Select All active Dynamics (SELECT ALL)


• Clear all Selected Dynamics (CLEAR SELECT)
• Delete All running Dynamics (DELETE ALL)

See Dynamics - Stop.

500
Dynamic Wheels - Size, Rate, Offset & Delay

Wheels 1 and 2 are used to set Size and Rate for Live Dynamics. See Dynamics - Size &
Rate.

• Select channels and set values.


• Set numerical values with # and Wheel Key.

Wheels 3 and 4 are used to set Offset and Delay relations. See Dynamics - Relations &
Distance.

• Hold the key and use the wheel.

Live Dynamic Effects Display List

All live Dynamic Effects are shown in this list.

• Use the Trackball in Display List mode to select (click) a running dynamic
• Use DELETE DYNAM to delete the currently selected Dynamic from this list

Keep Dynamics In Next Preset

The KEEP DYNAM soft key is used to record a new base position for a running Dynamic
Effect. See Record Keep Dynamics (New Base Value).

Set Distance In %

The DISTANCE soft key is used to set the Distance % parameter for the selected running
Dynamics directly. See Dynamics - Relations & Distance.

501
Dynamics - Stop
Dynamic Effects can be stopped in the following ways.

• Stop Dynamics manually


• Activate A Dynamic Stop Table
• Delete the Dynamic from Live Dynamic Effects
• Delete the Dynamic using the Dynamics display
• Fade in a Preset in the Main Playback
• Load a new Sequence to the Main Playback*

*Providing the Auto-Stop parameter in the System Settings is set to ON. See System
Settings.

Moving Device attributes are stopped automatically when a new value is played back
from any Playback or Master. Intensity Dynamics can only be stopped with the Stop
Dynamics table of the manual stop functions.

NOTE
Dynamics act like Attributes - they are executed in A or B depending
on the GoOnGo or GoInB flag of the step.
See Device Play back - GoOnGo or GoInB.

There is also an option in Settings to have them always start on GO.


See Settings - Crossfade.

Stop Dynamics Manually

Action Key Feedback


1. Select channels Channel functions The selected channels
are highlighted in the
Channel View
2. Stop Dynamics [C/ALT] & All Dynamics are cleared
[DYN_EFFECT] for the selected
channel(s)

This is a shortcut to select all channels with Dynamics assigned to them.

Function Key Feedback


Select all channels with [CH] & All selected channels are
dynamics [DYN_EFFECT] highlighted in the
Channel View

502
Activate A Dynamic Stop Table

Intensity Dynamics can only be stopped by assigning a Stop Intensity Table. There is a
STOP I Dynamic in the Effect Library for this.

1. Select the channels

2. Assign the "STOP I" Effect (See Dynamics - Start)

You can record this to the Preset in the A field of the Main Playback.When the Preset with
this Stop Table is activated, the Intensities will fade the size of the Dynamic Effect using
the IN time of this Preset.

Delete A Dynamic From Running Dynamics

1. Open the Live Dynamic Effects Tab by pressing DYN EFFECT.

2. Select a Dynamic effect with the arrow keys

3. Press DELETE to stop (a popup will ask for confirmation)

4. Press MODIFY to confirm.

503
Delete A Dynamic Using The Dynamics Display

Dynamics can be cleared or deleted from the Display List or with the soft keys in the
Dynamics Display.

Activate the Dynamics Soft Key Page in the Main Display of the console facepanel by
pressing DYNAMICS in the top menu.

Congo

Congo Jr

• Press SELECT ALL to select all channels running a Dynamic effect.


• Press DELETE ALL to delete all running Dynamic Effects.
• Press CLEAR SELECT to clear Dynamic Effects from the current channel
selection.

It is also possible to work with the list

1. Activate Display list mode for the trackball (DISPLAY LIST). The Trackball will
turn green-yellow.
2. Select a Dynamic in the Live Dynamic Effects list using the trackball.
3. Press DELETE DYNAM to delete.

Fade In A Preset In The Main Playback

When a Preset with new attribute values is faded in the Main Playback, any active
Dynamics for those attributes will be stopped.

504
Load a new Sequence to the Main Playback

When a new Sequence is loaded to the Main Playback, all running Dynamics are stopped
the next time GO is pressed.

505
Dynamics - Record
Dynamic Effects are recorded in Presets for playback.

• Only Dynamics that have changed or are started since you last pressed
RECORD will be stored.
• Record Mode should be set to AUTOMATIC for attributes.
• A "Keep Dynamic" flag can be set to a Preset. This will allow the Dynamic to
move to new base values without stopping the Dynamic.

Record Changed Dynamics

Function Key Feedback


Record* Dynamics to [#] [RECORD] All channels are
Preset # recorded including all
running Dynamics to
Preset #

*Record Mode has to be set to Automatic for Attributes - See Devices - Recording Modes.

Record Dynamics To Another Preset

Function Key Feedback


Record* Dynamics to [#] [RECORD] & All changed and/or
Preset # [DYN_EFFECT] selected channels are
recorded with running
Dynamics to Preset #

*Record Mode has to be set to Automatic for Attributes - See Devices - Recording Modes.

Record Dynamics To A Master

Function Key Feedback


Record* Dynamics to [RECORD] & Selected channels are
Master # [Master_Key] recorded including
running Dynamics
to Master # as the next
free Preset.

*Record Mode has to be set to Automatic for Attributes - See Devices - Recording Modes.

506
Record Keep Dynamics (New Base Value)

Keep Dynamics will set a Keep Dynamics flag to an existing Preset. When this Preset is
played back in a Sequence it will change the Base Values for a running Dynamic Effect
without stopping it.

There are two ways of setting this. From a checkbox in the Recording Popup, or from the
Dynamics Soft Key page (described below). See The Recording Popup.

1. Select the Dynamics Soft Key Page in the Main Display of the console facepanel by
pressing DYNAMICS in the top menu.

Congo

Congo Jr

2. Press KEEP DYNAM.

The Currently running dynamics are stored with a Keep Dynamics flag in the Preset
active in the A field of the Main Playback. Keep dynamics is shown with a waved line
under the value in the Preset Attribute Editor.

You can store to a different Preset by entering a number before Keep Dynam. The Preset
has to be recorded first.

NOTE
You can set a Keep Dynamics flag for a parameter group (Focus,
Color, Beam) by holding KEEP DYNAM and pressing either of these
keys.

507
Dynamics - Preset Dynamics Editor
The Preset Dynamics Editor is identical to the Live Dynamics Editor. All editing functions
are the same. See Dynamics - Edit Live Dynamic Effects .

Function Key Feedback


Open Preset Dynamics [#] [PRESET] & Dynamic Editor for
Editor for Preset # [DYN_EFFECT] Preset # is opened.

Open Preset Dynamics [PRESET] & Dynamic Editor for the


Editor for the Preset in A [DYN_EFFECT] Preset in A is opened

Open Preset Dynamics [DYN_EFFECT] & [A] Dynamic Editor for the
Editor for the Preset in A Preset in A is opened
Open Preset Dynamics [DYN_EFFECT] & [B] Dynamic Editor for the
Editor for the Preset in B Preset in B is opened.
NOTE
You can open this editor in two more ways

• Double-click on "Dyn:#" in the Sequence Playback View


• Press MODIFY in the Dynamics Column of a Preset List

508
Dynamics - Size & Rate
Each Dynamic Effect has a Size (amplitude) and Rate (frequency) value. It is possible to
assign an intensity channel to each of them.

You can set Size and Rate for running Dynamic Effects with the wheels in the
Dynamics Soft Key Page. See Dynamics - Control.

NOTE
From 4.2 it is no longer possible to modulate the size or rate of a
dynamic effect using another intensity dynamic effect on the size/rate
channel. This may change the behaviour of existing plays if this rare
feature has been programmed.

Size

Sets the size (amplitude) of the waveforms in a Dynamic Effect. It is set from 0-1000%.

This can be set with the first parameter wheel in the Dynamics Soft Key Page of the Main
Display in the Congo facepanel. (DYNAMICS softkey)

It can also be set in the Preset- and Live Dynamic Effects tabs.
See Live Dynamic Effects and Preset Dynamic Effects

Size Channel

Any channel can be set to control the Size of a Dynamic Effect. At 50% it does not affect
the programmed Size at all. At 0% the Effect is stopped, and at 100% the Size is doubled.

The channel is marked with SIZE in the Channel Views.

509
Rate

Sets the rate (frequency) of the waveforms in a Dynamic Effect. It is set from 0-1000%.

You can also change this parameter with the second parameter wheel in the Dynamics
Soft Key Page (press DYNAMICS in the Index Page).

It can also be set in the Preset- and Live Dynamic Effects tabs.
See Live Dynamic Effects and Preset Dynamic Effects

Rate Channel

Any channel can be set to control the Rate of a Dynamic Effect. At 50% it does not affect
the Rate at all. At 0% the Effect is stopped, and at 100% the Rate is doubled.

The channel is marked with RATE in the Channel Views.

510
Dynamics - Relations & Distance
Offset Relation, Delay Relation and Distance set all channels to perform a Dynamic one
after the other, or overlapping.

These parameters can be set in the Live Attribute editor and from the Dynamic Display
soft key page.

Offset Relation

Specifies when channels start in relation to the table assigned to them

Offset is set in the Dynamic Effect views (Live and Preset). Press MODIFY in either for a
dropdown with the following options

Action Description
All All devices start at the same point in the table.
Evenly Spread The starting point (offset) is evenly spread.
1:2-1:9 The selected devices are divided in # groups
(1:#).

511
Offset Relation - Dynamics Display

In the Dynamics Display the Offset Relation for the selected Dynamic Effect is mapped to
wheel 3.

Activate the Dynamics Soft Key Page in the Main Display of the console facepanel by
pressing DYNAMICS in the top menu.

Congo

Congo Jr

1. Hold wheel key 3 to get a list of Offset Relations in the display.

2. Select a relation using the wheel.

3. Let go of the Key to activate the current selection.

512
Delay Relation & Distance

Specify when channels start in relation to each other.

Delay Relation and Distance are set in the Dynamic Effect views (Live and Preset). Press
MODIFY in Delay Relation for a dropdown with the following options

Action Description
All All devices start at the same time.
Evenly Spread The starting time is evenly delayed.
1:2-1:9 The selected devices are divided in # groups
(1:#).

Distance specifies the time (in percent) between the starting point of each channel when
the Delay Relation is used.

Delay Relation & Distance - Dynamics Display

In the Dynamics Display the Delay Relation is mapped to wheel 4. There is a soft key for
setting the Distance parameter directly with a numeric value.

Activate the Dynamics Soft Key Page in the Main Display of the console facepanel by
pressing DYNAMICS in the top menu.

Congo

513
Congo Jr

1. Hold wheel key 4 to get a list of Delay Relations in the display.

2. Select a relation using the wheel.

3. Let go of the key to activate the current selection.

Enter a number and press DISTANCE to set the Distance value 0-100%.

514
Dynamics - Loop Count
A Dynamic Effect can be set to run a specific number of loops and then stop
automatically. If set to 0 it will run forever.

This is done in the Loop Count column of the Dynamic Effects tabs.

See Dynamics - Live Dynamic Effects and Dynamics - Preset Dynamic Effects

515
Dynamics - Fade
A Dynamic Effect can fade in size, rate or both when played back in a Sequence. When
faded manually in a Master Playback, size will follow the fader (0-100%).

The Fade parameter is set in the Live and Preset Dynamic Effect tabs in the Fade
column.

Action Key Feedback


Size (default) [MODIFY] Size will fade in (and out) on the
time for the corresponding
attribute.
Rate [MODIFY] Rate will fade in (and out) on the
time for the corresponding
attribute.
S&R [MODIFY] Size & Rate will fade in (and out)
on the time for the
corresponding attribute.
None [MODIFY] Size and Rate will snap directly
to the values of the dynamic
effect. Activating a new attribute
value will stop a corresponding
dynamic directly.

Intensity Dynamics

When a Stop Table is activated, the Dynamic Effect will fade out on the in time of the
corresponding sequence step. If the Stop Table is assigned manually, the effect will snap
out.

Attribute Dynamics

When new attribute values are played back from the Sequence, they will fade from the
Dynamic in the attribute time of that Sequence Step. When they reach zero the Dynamic
is deleted automatically.

See Dynamics - Live Dynamic Effects


See Dynamics - Preset Dynamic Effects

516
Dynamics - Form
Form specifies the relation between the size for the Pan and Tilt parameters. It is used to
control the behaviour of Pan/Tilt combinations like a Circle.

Normal value is 100 (displayed as "F:F") which means that both Pan and Tilt are equal in
size.

• If you enter a value between 0 and 99, this will be used as the size for the Pan
parameter showed as "0:F" to "99:F".
• If you enter a value between 101 and 200, this will be used as the size for the Tilt
parameter showed as "F:99" to "F:0".

Think of it as a continuous scale from a vertical movement through the full circle to a
horizontal movement.

This is done in the Form column of the Live- and Preset Dynamic Effects tab.

See Dynamics - Live Dynamic Effects


See Dynamics - Preset Dynamic Effects

517
Dynamics - Fetch From A Preset
Dynamics can be copied from any Preset. All channels with Dynamics in that Preset will
be copied.

Function Key Feedback


Fetch Dynamics from [#] [ON/FETCH] & Dynamics in Preset # are
Preset # [DYN_EFFECT] activated. A "D" will
appear next to the
involved channels in the
Channel View.

518
Dynamics - Playing Back
A Preset with Dynamic Effects can be played back in any of these ways:

• The Preset is faded in on a Sequence Step


• A Master with the Preset is faded up (size follows the Master fader).
• A Master with the Preset is Flashed

General Facts

• When activated, Dynamic Effects fade to the initial value including the Offset.
• If the attributes are masked, the Dynamic will start anyhow.
• Dynamics run until Deleted or Size is set to zero.
• Device Dynamics will stop if new attributes are faded in a Sequence Step.
• IMPORTANT SETTING: Always Start Dyn On Go (Crossfade Settings) =>
When activated from a Sequence Step, dynamic effects are always started on Go
regardless of the GoOnGo setting for the sequence step.

See Dynamics - Stop.

519
Dynamics - Store Running To Library
Running Dynamics can be stored as a Dynamic Template in the Effect Library and be
reused with different channels.

1. Open the Dynamic Effect Library by holding MODIFY and pressing DYN EFFECT, or
from the Browser (Browser >Effect Library)

2. Go to the end of the list (arrow keys).

3. Press INSERT. You will get the question "Record running dynamics as a Dynamic
Template?".

If you answer OK, the dynamics for the currently selected channels (in the selection
order) will be used as a base for creating the new Dynamic Template.

If you answer CANCEL you will get an empty Dynamic Template.

4. Enter a name in the text column (press MODIFY to activate, enter text and press
MODIFY to confirm).

5. Exit by pressing ESC.

520
Channel Sets (5.0)
A Channel Set is a defined set of channels distributed into a number of parts. Sets can be
used as an alternative to groups, in both content and dynamic effects. The advantage of
a Channel Set compared to a group is that you can create very specific distribution
models. See Channel Distribution Wizard.

The Channels Sets editor can be opened in two ways.

• SET (soft key in the Effects Soft Key menu)


• Browser >Effects > Channel Sets

Create a Set (5.0)

Sets are created in the Channel Sets editor. You can use the Channel Distribution
Wizard, or create them one by one using all channel selection and Group features in
Congo as a help.

1. Open the Channel Sets Editor. See above.

Column Action Feedback


Channel set No Input The number of this Set.
Can't be changed.
Text [MODIFY] Opens the text cell for
labeling.
Parts [MODIFY] Opens the Channel
Distribution Wizard.

2. Press INSERT in the Chase List, then press MODIFY in the Parts cell.

3. Select channels, parts and distribution. See Channel Distribution Wizard.

521
NOTE
Helpful hint: Groups can be used to enter channel selections within
parts, if desired. If you are making a very complicated Channel Set
distribution, it may be easier to first create a Group that corresponds
to the contents of each individual Part, and then use the Groups on
masters or Direct Selects to simplify the entry of the channels in each
part. .

You can now use this set in any Content or Dynamic Effect Playback.

Edit a Set

Select the set using arrow keys. The channels and parts are shown in the top of the
editor.

Function Keys Feedback


Select a Part [NEXT] [LAST] The channels will be
selected and the number
of the part is indicated in
red over the channels.
Edit a Part [NEXT] [LAST] Add or subtract channels
by selecting them. No
save or record required.
To add a new part select
the last EMPTY one and
select channels.
Delete a Part [DELETE] Press DELETE to delete
the selected part.

522
Main Playback
The Main Playback is a "theatre style" playback for sequences.

Main Playback Node

This chapter contains the following sections

• Main Playback - Introduction


• Main Playback - Functions
• Playback View
• Sequence Editor
• Load Sequence

523
Main Playback - Introduction
The Main Playback can play back a Sequence, a chase or random presets. It has the
following controls.

• Manual crossfaders.
• Transport keys for timed fades with default or preprogrammed times.
• Split speed controls for in and outgoing channels.
• REFRESH to refresh values to those of the Playback.
• PLAYBACK for assigning sequences and selecting the Main Playback Tab.

CONGO

CONGO JR
The main difference is that there is no split rate control for in/outgoing fades. Instead TAP
is held together with the wheel to control rates. In Jr, this playback is used also as the
Master Playback.

524
525
Main Playback - Functions
These are the functions for the Main Playback.

This chapter contains the following sections

• Main Playback - Manual Crossfade


• Main Playback - Transport Keys
• Main Playback - Edit Keys
• Main Playback - Time Settings
• Main Playback - Default Settings
• Main Playback - Refresh Functions

526
Main Playback - Manual Crossfades
Move the crossfaders from the down position to the up position to perform a manual
crossfade. When both reach the top position the crossfade is terminated and the next
sequence step is advanced.

General Facts

• Take over a timed fades manually.


• Press GO during a manual fade.
• Set the crossfaders to fade in both directions in the Settings for the
Playback (Hold SETUP and press PLAYBACK).
• When you make a manual crossfade to a step with attributes, the attribute values that are
GoOnGo will follow the movement of the B-fader.

527
Main Playback - Transport Keys
These are the transport keys of the Main Playback.

Function Key
Start a crossfade* [GO]
Start a new crossfade during an ongoing crossfade [GO]
Pause a crossfade [PAUSE]
Crossfade to the previous step [GO_BACK]
Reverse an ongoing crossfade [GO_BACK]
Step (without times) to the next step [SEQ+]
Step (without times) to the previous step [SEQ-]
Open the GOTO list** [GOTO]
Crossfade to any recorded preset on the stored or [#] [GOTO]
default times
Relocate the sequence from preset # in B (Next) [#] [JUMP_TO_B]

*When a crossfade is completed there is a beep.Turn this off in the System Settings -
System.
**See The GOTO List

NOTE
Device parameters are executed as LTP, independent of the playback
that once started them. This means that you cannot use (for example)
PAUSE to stop attributes.

The GOTO List

The GOTO List is a list of all Presets in the Sequence of the Main Playback. Open by
pressing GOTO.

Select any preset with the arrow keys and press GOTO to fade to that preset.

528
Main Playback - Edit Keys
These are the editing and mode keys of the Main Playback.

Function Key
Connect the Active (A) field to the channel [A]
controls, and open the A Tab
Connect the Next (B) field to the channel [B]
controls, and open the B Tab
Load Preset # to A. [#] [PRESET] & [A]
Load Preset # to B. [#] [PRESET] & [B]
Load a sequence to the Main Playback [#] [SEQ] & [PLAYBACK]
Clear the Main Playback [C/Alt] & [PLAYBACK]
Activating the Playback Tab connects the A [PLAYBACK]
field to the channel controls and selects the
Playback tab.

529
Main Playback - Time Settings
Hold SETUP and press TIME to open the Settings.

Setting Feedback
Set times to Times are set to the step in B (default). You can
set them to the step in A as well.
Time: Use % as default Times for FCB will be set in % of the main fade
time.
Default Go time The default time is set to 5 seconds.
Default Go Back time The default time is set to 2 seconds.

530
Main Playback - Default Settings
Hold SETUP and press PLAYBACK to open these settings.

These are the default settings for the functions of the Main Playback.

Setting Feedback
Modify Sequence When active, this mode will suppress all wait
times and master links.
Build Sequence When active (default) all presets recorded in A
(Live) will be added to the sequence.
Followon Wait times will be treated as Followon times,
counting from GO instead of from the
completion of the last fade.
GOTO jumps to The default is PRESET, you can set it to STEP.
Crossfade both ways The default setting for a manual crossfade
is upwards. You can set it both ways.

531
Main Playback - Refresh Functions
The Refresh function can be used for any part of a channel and will refresh to the
resulting state of the current Sequence Step in the Main Playback.

Function Key
Refresh all channels and devices [REFRESH]
Refresh attributes of all device(s) [REFRESH] & [ATTRIB]
Refresh the levels of all device(s) and [REFRESH] & [@LEVEL]
channel(s)
Refresh the Focus parameters of the [REFRESH] & [FOCUS]
selected device(s)
Refresh the Color parameters of the [REFRESH] & [COLOR]
selected device(s)
Refresh the Beam parameters of the [REFRESH] & [BEAM]
selected device(s)
Refresh the wheel parameters of the [REFRESH] & [Wheel_key]
selected device(s)
Refresh the U1-U3 of the selected device(s) [REFRESH] & [U1-U3]

Refresh intensities AND attributes for the [REFRESH] & [CH]


selected device(s).
NOTE
The changed flags are cleared for what you refresh.

The Refresh function will take the currently focused channel into
account if you are using NEXT/LAST.

In early Consoles the REFRESH key was labelled UPDATE PB.


Contact your ETC representative for a new key cap if it's the old kind.

532
Playback View
The Playback views normally have a packed format like this. There is an unpacked format
as well (see below).

It provides highlighted information about the current step, and a graphical time
representation for the next step. Notes are shown with a yellow flag and displayed to the
left of the graphical view for the next step. There are progress bars for A/B at the top.

Standard Times are described like this


Out: #
In: #
Time (In=Out): #
Delay In: # (with a "d", for example d2 >3)
Delay Out: # (with a "d", for example d2 >3)
TimeCode: ##.##.##.##

Channel Times
- are summarised as ChT: #. The # indicates how many different time groups there are in
a step.

Moving Devices
- are summarised as Dev: #. The # indicates how many moving devices are affected by
the step.

Master Links
- are indicated as ML: #. The # indicates how many Masters are linked to the step.

Master Pages
- are indicated as MP: #. The # indicates which Master Page is linked to the step.

NOTE
You can click on objects in the Playback View to open the
corresponding editor directly. For example PRESET or DEV or
MASTER LINK.

533
534
Sequence Playback Views - The Graphical Representation

The graphical representation of the next crossfade is very simple.

It shows the in and outgoing fade times as arrows, and FCB times and channel times as
progress bars.

You can toggle this view on/off by holding FORMAT and pressing the UP or DOWN
arrow.

Sequence Playback Views - Column Format

It is possible to show the information in the Playback view in a traditional columnised


format, instead of the packed default format.

You can toggle this view on/off by holding FORMAT and pressing the RIGHT or LEFT
arrow.

Delay Times
An < or > character points to the time that will be delayed. If there are two delay times,
the out delay is shown and < > characters indicate that there are two delay times defined.

535
Sequence Editor (5.0)
This node opens the Sequence Editor for the sequence in the Main Playback.

See Sequences - Sequence List.

536
Load Sequence (5.0)
This node opens a dialogue that allows you to load any recorded Sequence to the Main
Playback. Press MODIFY to activate.

537
Masters
There are 40 Master Playbacks that can be used to playback any type
of content, including console keys and moving device parameters.

Masters Node

This chapter contains the following sections

• Masters - Introduction
• Masters - Functions
• Master View
• Master Editor
• Master Pages

538
Masters - Introduction
Each fader has the following controls.

• A Master key to load content and select channels.


• Masters 1-20 have a Flash/Option key.
• Master content and modes are shown in the master displays between the master
rows.

539
Masters - Functions
These are the master functions.

This chapter contains the following sections

• Masters - Master Keys


• Masters - Flash Keys
• Masters - Playback Keys
• Masters - Fader Mode Switch
• Masters - Load/Clear/Modify
• Masters - Start Fades
• Masters - Channel Selection
• Masters - Channels
• Masters - Presets
• Masters - Sequences
• Masters - Chase
• Masters - Groups
• Masters - Solo Mode
• Masters - Dynamics
• Masters - Channel Layouts
• Masters - Palettes
• Masters - Times
• Masters - Modes

540
Masters - Master Keys
Each master has a master key - this is used to load, select or record information to that
master.

The master key has no number or legend. It is referred to in this manual simply as a
[master key].

If there are two keys for a master, the master key is the upper key. The lower key is a
flash key that will bump the content of the master, depending on the settings.

See Masters - Flash Keys

541
Masters - Flash Keys
Only the lower row of Master Playbacks (1-20) have flash keys (the lower row of dark
keys).

Function Keys Feedback


Flash Master 1-20 [Flash_Key] The content of the
Master is set to the flash
level as long as the
Flash key is held*

*See Flash Modes.

NOTE
Flashing a Master will activate the Attributes or Dynamic Effects of a
Preset in that Master.

Flash Modes

Flash mode is toggled for individually for each Master 1-20.

There are three different Flash modes. Off, Normal & Solo. In Normal mode a Flash level
can be set.

Function Keys Feedback


Toggle Flash mode [FLASH_MODE] & Flash mode is toggled
[Master_Key] for this Master*

Set Flash level [#] [FLASH_MODE] Flash level # is set to this


& [Master_Key] Master*

*Flash Level and Flash Mode are indicated in the Master View (press MASTER) when the
FLASH MODE key is held.

NOTE
Flashing a Master will activate the Attributes or Dynamic Effects of a
Preset in that Master.

542
Flash On Time

When Flash On Time is activated, the Master Playbacks will flash on the time assigned to
each playback. See Master Playbacks - Times.

Function Keys Feedback


1. Open the Master [SETUP] & The Master Settings are
Setup [Master_Key] opened

2. Select Flash On Time Arrow keys Flash On Time box is


highlighted
3. Activate [MODIFY] Flash On Time box is
checked
4. Exit Settings [MODIFY] Settings are closed

543
Masters - Playback Keys
Any Master Playback can be connected to Playback Controls to be able to pause, stop,
reverse and start the chase or sequence in that master. You can also set a tempo by
tapping the TAP key.

• In the Congo console this is done with the Master Playback


• In the Congo Jr console, this is done with the Main Playback

Congo Congo Jr

544
Master Playback - Functions

Function Key Feedback


Start a chase (or [GO] Starts a stopped Chase
crossfade) or a Crossfade for a
Sequence
Start a crossfade from [#] [GO] Starts a Crossfade to
step # step #
Pause a chase (or [PAUSE] Pauses a running Chase
crossfade) or Crossfade
Reverse a fade [STOP] This key is the
equivalent of GO BACK
to the previous step of
the Main Playback
Step without times << or >> These keys are the
equivalent of SEQ+ and
SEQ- in the Main
Playback.
Change Chase direction << or >> The currently connected
Chase will change
direction
Connect a Master [CONNECT] & The Chase or Sequence
Playback [Master_Key] in this Master is
conencted to the
Playback keys. Also, the
Master Playback tab is
focused.
Set a tap tempo to a [TAP] & Hold TAP and press at
Master Playback or [Master_Key] least twice on a Master
Page. or Page key to set a
BPM tempo.

545
Masters - Fader Mode Switch
The Switch with three positions next to the masters sets the 40 Master playbacks into
either of three modes.

Position Function
Channels Only Masters 1-40 will control the first 40 intensities in
the system. Select range of channels with the Direct
Selects.
Masters The normal position. Masters 1-40 are Masters 1-
40.
Jam A special mode for busking a show with moving
devices. See Jam Mode.

546
Masters - Load/Clear/Modify (5.0)
Function Keys Feedback
Clear a Master Playback [C] & [Master_Key] The content of the
Master Playback is
cleared.
Clear all Master [C] & [PAGE] The Master Playbacks
Playbacks are cleared.
Set all Master Playbacks [C] & [MASTER] All Master Playbacks are
to zero (5.0) set to zero, no content is
deleted.
Load an item from the [LOAD] & Item # is loaded to the
Browser [Master_Key] Master Playback.

Open the editor for a [MODIFY] & The editor for the content
Master Playback [Master_Key] of Master # is opened.

NOTE
If a change is made to a Preset or Group that is loaded to a Master
which is active - the change will be pending until the Master is
brought to zero and back up.

Pending content indicated with inverted colors on the master LCD.

547
Masters - Start Fades
You can start timed fades in Master Playbacks manually. If there is no fade time the
Master will cut to 100% or 0% from where it is.

Function Keys Feedback


Start Fade [START] & Master # will fade to
[Master_Key] 0/100% on the Master
Fade Time*
Start a fade to a specific [#] [START] & Master # will fade to
level [Master_Keys] level #

*it will fade up if is it is down, and down if it is up. If it has Up-Wait- Down times, it will make a complete
fade up-wait-down.

548
Masters - Channel Selection
Press a Master key to select all channels in the Preset or Group of that Master.

Function Keys Feedback


Select channels in [Master_Key] All channels in Master #
Master # are selected in the
Channel Control.
Select all channels in [ALL] & All channels in Master #
Master # with a level in [Master_Key] with a level in the
the Channel Control Channel Control are
selected.
Add channels in Master [+] & [Master_Key] All channels in Master #
# are added to the
selection in the Channel
Control.
Subtract channels in [-] & [Master_Key] All channels in Master #
Master # are subtracted from the
selection in the Channel
Control.

549
Masters - Channels (5.0)
You can load and play back single channels

Function Keys Feedback


Load channel(s) to [PRESET] & The selected channel(s)
Master # [Master_Key] with a level are loaded
with that level as a Grp
to the Master Playback
Load channels one by [CH] & [Master_Key] The selected channels
one from Master # are loaded one by one to
the Master Playbacks
starting at the first one
pressed.
Load ch # at 100% to [#] [CH] & Channel # is loaded at
Master # (5.0) [Master_Key] 100% to the Master.

550
Masters - Presets
A Preset is played back with intensities, attributes and dynamic effects. Press the Master
Key to select all channels in the Preset as a group.

Function Keys Feedback


Load Preset # to a [#] [PRESET] & Preset # is loaded to the
Master Playback [Master_Key] Master Playback. The
number and name are
shown in the master
display.
Load all recorded [#] [PRESET] & Hold Preset and keep
Presets from Preset # [Master_Keys] pressing new Master
to the Master Playbacks keys to load the next
stored Preset.
Record selected [#] [RECORD] & You will get the
channels as Preset # [Master_Key] recording popup asking
to a Master Playback you to confirm this.
Record selected [RECORD] & You will get the
channels as the next free [Master_Key] recording popup asking
Preset to a Master you to confirm this.
Playback
NOTE
If you record a preset with dynamics to a master, the size of the
dynamics will follow the master fader.

551
Masters - Sequences
Hold MODIFY and press the Master Key to open the editor for that Sequence. No levels
are visible until the Master is over 0%.

Function Keys Feedback


Load Sequence # to a [#] [SEQ] & Sequence # is loaded to
Master Playback [Master_Key] the Master Playback.
The number and name
are shown in the master
display.
Load all recorded [#] [SEQ] & Hold SEQand keep
Sequences from [Master_Keys] pressing new Master
Sequence # to the keys to load the next
Master Playbacks stored Sequence.
Start crossfade to the [Master_Key] The Master Key now
next step works exactly like the
GO key in the Main
Playback.
Start crossfade to step # [#] [Master_Key] The Master Key now
works exactly like the
GOTO key in the Main
Playback.
NOTE
You can load a Sequence directly from the Sequences List as well.
See Sequences List - Insert/Delete/Load.
NOTE
Connect a Master to the Master Playback controls to get more control
over the Sequence. See Master Playback - Playback Keys.

552
Masters - Chase
Hold MODIFY and press the Master Key to open the editor for that Chase. The Chase will
start from the first step every time the fader is brought over 0%. No levels are visible until
the Master is over 0%.

Function Keys Feedback


Load Chase # to a [#] [SEQ] & Chase # is loaded to the
Master Playback [Master_Key] Master Playback. The
number and name are
shown in the master
display.
Load all recorded [#] [SEQ] & Hold SEQ and keep
Chases and Sequences [Master_Keys] pressing new Master
from # to the Master keys to load the next
Playbacks stored
Sequence/Chase.
Start Chase [Master_Key] The Master Key is a GO
key.
NOTE
You can load a Chase directly from the Sequences List as well. See
Sequences List - Insert/Delete/Load.
NOTE
Connect a Master to the Master Playback controls to get more control
over the Chase. See Master Playback.

553
Masters - Groups
A Group is played back with intensities. Press the Master Key to select all channels in the
Group.

Function Keys Feedback


Load Group # to a [#] [GROUP] & Group # is loaded to the
Master Playback [Master_Key] Master Playback. The
number and name are
shown in the master
display.
Load all recorded [#] [GROUP] & Hold Group and keep
Groups from Group # [Master_Keys] pressing Master keys to
to the Master Playbacks load the next stored
Group.

554
Masters - Solo Fade Mode
A Master Playback in Solo Mode will fade all other masters proportionally to zero, as it is
faded to full.

Function Keys Feedback


1. Open the Master [MODIFY] & The Master Editor is
Editor [Master_Key] opened, focused at
Master #
2. Select Solo Fade Arrow keys Solo Fade is highlighted
3. Set to ON [MODIFY] MODIFY toggles on/off
for each Master.
4. Exit [ESC] Master Editor is closed

NOTE
If several masters have Solo Fade mode = On, the last Solo master
that leaves its 0% position will have priority over the other Solo
masters. To take control with another Solo master, move it down to
0% and up again.

555
Masters - Dynamics
A Dynamics is executed for the currently selected channels when you press the Master
Key.

Function Keys Feedback


Load Dynamic Effect # to [#] [DYN_EFFECT] & Dynamic Effect # is
a Master Playback [Master_Key] loaded with name and
number. Press Master
key to execute.

556
Masters - Channel Layouts
The Master key will activate the Channel Layout when pressed.

Function Keys Feedback


1. Open the View [MODIFY] & The view masters tab is
Masters tab [Master_Key] opened

2. Go to the Content Arrow keys The cell is highlighted


Type column
3. Open the selection [MODIFY] A dropdown is opened

4. Select Channel Layout [MODIFY] Layout is indicated

5. Go to Content Arrow keys The cell is highlighted


6. Select Channel Layout [MODIFY] Channel Layout # is
# indicated

557
Masters - Palettes
A Palette is executed for the currently selected channels when you press the Master Key.
You can execute on a time as well by entering the time # before pressing the Master key.

Fading the fader will move the selected channels to the palette.

Function Keys Feedback


Load Focus Palette # to [#] [FOCUS] & Focus Palette # is
a Master Playback [Master_Key] loaded with name and
number. You can do the
same with COLOR,
BEAM and ALL
PALETTE's.
Activate Palette from [Master_Key] The Palette is activated
Master for the selected
channel(s).
Activate Palette in time # [#] [Master_Key] The Palette is activated
for the selected
channel(s).
NOTE
The fader will fade the attributes of the selected channels to the
palette values when moved up. What happens when you move the
fader down depends on the setting of Rubberband in the Master
Setup. See Master Playbacks - Devices.

558
Masters - Times
The fade time can be activated when you move the fader, or when you start a Master
fade with the Flash On Time or START function.

Function Keys Feedback


Set an In-Out time [#] [TIME] & The time # is assigned to
[Master_Key] the Master as an In and
Out fade time.
NOTE
How the time affects fading the Master manually depends on the
settings of the Master.

Set In-Wait-Out times for a Master

You can set a In, Wait and Out time for each Master from the Master Editor.

Function Keys Feedback


1. Open the Master [MODIFY] & The Master Editor is
Editor [Master_Key] opened, focused at
Master #
2. Go to IN time Arrow Keys IN time is highlighted
3. Set an IN time of # [#] [MODIFY] An IN time of # seconds
seconds is set*
4. Set WAIT and OUT in Step 2 and 3 WAIT and OUT times
the same way are set**

*The In time is used by Flash On Time and Times For Masters in the Master Settings
(SETUP & MASTER KEY).
**The WAIT and OUT times are used by Flash On Time.

NOTE
The Out time is only relevant when there is an In and Wait time.

559
Masters - Modes (5.0)
Mode Screen Feedback
Exclusive Blue level Blackout,
GrandMaster, Capture or
any other channel
function will not affect
this channel(s).
Inclusive No indication Works as an additional
Master Playback
Inhibit Red level Is an Inhibit Master -
works as a Grand Master
for the selected
channel(s).*

*If you have several Independent Functions set to Inhibit and they have overlapping
channels, the highest Special Function will be in control. The result on stage can be
recorded.

NOTE
When you are in "exclusive" mode, the attributes will still be "stolen"
back by any function calling them in the rest of the console, even if
the intensity is "exclusive".

560
Master View
It is possible to view the content of the Master Playbacks in the Master View as well as
the Master Editor. It can be opened by pressing MASTER or from the Browser (Browser
>Master View). If MASTER is pressed again once this tab has been opened, the same
tab will be selected to avoid multiple copies of the same tab.

NOTE
Master Views can be assigned to a dock area. See Dock Areas -
Configure.

561
Master View - Select And Set Levels

It is possible to select masters and set levels from the Master view and with the MASTER
key. Keyboard shortcut = Alt M.
Function Keys Feedback
Select a Master [#] [MASTER] Master # is selected and
highlighted in the Master
View.
Add [#] [+] Master # is added to the
selection.
Add a range [#] [THRU] Up to Master # are
added to the selection.
Subtract [#] [-] Master # is subtracted.

Set a level [#] [@LEVEL] The levels are set to #.

Set a level [Wheel] The levels are set to #.

Step to next/previous [+] [-] Steps to next/previous

Deselect all [0] [MASTER] All are deselected

Using a mouse or trackball

Function Keys Feedback


Using a mouse click Click to select and hold
right key and move to set
levels. Click to add more,
double-click to deselect
all but the last clicked.
Open the Master Editor [MODIFY] & click The Master Editor is
opened.

Master View - Formats

You can toggle between these formats by pressing FORMAT

• All Masters
• Selected Masters
• Active Masters
• Masters with content

The currently selected format is indicated in the top right corner of each Master View.

NOTE
In the All format there is a header bar visible for each row of masters
that shows information about the currently selected master page.

562
563
Master View - Dock Areas

Dock areas are configured by holding SETUP and pressing BROWSER.

Once set up the dock area will appear on the screen

The functions are the same as in the Master View.


See Dock Areas - Configure.

564
Master Editor
It is possible to insert and delete content in Masters, and change Flash modes in the
Master Editor (MODIFY & Master Key). The Master Editor can be opened from the
Browser as well (Browser >Master Editor).

565
Master Editor - Columns & Functions (5.0)

Column Input Function


Master The number of this Master, cannot
be edited.
Content Type [MODIFY] Press MODIFY to open a dropdown
with choices of content.
See Masters - Content
Content [#] [MODIFY] Sets the number # for the content
type.
In [#] [MODIFY] Used by START, Flash on time, Use
Master Times and Master links. If
only an In time is set, it will function
as an Out time as well.
Wait [#] [MODIFY] Used by START and Master links. It
is how long the master will stay up
before the Out time fades out.
Out [#] [MODIFY] Used by START and Master links. It
is how fast the master fade out after
a Wait time.
Flash mode [MODIFY] Toggles Flash mode on/off.

Flash level [#] [MODIFY] Sets flash level #

Solo Fade [MODIFY] Toggles Solo mode on/off. See Solo


Mode.
Page Time Shows the Master Page time that
affects all In-Wait-Out times set in
%. See Master Page Times - Page
Time.
Mode (5.0) [MODIFY] Set Master Mode Inclusive, Inhibit or
Exclusive. See Masters - Modes.

NOTE
Times can be set in % or in seconds. This is selected in the Settings
Attributes - you can always toggle this by holding C before pressing
MODIFY in the In/Wait/Out columns.

566
Masters - Content (5.0)

You can play back almost any kind of content from a Master Playback. The content can
be loaded directly or from the Master Editor. See Load/Clear & Master Editor.

Content Function
Prs Play back Preset from fader, select channels with
Master key. Flash with Flash key.
Grp Single channels or several channels as an
unrecorded Grp.
Seq Play back Sequences. The Master key is Go. The
fader is a Grand Master for that Sequence. Connect
to the Master Playback for more functions.
Chases (old) Play back Sequences in Chase mode. The Master
key is Go. The fader is a Grand Master for that
Sequence. Connect to the Master Playback for
more functions.
Focus, Color, Beam, Activate any kind of Palette (F, C, B, All) for the
Pal. selected channels.
Macro Assign a Macro to activate with the master key.
Dynamic Activate a Dynamic Effect for the selected
channels.
Mask Assign a Mask to activate with the master key.
Key (5.0) A master can be set as any console key. The
master key will function as this key.
Group Play back Groups from fader, select channels with
Master key. Flash with Flash key.
Layout Any Channel Layout can be assigned to a Master
Playback
Parameter Any parameter of a moving device can be assigned
to a Master Playback*
Time Master Any Master can be assigned as a Time Master for a
Sequence in Chase mode. See Chases (old).

*Can be assigned by holding a Parameter key and pressing the Master key, or from the
Master List.

567
Master Pages
Master Pages store all content for 20 masters and can be used in the
lower (1-20) or upper (21-40) row of Master Playback faders.

This chapter contains the following sections

• Master Pages - Introduction


• Master Pages - Record
• Master Pages - Functions
• Master Pages - List
• Master Pages - Editor
• Master Pages - Times
• Master Pages - Auto-update Mode
• Master Pages - Display List

568
Master Pages - Introduction
You can store all content of 20 Master Playbacks into a Master Page. Master Pages can
be stepped through, or loaded.

General Functionality

• Master Pages are stored for 20 Master Playbacks.


• Page 1 & 2 are automatically loaded when creating a new Play.
• You can store up to 999 Master Pages.
• Each Page can have a text label.
• A Page can be Transparent - meaning empty Master Playbacks are not cleared
when this page is loaded.
• Each Page can have a Time and BPM affecting all chasers, presets and
palettes.

NOTE
Loading a new Master Page puts the new content in a pending state
if the master is above 0%. When the Master is faded to 0% the new
information is loaded.

569
Master Pages - Record
All content changes in the affected Master Range (1-20 or 21-40) are automatically
recorded when Auto-Update is On (default). They can be recorded manually to the same
Page or to another Page as well.

Function Key Feedback


Record to the currently [RECORD] & [PAGE] You will get a
loaded Master Page confirmation in the
message window at the
bottom of the screens.
Record to Master Page # [#] [RECORD] & You will get a
[PAGE] confirmation in the
message window at the
bottom of the screens.

570
Master Pages - Functions
It is possible to load and change Master Pages separately to either row (1-20 or 21-40) of
Master Playbacks. When a new play is created Page 1 & 2 are automatically loaded.

Function Key Feedback


Load Master Page # [#] [PAGE] Master Page # is loaded*

Step to next Master [+] Loads the next Master


Page Page.
Step to previous Master [-] Loads the previous
Page Master Page.

*The corresponding Masters are cleared If the Page does not exist it will be created

NOTE
PENDING - If a master fader is over 0% when new content is loaded -
it will load the new content after fading to 0%.

571
Master Pages - List
You can view, edit and create Master Pages directly in the Master Page List (BROWSER
>Master Pages).

NOTE
The system always creates 10 empty Master Pages when a new Play
is opened.

Master Pages List - Columns

Column Input Function


Page No input The number of this Page
- cannot be edited.
Text ABCDE... Press MODIFY to
activate and end text
input.
Transparent [MODIFY] When ON this Master
Page will only load the
stored masters.
Time [MODIFY] This time can be set to
affect all percent times in
this Master Page. See
Master Page Times.
BPM [MODIFY] This value can be set to
affect all chase rates in
this Master Page. See
Master Page Times.

572
Master Pages List - Functions

These are the functions in the Master Pages List

Function Key Feedback


Insert a Master Page [INSERT] Inserts a new Master
Page with the next free
number
Insert Master Page # [#] [INSERT] Inserts a new Master
Page #
Delete the selected [DELETE] Deletes the selected
Master Page Master Page. Cannot be
undone.

573
Master Pages - Editor
The Master Page Editor is where you can view and edit the content and times of Master
Pages. Open in BROWSER> Master Pages> Master Page #.

574
Master Page - Columns

Column Input Function


Master No input The number of this
Master - cannot be
edited.
Content Type* [MODIFY] Opens a dropdown
where you can choose
content.
Content [MODIFY] Sets the number ID of
the content in the
previous column.
In [#] [MODIFY] Sets an In time. If there
is no other time it is also
an out time.
Wait [#] [MODIFY] Sets a wait time

Out [#] [MODIFY] Sets an out time

Flash Mode [MODIFY] Toggles Flash Mode


on/off
Flash Level [#] [MODIFY] Sets # as the Flash level
of a Master Playback.

*Content dropdown

575
Master Pages - Times
Master Playback times can be stored in Master Pages. Times are set from 0.1seconds to
49.59 minutes (0.1- 4959).

General Facts

• A Master Playback can have an in/wait/out time.


• A Master Page can have a general time used for all Palettes and Presets.
• A Master Page can have a BPM time for all Chases.

Master Page Times - In, Out, Wait

Fade times for a Master Playback can be stored in a Master Page.

The times are activated in the following situations

• When the master is linked from a Sequence Step.


• When you hold START and press the Master Key.
• When Flash On Time is active (SETUP & Master Key).

Function Keys Feedback


1. Activate the Master Browser >Master The Master Pages List is
Pages List Pages opened.
2. Activate a Master Arrow keys The Master Page List is
Page List opened.
3. Go to In-Wait-Out Arrow keys Each selected cell is
Times highlighted
4. Set a time* [#] [MODIFY] A time of # is set.

Master Page Times - Page Time

The Master Page Time is used for Palettes (content= palette) and Presets with In times
set in %.

Function Keys Feedback


Set Master Page Time* [#] [TIME] & A Master Page Time # is
[PAGE] set to the currently
loaded Master Page.

*The Master Page Time can be set from the Master Page List as well.

576
Master Page Times - BPM

The Master Page BPM will affect all chasers running in that Master Page.

Function Keys Feedback


Set Master Page BPM* [TAP] & [PAGE] Tap at least two times to
set a BPM. You can edit
it in the Master Page
List.

*If chases have a rate, it will be scaled by the BPM.

577
Master Pages - Auto-update Mode
This is the default mode for Master Pages - in which all changes automatically are stored
to the current Master Page.

Function Keys Feedback


1. Open the Master Page [SETUP] & [PAGE] The Master Page
Settings Settings popup is
opened.
2. Toggle Auto-update [MODIFY] MODIFY will toggle this
parameter on/off.
NOTE
Without this mode, Master Pages have to be recorded manually. See
Record Master Pages.

578
Master Pages - Display List
The Display lists are shown in the main display of the console. The trackball has to be in
DISP LIST mode.

Function Keys Feedback


1. Open the Master Page [DISP] & [PAGE] The Master Page
Display List Display List for a Master
Row (1-20, 21-40) is
opened.
2. Select a Master Page Trackball The selected item is
highlighted with
>arrows<.
3. Load the selected Right (or left) click The Master Page is
Master Page and press PAGE loaded to Masters.

579
Independents
The independents are potentiometers and keys that can be set up to
control lights that you want to separate from the main controls - such
as houselights, work lights etc.

Independents Node

This chapter contains the following sections

• Independents - Introduction
• Using the Independents
• Independent Modes

580
Independents - Introduction
The Independents offer a control surface for potentiometers and keys to which you can
assign channels that can be excluded from normal control and recording.

• In Congo there are six independent potentiometers.


• In Congo Jr there are three independent potentiometers.

These can be used for

• Adding light (inclusive mode)


• Removing light (inhibit mode)
• Independent lights (Exclusive mode)

Both consoles have three independent keys.

These can be used as toggle or flash for

• Houselights
• Smoke machines
• Relays

Congo

Congo Jr

581
Independent Dock Areas

The content of Independents can be assigned to a dock area. See Dock Areas -
Configure.

582
Using the Independents
Action Console Feedback
1. Open the Setup* Hold Setup and A popup will appear with
move the a channel view***
potentiometer or
press a key**
2. Set channels, levels
and attributes
3. Select Mode [MODIFY] See Independent Modes

4. Select Execute Arrow key Execute is highlighted


5. Store [MODIFY] The popup is closed

*The Setup can be opened from the Browser as well (Browser >Setup >Independents)
**Keys have the option to be toggling on/off.
***The Independent popup

583
Independent Modes
Mode Screen Feedback
Exclusive Blue level Blackout,
GrandMaster, Capture or
any other channel
function will not affect
this channel(s).
Inclusive No indication Works as an additional
Master Playback
Inhibit Red level Is an Inhibit Master -
works as a Grand Master
for the selected
channel(s).*

*If you have several Independent Functions set to Inhibit and they have overlapping
channels, the highest Special Function will be in control. The result on stage can be
recorded.

NOTE
When you are in "exclusive" mode, the attributes will still be "stolen"
back by any function calling them in the rest of the console, even if
the intensity is "exclusive".

584
Independent Dock Area
Dock areas are configured by holding SETUP and pressing BROWSER.

Once set up the dock area will appear on the screen

It is possible to select Independents and set levels from the dock with the MASTER key.

Function Keys Feedback


Select an Independent [#] [MASTER] Independent # is
selected and highlighted.
Add [#] [+] Independent # is added.

Add a range [#] [THRU] Up to Independent # are


added.
Subtract [#] [-] Independent # is
subtracted.
Set a level [#] [@LEVEL] The Independent levels
are set to #.
Set a level [Wheel] The Independent levels
are set to #.
Step to next/previous [+] [-] Steps to next/previous

Using a mouse or trackball


Click to select and hold right key and move to set levels. Click to add more, double-click
to deselect all but the last clicked.

585
Media
The Media node contains tutorial movies, images of your choice,
software documentation and Training Projects.

Media Node

This chapter contains the following sections

• Media - Introduction
• Movies
• Images
• Training Projects

586
Media - Introduction
The Media node of the Browser has four nodes. Each of them represent a folder with the
same name in the CONGO folder at the root of the system. Information dropped in these
folders can be viewed in the Tabs of Congo.

Function File Types Explanation


Movies wmw These are tutorials. The movies are
played when a movie node is selected.
Images jpg Images are loaded in a Tab when an
image node is selected.
Documentation htm Documentation is loaded in a Tab when
a documentation node is selected.
Training Projects c2p Training projects created in Capture and
supplied with the software can be
opened here.
NOTE
If you insert a USB device which contains Image or Movie files, you
get a question about auto importing them to the Images and Movies
folders.

587
Movies
In the movies folder there are tutorials for learning Congo. Mostly, they are around five
minutes and in english. You start them by selecting them and pressing MODIFY or
ENTER.

NOTE
Do not watch movies in the console during playback.

588
Images
If you connect a digital camera to the console via USB a dialog will open to allow you to
import the photos into the Images folder in Congo. You have a possibility to select if all
images found should be imported or just ones with a newer timestamp than last import.

NOTE
This works for cameras that show up as a new Drive in Windows (not
as a camera device).

Media Images - Delete

You can delete images directly from the Browser by pressing DELETE.

589
Training Projects
This is visualisation plug-in for training purposes. The projects are created in a third-party
software called Capture and supplied by ETC. The idea is not to run large shows with
processor-heavy visualisation inside Congo. It is meant as a training tool that allows you
to understand functions like Dynamic Effects without having a rig.

Training Projects - Open Project

Opening a Training Project

1. Go to the Browser (BROWSER)


2. Navigate with the arrow keys to the File >Open > Play Archive > Demo
Plays node
3. Open the file A demo play (this will close the online help - open again and
continue)
4. Navigate with arrow keys to the MEDIA node.
5. Open the sub-node Training Projects
6. Open the file A demo play.c2p.
7. You will get a visualisation tab like this

The play loaded will correspond to this training project.

Training Projects - The Camera

There is a camera (viewing angle) that allows you to zoom, pan and rotate the "stage".
There are some default functions connected to the FORMAT key of Congo, and some
functions are accessible by patching the camera as a Device to a channel.

Default functions
Camera does not have to be patched as a DMX device.

Function Key Feedback


Zoom [FORMAT] & Wheel The view is
zoomed in/out
from the camera.

590
Pan stage right Right Arrow & Wheel Stage is panned
to the right
around the
camera
Pan stage left Left Arrow & Wheel Stage is panned
to the left around
the camera
Tilt stage up Up Arrow & Wheel Stage is tilted up
around the
camera
Tilt stage down Down Arrow & Wheel Stage is tilted
down around the
camera

DMX functions
Camera is patched as a device to channel 22 in the project A Demo Play. When the
channel controlling the camera is selected all functions are mapped to the device controls
around the Main Display.

FOCUS functions

• Pan = Pan stage


• Tilt = Tilt stage
• Pitch = Pitch the angle of the stage

Beam functions page 1

• Zoom = Zoom
• X <> = Move stage right/left along the X axis
• Y <> = Move stage up/down along the Y axis
• Z <> = Move stage in/out along the Z axis

Beam functions page 2

• Ambient L = Houselights
• Fixture L = Fixture lights
• Atmospher = Atmosphere/smoke

591
Training Projects - Hints

The Training Project is a simple way of getting to know some of the moving light
functionality of Congo, and to understand Dynamics.

In the corresponding Congo Play (A Demo Play) there is a sample of a Channel Layout
that can be used together with the Plug-in. If you are running one monitor and split the
screens you will have a view like this.

592
CONSOLE KEYS
This Chapter is about the console key functions, keyboard
equivalents and shortcuts. Its a very useful chapter.

This chapter contains the following sections

• Console Key Quick Help


• Console Key Shortcuts

593
Console Key Quick Help (5.0)
These are all console keys with a short explanation and a summary
of functions, in alphabetical order.

• This text is linked to each key in the console and opens if you hold [?] and press
a key.
• There are links to the corresponding chapters of the manual.
• The keyboard equivalent in an alphanumeric keyboard is listed.

Console Key - ?

This is the HELP function. It activates the online help system, which is a complete
electronic copy of the user manual.

• [HELP] - Activates Help.


• [HELP] & [KEY] - Activates help for that key.
• [HELP] - after opening an editor or list opens help for that editor.

For more information see This Manual.

Keyboard equivalent: [F1]

Console Key - <-- (Disp Mode)

Press this key to open the channel view for the A field of the Main Playback. The channel
control will be connected to the A field.

For more information see Main Playback - Edit Keys.

No keyboard equivalent

594
Console Key - @LEVEL

This key is used to set levels to channels. It can also be used in combination with other
keys for specific level functions.

• [#] [@LEVEL] - Set level # to the currently selected channels.


• [@LEVEL] = 70%
• [@LEVEL] [@LEVEL] - 100%
• [CH] & [@LEVEL] - Sets a temporary ID level 0-100% to the currently selected
channels.
• [SETUP] & [@LEVEL] - Opens the level settings.

NOTE
If the console is set to operate in At Mode this key has a slightly different syntax. See At
Mode.

For more information see Set Channel levels.

Keyboard equivalent: [+]

Console Key - A

Opens the channel view for the A field of the Main Playback. The channel control will be
connected to the A field.

• [A] - Opens and selects the A tab.

For more information see Main Playback - Edit Keys.

Keyboard equivalent: [A]

Console Key - ALIGN

This key is used to align device parameters to the one currently selected with
NEXT/LAST.

• [ALIGN] & [parameter key] (CYAN, or FOCUS for example) - Aligns these
parameters.

For more information see Device Control - Align.

Keyboard equivalent: [Alt] & [A]

595
Console Key - ALL

The ALL key is used for selecting channels with levels over 0% in different targets.

• [ALL] - Selects all channels with a level over 0% in any channel view.
• [ALL] [ALL] - In the Live view the first press will select all channels over 0% in
A, the second press will select channels in all Master Playbacks as well.
• [ALL] & [PALETTE KEY] - Hold ALL and press a Direct Select key for a palette to
select all channels with an intensity over 0% using that palette.

For more information see Select Channels.

Keyboard equivalent: [SHIFT] & [-]

Console Key - Arrow Keys

The arrow keys are a vital part of all navigating functions, and are used a lot in
combination with the silver colored navigating keys, and the level wheel.

• [Arrow keys] - Move in the direct of that key in the Browser, or a spreadsheet
view. In dialogue boxes the side arrows will move between tabs, and up and
down will select input areas. In the Browser the right arrow will open the current
node, and the left arrow will close and jump to the top of any list.
• [Arrow key] & [level wheel] - Speed scroll in any list view.
• [TAB] & [side arrows] - Moves the current tab to the next screen.
• [TAB] & [down arrow] - Splits the screens, the same command with the up arrow
will undo the current split.

For more information see Navigating - The Arrow Keys.

Keyboard equivalent: [Arrow keys]

Console Key - ATTRIB

The ATTRIB key is used to record, edit and view attibutes for moving devices.

• [ATTRIB] - Opens the Live Attribute view.


• [#] [RECORD] & [ATTRIB] - Record all attributes for the currently selected
channels to preset #.
• [#] [PRESET] & [ATTRIB] - Opens the attribute editor for that preset.
• [SETUP] & [ATTRIB] - Opens the attribute settings.

For more information see Device Views - Live, Device Views - Presets, Record All
Attributes For Selected Channels

Keyboard equivalent: [I]

596
Console Key - B

This key opens the channel view for the B field of the Main Playback. The channel control
will be connected to the B field.

• [B] - Opens and selects the B tab.

For more information see Main Playback - Edit Keys.

Keyboard equivalent: [B]

Console Key - BALANCE

The BALANCE key is a soft key in the CHANNELS menu of the console main display. It
is used to mute all channel intensities except the current selection, temporarily.

• [BALANCE] - Temporarily mutes all channel intensities except the current


selection. Press again to return.
• [SETUP] & [REM DIM] - Opens the dialogue to set this key as BALANCE.

For more information see Channels - Balance Mode.

There is no keyboard equivalent.

Console Key - BANK

The BANK key is used to change bank of data in the Direct Select key sections.

Hold [BANK] - When this key is held, you can use the direct select keys to select a bank
(1-10, 11-20 etc) for each section of direct select keys.

For more information see Direct Select - Content.

There is no keyboard equivalent.

Console Key - BEAM

This key is used to record and recall Beam palettes for moving devices.

• [RECORD] & [BEAM] - Record next free palette for currently selected devices.
• [#] [RECORD] & [BEAM] - Record new palette for the currently selected devices.
• [#] [BEAM] - Recall a recorded palette for the currently selected devices.
• [MODIFY] & [BEAM] - Open the Beam palette list.
• Hold [BEAM] - When BEAM is held, all existing palettes 1-40 can be accessed
from the direct select keys.

For more information see Devices - Palettes, Record A Beam Palette, Device Palettes -
Direct Mode.

Keyboard equivalent: [ALT] & [B]

597
Console Key - BLIND

The BLIND key is used to edit and load content to the blind editing field. You can edit and
record channels in BLIND indepenedently from all other fields.

• [BLIND] - Open the Blind view, and set channel control to this field.
• [LIVE] & [BLIND] - Move the values of the current channels over 0% into BLIND.
• [BLIND] & [A] or a [master key] - Move the values of the currently selected
channels from BLIND to that field.
• [BLIND] & [level wheel] - Fade the content of BLIND into the output of the
console.

For more information see Blind - Blind Tab.

Keyboard equivalent: [ALT] & [B]

Console Key - BROWSER

The Browser is a fundamental part of the Congo system. This is where all functions are
located, alla data can be viewed, and where you can access settings, files and the Help
system.

• [BROWSER] - Select the Browser. If it is already selected, it will be closed. Press


again to open.
- Use the [up/down arrows] to navigate, and in combination with the level wheel
to speed scroll.
- Use the [right arrow] to open an item.
- Use the [left arrow] to jump to the top of the current item and close it.
- Press [MODIFY] to open the editor for an item.
- Press [LOAD] to activate items like Groups, Palettes etc.
- Hold [SETUP] and press [BROWSER] to activate more Dock Areas.

For more information see Navigating - Browser, Dock Areas.

Keyboard equivalent: [F10]

Console Key - BUILD SEQ

BUILD SEQ is a soft key in the MISC menu of the console main display. It is used to
activate and deactivate the auto-creation of a new Sequence step when a Preset is
recorded in the Live or A Tab.

• [BUILD SEQ] - Toggle Build mode on/off. BUILD is indicated in the header of the
Main Playback tab when active, which is default.

For more information see Sequences - Build & Modify Modes.

There is no keyboard equivalent.

598
Console Key - C/ALT

This key is used to clear numeric entries. When it is held it can be combined with other
keys for clearing information, and for Macro style functions like channel check mode.

• [C/ALT] - Clear the last numeric entry.


• [C/ALT] [C/ALT] - Deselect all channels.
• [C/ALT] & [CH] - Clear the current channel selection and levels in the selected channel view.
• [C/ALT] & [master key] - Clear that field.
• [C/ALT] & [PLAYBACK] - Clear the A field.
• [C/ALT] & [PAGE] - Clear the current master page.
• [C/ALT] & [+%] - Set 100%.
• [C/ALT] & [-%] - Set 0%.
• [C/ALT] & [+] or [-] - Activate channel check mode with the current level.

For more information see Channels - Clear Functions, Master Playbacks -


Load/Clear/Modify.

Keyboard equivalent: [Backspace]

Console Key - CAPTURE

This key is used to activate Capture mode, in which any channel that is manually altered
will be Captured, and cannot be controlled from any other function until it is released from
Capture mode. Captured channels are indicated with a red background in the channel
views. When you record a captured channel, the captured levels are stored.

• [CAPTURE] [CAPTURE] - Activate and deactivate Capture mode.


• [#] [CAPTURE] & [CH] - Capture that channel without activating Capture mode.
• [CAPTURE] & [ATTRIB] - Capture all attributes for the selected channel(s).
• [CAPTURE] & [parameter key] - Capture that attribute for the selected
channel(s).

For more information see Channels - Capture Mode.

Keyboard equivalent: [C]

599
Console Key - CH/ID

The CH key is used to select channels, and in combination with other keys for additional
channel functions.

• [#] [CH] - Select that channel (if you are operating in At Mode, this key is not used
in the same way).
• [C/ALT] & [CH] - Clear levels and channel selection in the selected channel view.
• [CH] & [up/down arrow] - Scroll in the selected channel view.
• [CH] & [@LEVEL] - Toggle the levels of the selected channel(s) 100-0% for
identifying.
• [#] [CH] & [TIME] - Record a channel time for the selected channel(s).
• [#] [CH] & [DELAY] - Record a channel Delay for the selected channel(s).

For more information see Select Channels.

Keyboard equivalent: [-]

Console Key - CH TIME

CH TIME is a soft key in the TIME menu of the console main display. It is used to record
individual channel times. Times are recorded to the Sequence Step in A or B depending
on the setting of Times.

• [#] [CH TIME] - Record that time to the currently selected channel(s).

For more information see Sequence Times - Channel Times.

There is no keyboard equivalent.

Console Key - CH DELAY

CH DELAYT is a soft key in the TIME menu of the console main display. It is used to
record individual channel delay times. Times are recorded to the Sequence Step in A or B
depending on the setting of Times.

• [#] [CH DELAY] - Record that time to the currently selected channel(s).

For more information see Sequence Times - Channel Times.

There is no keyboard equivalent.

600
Console Key - CLIENT

The CLIENT key is used to activate and deactivate external access from network clients,
and to set permissions.

• [CLIENT] - Activate or deactivate.


• Hold [CLIENT] - Set permissions from the Direct Select keys.

For more information see Network - Client.

There is no keyboard equivalent.

Console Key - COLOR

This key is used to record and recall Color palettes for moving devices.

• [RECORD] & [COLOR] - Record the next free palette for the currently selected
devices.
• [#] [RECORD] & [COLOR] - Record a new palette for the currently selected
devices.
• [#] [COLOR] - Recall a recorded palette for the currently selected devices.
• [MODIFY] & [COLOR] - Open the Color palette list.
• Hold [COLOR] - When COLOR is held, all existing palettes 1-40 can be accessed
from the direct select keys.

For more information see Devices - Palettes, Record A Color Palette, Device Palettes -
Direct Mode.

Keyboard equivalent: [ALT] & [C]

Console Key - COLUMN

The COLUMN key is used for various functions in spreadsheet views.

• [COLUMN] - Select all cells downward in the current column.


• [COLUMN] & [level wheel] - Resize a column.
• [COLUMN] & [up/down arrows] - Sort the spreadsheet by the content of this
column.
• [COLUMN] & [right/left arrows] - Move a column.

For more information see Navigating - Lists, Change The List View, Sort By Column.

Keyboard equivalent: [F9]

601
Console key - CONNECT

The CONNECT key is used to connect a Master with a Sequence to the Master Playback
controls of the console frontpanel. A Playback tab will be opened for this master.

• [CONNECT] & [master key] - Connect.


Close the Playback view with ESC to disconnect.

For more information see Master Playback - Playback Keys.

There is no keyboard equivalent

Console Key - COMPARE

COMPARE is a soft key in the MISC menu of the console main display. It is used to
compare the intensities in a channel view with any other Preset. It is a mode that has to
be exited before returning to normal operation.

• [COMPARE] - Load the last recorded preset that was loaded to this channel view.
Press again to return.
• [#] [COMPARE] - Load that preset to this channel view. Press again to return.

For more information see Presets - Compare Mode.

There is no keyboard equivalent.

Console Key - COPY/CUT

The COPY/CUT key is used to copy and cut information for pasting. Information that can
be copied, cut and pasted is Text, Sequence Steps (Sequence List), Groups (Group List),
Presets (Preset List), Device Templates (Device Template List) and Attributes in the
Preset List.

• [COPY/CUT] - Copy the selected object.


• [COPY/CUT] [COPY/CUT] - Cut the selected object.

For more information see Copy, Cut & Paste.

Keyboard equivalent: [CTRL] & [C]

Console Key - CURSOR

The CURSOR key is only available in the big Congo console to set the built in trackball to
mouse mode.

• [CURSOR] - Set the trackball to mouse mode. Trackball will be red.

For more information see Facepanel - Trackball.

There is no keyboard equivalent

602
Console Key - DELAY

The DELAY key is used to set delay times to the sequence step in the A or B field of the
Main Playback (depending on the Time Settings).

• [DELAY] & [IN] - Set a Delay In time.


• [#] [DELAY] & [OUT] - Set a Delay out time.
• [#] [CH] & [DELAY] - Set a channel delay time to the selected channel(s).
• [#] [DELAY] & [FOCUS] - Set an attribute delay time for the selected channel(s).
• [#] [DELAY] & [COLOR] - Set an attribute delay time for the selected channel(s).
• [#] [DELAY] & [BEAM] - Set an attribute delay time for the selected channel(s).

For more information see Sequences - Times, Sequence Times - Set To A or B.

Keyboard equivalent: [CTRL] & [D]

Console Key - DELETE

The DELETE key is used to delete data permanently in lists.

• [DELETE] - Delete the selected object in any list.

For more information see Editing In Lists.

Keyboard equivalent: [DEL]

Console key - DEVICE

The DEVICE key is used to open the Device List, where you can edit the settings for all
moving devices.

• [MODIFY] & [DEVICE] - Open the device settings.

For more information see Patch - Device List.

Keyboard equivalent: [D]

Console Key - Direct Select Pages

The five Direct Select Page keys will activate a user setup that is auto-stored for the
Direct Selects.

• Press any of the five keys to access that page.

For more information see Direct Select - User Setups.

There is no keyboard equivalent

603
Console Key - DISPLAY LIST

The DISPLAY LIST key is only available in the big Congo console to open Display Lists in
the main display.

• [DISPLAY LIST] - Activate display lists and set the trackball to this mode (green).
Use the trackball and LEFT/RIGHT to select items in the lists.
• Hold [DISPLAY LIST] - Show all display list options in the Direct Selects.

For more information see Facepanel - Trackball.

Keyboard equivalent: [J]

Console Key - DYN EFFECT

The DYN EFFECT key is used to operate the Dynamic Effects of the older effect engine
of Congo (pre 5.0).

• [DYN EFFECT] - Open the Live Effect list of running Dynamic Effects.
• [MODIFY] & [DYN EFFECT] - Open the Effect Library list.
• [#] [DYN EFFECT] - Ativate a Dynamic Effect from the Effect Library for the
selected channel(s).
• Hold [DYN EFFECT] - The first 40 effects in the library are available in the Direct
Selects.

For more information see Dynamics - Edit Live Dynamic Effects, Dynamics - Effect
Library, Dynamics - Start, Start Dynamics With Direct Mode

Keyboard equivalent: [E]

Console Key - ESC

The ESC key is used to close and exit all tabs and dialogues.

• [ESC] - Exit the current dialogue.


• [ESC] - Close the currently selected tab.

For more information see Navigating The Tabs.

Keyboard equivalent: [ESC]

Console Key - FAN

The FAN key is used to fan (distribute around a centre point) attributes and times. The
distribution can be set to U, V and S shape in the Fan Settings.

• [FAN] & [level wheel] - Select devices, use NEXT/LAST to set the centre point.
Then hold FAN and move the wheel of the parameter you wish to fan. Attibute
times are fanned with a wizard that opens when you select an attribute time or
delay in an attribute view and press WIZARD.

604
For more information see Device Control - Fan, Device Times - Fan Times.

Keyboard equivalent: [CTRL] & [F]

Console Key - FLASH

The lower row of masters in the Congo console and the large fader wing of the Congo Jr
are equipped with two keys per master. The top key is the master key used to load
content, and the lower key is a flash key. The flash key can be set to different modes and
levels.

• [Flash key] - Flash the content of a master.


• [FLASH MODE] & [flash key] - Toggle flash mode on/off for a master.
• [#] [FLASH MODE] & [flash key] - Set a flash level for a master.

For more information see Master Playbacks - Flash Keys.

There is no keyboard equivalent

Console Key - FLASH MODE

The lower row of masters in the Congo console and the large fader wing of the Congo Jr
are equipped with two keys per master. The top key is the master key used to load
content, and the lower key is a flash key. The flash key can be set to different modes and
levels.

• [FLASH MODE] & [flash key] - Toggle flash mode on/off for a master.
• [#] [FLASH MODE] & [flash key] - Set a flash level for a master.

For more information see Master Playbacks - Flash Keys.

Keyboard equivalent: [F]

Console Key - FOCUS

This key is used to record and recall Focus palettes for moving devices.

• [RECORD] & [FOCUS] - Record the next free palette for the currently selected
devices.
• [#] [RECORD] & [FOCUS] - Record a new palette for the currently selected
devices.
• [#] [FOCUS] - Recall a recorded palette for the currently selected devices.
• [MODIFY] & [FOCUS] - Open the Focus palette list.
• Hold [FOCUS] - When FOCUS is held, all existing palettes 1-40 can be accessed
from the direct select keys.

For more information see Devices - Palettes, See Record A Focus Palette, Device
Palettes - Direct Mode.

Keyboard equivalent: [ALT] & [C]

605
Console Key - FORMAT

The FORMAT key is a vital part of controlling what is shown in all views except
spreadsheets (lists). It is used a lot in combination with the arrow keys, and the level
wheel.

• [FORMAT] - Change channel sorting (all channels, non-zero channels etc) for the
current channel view.
• [FORMAT] & [level wheel] - Zoom in channel and attribute views.
• [FORMAT] & [up/down arrows] - Compress/expand information in a view.

For more information see Navigating - Channel Views.

Keyboard equivalent: [F4]

Console Key - GO

The GO key starts the next crossfade in the Main Playback.

• [GO] - Start a crossfade in the Main Playback. Press GO during an ongoing


crossfade in the Main Playback to start the next one.
• [SETUP] & [GO] -cCange default times and crossfade settings.

For more information see Main Playback - Transport Keys.

Keyboard equivalent: [CTRL] & [G]

Console Key - GO (Master Playback)

This GO key in the Master Playback starts the next crossfade in the master/sequence
connected to the Master Playback.

• [GO] - Start a crossfade in the connected master. Press GO during an ongoing


crossfade in the connected master to start the next one.

For more information see Master Playback - Playback Keys.

There is no keyboard equivalent

Console Key - GO BACK

The GO BACK key starts a crossfade to the previous sequence step in the Main
Playback.

• [GO BACK] - Start a crossfade to the previous sequence step in the Main
Playback. Press GO BACK during an ongoing crossfade to reverse it.
• [SETUP] & [GO BACK] - Change default times.

For more information see Main Playback - Transport Keys.

Keyboard equivalent: [CTRL] & [B]

606
Console Key - GO BACK (Master Playback)

The GO BACK key starts a crossfade to the previous sequence step in the
master/sequence connected to the Master Playback.

• [GO BACK] - Start a crossfade to the previous sequence step in the connected
master. Press GO BACK during an ongoing crossfade to reverse it.

For more information see Master Playback - Playback Keys.

No keyboard equivalent

Console Key - GOTO

The GOTO key is used to crossfade into any existing preset in the Main Playback.

• [#] [GOTO] - Start a crossfade to that preset. If the preset exists in the current
sequence, the step times will be used.
• [SETUP] & [GOTO] - Change settings.

For more information see Main Playback - Transport Keys and The GOTO List.

Keyboard equivalent: [CTRL] & [G]

Console Key - GROUP

The GROUP key is used to store and recall channel selections stored into Groups.

• [RECORD] & [GROUP] - Record the currently selected channels and levels into
the next free group.
• [#] [RECORD] & [GROUP] - Record the currently selected channels and levels to
that group.
• [#] [GROUP] - Select the channels of that group.
• [#] [GROUP] & [level wheel] - Fade the channels of that group in proportionally.
• [GROUP], or [MODIFY] & [GROUP] - Open the Group List.

For more information see Groups - Select Channels.

Keyboard equivalent: [ALT] & [G]

Console Key - HIGHLIGHT

The HIGHLIGHT key will activate highlight mode for the currently selected devices.

• [HIGHLIGHT] - Activate Highlight mode.

For more information see Device Control - Highlight Mode.

Keyboard equivalent: [CTRL] & [H]

607
Console Key - HOME ATTRIB

The HOME ATTRIB key will set all or some parameters for the currently selected devices
to their default home position. The home position can be re-recorded at any time.

• [HOME ATTRIB] [HOME ATTRIB] - Home all parameters for the selected
devices.
• [HOME ATTRIB] & [FOCUS, COLOR, BEAM] - Home these parameters.
• [HOME ATTRIB] & [wheel parameter key] - Home only this parameter.
• [RECORD] & [HOME ATTRIB] - Record the current values as the new HOME
position for the selected devices.

For more information see Device Control - Home positioning.

Keyboard equivalent: [F5]

Console Key - IN

The IN key is used to set In times to the sequence step in the A or B field of the Main
Playback (depending on the Time Settings).

• [#] [IN] - Set an in time.


• [#] [DELAY ] & [IN] - Set a Delay In time.

For more information see Sequences - Times, Sequence Times - Set To A or B

Keyboard equivalent: [CTRL] & [I]

Console Key - INDEPENDENTS 7,8,9

The three keys and potentiometers in the Independents area of the consoles are used to
control lights outside the main functionality of the console - for example houselights or
worklights. They can operate in three modes: Inclusive, Inhibit and Exclusive.

• [SETUP] & [independent key] - Open the settings.


• [SETUP] & [independent pot] - Hold SETUP, then move and let go of an
independent potentiometer to open the settings.

For more information see Independents.

There is no keyboard equivalent

608
Console Key - INSERT

The INSERT key is used to insert new data in a list. In some lists a number is required, in
some not. A new item is usually inserted after the current item.

• [INSERT] - Insert a new item in a list.


• [#] [INSERT] - Insert a new item with this number in a list.

For more information see Editing In Lists.

Keyboard equivalent: [INS]

Console Key - INV GROUP

The INV GROUP key is used to invert the current channel selection and select all other
channels with a level over 0% in a channel view.

• [INV GROUP] - Invert the current channel selection.

For more information see Select Channels.

Keyboard equivalent: [SHIFT] & [/]

Console Key - JUMP TO B

The JUMP TO B key is used to reposition the sequence in the main playback blindly to
continue from a different sequence step.

• [#] [JUMP TO B] - Enter the number of a preset or sequence step (depending on


the settings for this function) and press JUMP TO B to move that item to the B
field of the Main Playback.

For more information see Main Playback - Transport Keys, Crossfade Settings.

Keyboard equivalent: [SHIFT] & [/]

Console Key - LAST

The LAST key is used to select the previous channel within the current channel selection.
This is useful for adjusting single moving devices within a selection, and also for selecting
a specific device as reference point for the Fan and Align functions.

• [LAST] - Press LAST with more than one channel selected to activate Next/Last
mode. Press SELECT ALL to exit.

For more information see Device Control - Next & Last Mode.

Keyboard equivalent: [L]

609
Console Key - LEFT

The Left key, in the big Congo only, is the left mouse key of the trackball.

• [LEFT] - Activate a mouse click in cursor mode (red).

For more information see Facepanel - Trackball.

Keyboard equivalent: [Mouse left key]

Console Key - LIVE

The LIVE key is fundamental. It selects the Live tab and sets the channel control to the
live output, through the A field of the Main Playback.

• [LIVE] - Select the Live tab.


• [LIVE] & [BLIND] - Move the channel levels from LIVE to BLIND.
• [C/ALT] & [LIVE] - Bring all channel levels from Live (A and masters) to zero.

For more information see Live.

Keyboard equivalent: [F2]

Console Key - LOAD

The LOAD key activates items in the Browser, like Groups, Palettes & Effects.

• [LOAD] - Select an object in the Browser and press LOAD to activate.

For more information see Browser Functions.

Keyboard equivalent: [F6]

Console Key - MASK

The MASK key is used in combination with other keys to toggle the mask functions that
mask device parameters from recording.

• [MASK] - Activate the mask.


• [MASK] & [FOCUS, COLOR, BEAM] - Toggle these parameter groups on/off.
• [MASK] & [wheel parameter key] - Toggle this specific parameter on/off.
• [MODIFY] & [MASK] - Open the Mask editor.

For more information see Device Control - Mask.

Keyboard equivalent: [K]

610
Console Key - MASTER KEYS

Every master has a master key that is used to load content to the master, and for some
settings.

• [#] [PRESET] & [master key] - Load this content to master #.


• [#] [GROUP] & [master key] - Load this content to master #.
• [#] [CH] & [master key] - Load this content to master #.
• [#] [SEQ] & [master key] - Load this content to master #.
• [#] [FOCUS] & [master key] - Load this content to master #.
• [#] [COLOR] & [master key] - Load this content to master #.
• [#] [BEAM] & [master key] - Load this content to master #.
• [#] [PALETTE] & [master key] - Load this content to master #.
• [C/ALT] & [master key] - Clear the contents of that master (with the exception of
console key functions).
• [MODIFY] & [master key] - Open the master editor.
• [master key] - Select the channels in the group or preset loaded to that master.

For more information see Master Playbacks - Load/Clear/Modify.

Keyboard equivalent: [1]-[9] and [0] over the letter keys correspond to master keys 1-10

Console Key - MASTER

The MASTER key is used to open the Master view where you can see and control the
master fields.

• [MASTER] - Open the Master view. When the Master view is open, you can enter
a number and press MASTER to control that master with the level wheel.
• [SETUP] & [MASTER] - Opens settings for this key.

For more information see Master View - Select And Set Levels.

Keyboard equivalent: [ALT] & [M]

Console Key - MINUS

The MINUS key (-) is part of the channel select keys. It is used to subtract a channel from
the current selection. It is also used for the Channel Check function.

• [#] [-] - Deselect the channel,(if the console is set to operate in At Mode press
MINUS and then enter the number).
• [/ALT] & [-] - Make a channel check to the previous channel with the current level.
• Hold [-] & [master key] - Subtract the channels in that master from the current
selection.
• [GROUP] & [-] - Subtract the channels in that Group from the current selection
• [PRESET] & [-] - Subtract the channels in that Preset from the current selection

For more information see Select Channels.

Keyboard equivalent: [CTRL] & [<]

611
Console Key - MINUS PERCENT (-%)

The MINUS PERCENT key (-%) is part of the channel level keys. It is used to
subtract 5% (default) from the current selection. It is also used for setting a selection to
zero in combination with the C/ALT key.

• [-%] - Subtract 5% from the current channel selection..


• [#] [-%] - Select a channel and subtract 5%.
• [C/ALT] & [-%] - Flash the current selection to 0% (master content will not be
affected).
• [#] [.] & [-%] - Subtract that level from the current channel selection.
• [SETUP] & [-%] - Change the default level.

For more information see Set Channel levels.

There is no keyboard equivalent

Console Key - MODIFY

The MODIFY key is central for a lot of functions. It is both the equivalent of an ENTER
key and part of a syntax in combination with other keys.

• [MODIFY] - Answer dialogues, activate choices, enter numbers, open lists,


activate text input in text cells.
• [MODIFY] & [PRESET] - Opens the Preset List.
• [MODIFY] & [GROUP] - Opens the Group List.
• [MODIFY] & [SEQ] - Opens the Sequences List.
• [MODIFY] & [DYN EFFECT] - Opens the Effect List.
• [MODIFY] & [FOCUS] - Opens the Focus Palette List.
• [MODIFY] & [COLOR] - Opens the Color Palette List.
• [MODIFY] & [BEAM] - Opens the Beam Palette List.
• [MODIFY] & [PALETTE] - Opens the All Palette List.
• [MODIFY] & [U1-U3] - Opens the Wheel Parameter Lists.
• [MODIFY] & [PARK] - Opens the Park List.
• [MODIFY] & [NOTE] - Opens the Notes List.
• [MODIFY] & [master key] - Opens the Master Editor.

This key is so fundamental it is described everywhere in this manual.

Keyboard equivalent: [ENTER]

Console Key - MODIFY SEQ

The MODIFY SEQ key is a soft key in the MISC menu of the main display. It is used to
toggle the Modify Sequence mode on or off (default). When Modify Sequence is on, you
can advance the sequence in the main playback without triggering auto times or wait
times and master links.

• [MODIFY SEQ] - Toggle this mode on/off.

For more information see Sequences - Build & Modify Modes.

There is no keyboard equivalent

612
Console Key - NEXT

The NEXT key is used to select the next channel within the current channel selection.
This is useful for adjusting single moving devices within a selection, and also for selecting
a specific device as reference point for the Fan and Align functions.

• [NEXT] - Press NEXT with more than one channel selected to activate Next/Last
mode. Press SELECT ALL to exit.

For more information see Device Control - Next & Last Mode.

Keyboard equivalent: [N]

Console Key - Numerical Keypad

The numerical keypad is where numbers are input. This is also where you have the
decimal point, and the C/ALT key (clear numerical entry). The C/ALT key is also a
prefix key for clearing Playbacks, and for some console Macros.

NOTE that in an alphanumerical keyboard, the number keys 1-9 and 0 over the keys are
master keys, and cannot be used to enter numbers. In a notebook computer the
numerical keypad is integrated into the alphanumerical keyboard, and you have to
activate the NUM LOCK function to access it.

Keyboard equivalent: [Numerical keypad]

Console Key - ON/FETCH

The ON/FETCH key is used to set channels on at the last used level, and to fetch levels
for intensities or attributes for the selected channels from any presets.

• [ON/FETCH] - Set the last recorded level to the current channel selection.
• [#] [ON/FETCH] - Fetch the level from Preset # to the current channel selection.
• [#] [ON/FETCH] & [ATTRIB] - fetch attribute information from Preset # to the
current channel selection.
• [#] [ON/FETCH] & [parameter key] - fetch attribute information from Preset # to
the current channel selection.

For more information see Presets - Fetch Intensities, Device Control - Fetch/Copy.

Keyboard equivalent: [CTRL] & [+]

613
Console Key - OUT

The OUT key is used to set Out times to the sequence step in the A or B field of the Main
Playback (depending on the Time Settings).

• [#] [OUT] - Set an in time.


• [#] [DELAY ] & [OUT] - Set a Delay Out time.

For more information see Sequences - Times, Sequence Times - Set To A or B.

Keyboard equivalent: [CTRL] & [U]

Console Key - OUTPUT

The OUTPUT key is used to select outputs directly, regardless if they are patched or not.
It will open the Output editor where it is possible to patch by channel or output.

• [#] [OUTPUT] - Open the Output editor, and select that output. Use the level
wheel to set a level.
• [MODIFY] & [OUTPUT] - Open the Output editor with no output selected.

For more information see Patch - Output Editor.

Keyboard equivalent: [O]

Console Key - PAGE

The PAGE key is used to load a page of 20 masters to a master row.

• [#] [PAGE ] - Load this page.


• [C/ALT] & [PAGE] - Clear the masters.

For more information see Master Pages.

Keyboard equivalent: [M] (upper row) [CTRL] & [M] (lower row)

Console Key - Page+

The PAGE+ key is used to load the next page of 20 masters to a master row.

• [PAGE+] - Load the next page.

For more information see Master Pages.

There is no keyboard equivalent.

614
Console Key - Page-

The PAGE- key is used to load the previous page of 20 masters to a master row.

• [PAGE-] - Load the previous page.

For more information see Master Pages.

There is no keyboard equivalent.

Console Key - PAUSE

The PAUSE key is used to pause an ongoing crossfade in the Main Playback.

• [PAUSE] - Pauses the ongoing crossfade in the main playback.

For more information see Main Playback - Transport Keys.

Keyboard equivalent: [CTRL] & [P]

Console Key - PAUSE (in Master Playback)

The PAUSE key is used to pause an ongoing crossfade in the Master Playback.

• [PAUSE] - Pauses the ongoing crossfade in the connected master playback.

For more information see Master Playback - Playback Keys.

There is no keyboard equivalent

Console Key - PALETTE (Alt P)

The PALETTE key is used for recording and recalling All Palettes, containing information
from all parameters in a device.

• [RECORD] & [PALETTE] - Record the next free palette for the currently selected
devices.
• [#] [RECORD] & [PALETTE] - Record a new palette for the currently selected
devices.
• [#] [PALETTE] - Recall a recorded palette for the currently selected devices.
• [MODIFY] & [PALETTE] - Open the All palette list.
• Hold [PALETTE] - When PALETTE is held, all existing palettes 1-40 can be
accessed from the direct select keys.

For more information see Devices - Palettes, Record An All Palette, Device Palettes -
Direct Mode.

Keyboard equivalent: [ALT] & [P]

615
Console Key - PARAMETER

The PARAMETER key in the big Congo console is used to set the trackball to Parameter
mode, controlling pan & tilt.

• [PARAMETER] - Set the trackball to parameter mode. Trackball will be blue.

For more information see Facepanel - Trackball.

There is no keyboard equivalent

Console Key - PASTE

The PASTE key is used to paste information that has been copied or cut. Information
that can be copied, cut and pasted is Text, Sequence Steps (Sequence List), Groups
(Group List), Presets (Preset List), Device Templates (Device Template List) and
Attributes in the Preset List.

• [PASTE] - Paste the last copied or cut object.

For more information see Copy, Cut & Paste.

Keyboard equivalent: [CTRL] & [V]

Console Key - PLAYBACK

The PLAYBACK key selects the Playback tab and sets the channel control to the live
output, through the A field of the Main Playback.

• [PLAYBACK] - Select the Playback tab.


• [#] [SEQ ] & [PLAYBACK ] - Load a sequence to the Main Playback.
• [C/ALT] & [PLAYBACK ] - Bring all channel levels from the Playback (A and B) to
zero.

For more information see Live.

Keyboard equivalent: [X]

616
Console Key - PLUS

The PLUS key (+) is part of the channel select keys. It is used to add a channel to the
current selection. It is also used for the Channel Check function.

• [#] [+] - Add the channel to the current selection, (if the console is set to operate
in At Mode press MINUS and then enter the number).
• [/ALT] & [+] - Make a channel check to the next channel with the current level.
• Hold [+] & [master key] - Add the channels in that master from the current
selection.
• [GROUP] & [+] - Add the channels in that Group from the current selection
• [PRESET] & [+] - Add the channels in that Preset from the current selection

For more information see Select Channels.

Keyboard equivalent: [CTRL] & [>]

Console Key - PLUS PERCENT (+%)

The PLUS PERCENT key (+%) is part of the channel level keys. It is used to add 5%
(default) from the current selection. It is also used for setting a selection to full in
combination with the C/ALT key.

• [+%] - Add 5% from the current channel selection.


• [#] [+%] - Select a channel and add 5%.
• [C/ALT] & [+%] - Flash the current selection to 100% (master content will not be
affected).
• [#] [.] & [+%] - Add that level from the current channel selection.
• [SETUP] & [+%] - Change the default level.

For more information see Set Channel levels.

There is no keyboard equivalent

617
Console Key - PRESET

The PRESET key is used to store and recall channel levels and moving device attributes.
Presets are fundamental building blocks and can be played back in masters, in
sequences and randomly in the main playback using GOTO. Every Sequence Step uses
a Preset to hold the level and attribute information for that step. The same Preset can be
repeated any number of times in any playback or sequence.

IMPORTANT: For moving devices there are different recording modes. All, Active
or Changed. This will decide what is stored in a preset. Also, there is a difference
between recording to the main playback and to a master.

• [RECORD] - Open the Preset list.


• [#] [PRESET] - Select the channels in Preset #.
• [#] [PRESET] & [CH/ID] - Select the channels and levels in Preset #.
• [#] [PRESET] & [master key] - Load preset # to that master.

For more information see Presets - Load To Playbacks.

Keyboard equivalent: [P]

Console Key - REM DIM

The REM DIM key is part of the channel select and level keys. It is used to set all
channels in the A field to zero except the current selection. It can be set to perform the
BALANCE function as well which holds the cleared levels in a temporary memory bank.

• [REM DIM] - Set all channels except the current selection to zero.
• [SETUP] & [REM DIM] - Opens settings for this key.

If set to Balance Mode:


Press REM DIM to activate Balance mode and set all channels ecxept the current
selection to zero. Press REM DIM again to bring them back at their previous levels.

For more information see Channels - Rem Dim, Channels - Balance Mode.

There is no keyboard equivalent

618
Console Key - RECORD

The RECORD key is fundamental in that it is used for recording all types of data
into Presets, Groups and Palettes.What is recorded depends on your Settings, where you
are recording, and what your record target is.

In Live:

• [RECORD] - Opens the recording dialogue to record the current look on


stage into the next free Preset.
• [#] [RECORD] - Opens the recording dialogue to record the current look on
stage into that Preset.
• [RECORD] [ATTRIB] - Record all attributes for the currently selected channels to
the Preset in the A field of the main playback.
• [#] [RECORD] & [ATTRIB] - Record all attributes for the currently selected
channels to Preset #.
• [RECORD] & [FOCUS, COLOR, BEAM or PALETTE] - Record the next
free palette for the currently selected channels.
• [#] [RECORD] & [FOCUS, COLOR, BEAM or PALETTE] - Record palette # for
the currently selected channels.
• [RECORD] & [CH] - Record all attributes and levels for the currently selected
channels.
• [#] [RECORD] & [CH] - Record all attributes and levels for the currently selected
channels to Preset #.

Anywhere:

• [RECORD] & [master key] - Record all data for the currently selected channels to
that master as the next free 800-Preset.
• [#] [RECORD] & [master key] - Record all data for the currently selected channels
to that master as Preset #.
• [RECORD] & [GROUP] - Record the currently selected channels as the next free
Group.
• [#] [RECORD] & [GROUP] - Record the currently selected channels as Group #.

For more information see Presets - Record, Device - Recording, Groups - Record, Device
Palettes - Record.

Keyboard equivalent: [R]

619
Console Key - REFRESH

The REFRESH key is used to refresh channels that have been manually adjusted since
the last crossfade in the main playback back to the intensity and parameter values of the
previous crossfade.

• [REFRESH] - Refresh the content in A to the last crossfaded levels.


• [REFRESH] & [@LEVEL] - Refresh intensities only.
• [REFRESH] & [FOCUS, COLOR, BEAM] - Refresh these values only.
• [REFRESH] & ATTRIB] - Refresh all parameter values.
• [REFRESH] & [CH] - Refresh all intensities and parameter values

For more information see Main Playback - Refresh Functions.

Keyboard equivalent: [CTRL] & [Y]

Console Key - RELEASE

The RELEASE key is used to release channels that have been Captured. Captured
channels are indicated with a red background in the channel views..

• [RELEASE] - Release the currently selected channels.


• [RELEASE] [RELEASE] - Release all captured channels.

For more information see Channels - Capture Mode.

Keyboard equivalent: [CTRL] & [R]

Console Key - RIGHT

The Right key, in the big Congo only, is the right mouse key of the trackball.

• [RIGHT] - Activate a mouse right click in cursor mode (red).

For more information see Facepanel - Trackball.

Keyboard equivalent: [Mouse right key]

Console Key - SELECT

The SELECT key is used to select more than one cell for editing in spreadsheet views.

• [SELECT] & [down/right arrow keys] - Select multiple cells.

For more information see Navigating - Lists.

Keyboard equivalent: [SHIFT]

620
Console Key - SELECT ALL

The SELECT ALL key is used to return to the current channel selection after using NEXT
or LAST.

• [SELECT ALL] - Reselects all channels after using NEXT or LAST.

For more information see Device Control - Next & Last Mode.

Keyboard equivalent: [F7], [CTRL] & [N] or [CTRL] & [L]

Console Key - SETUP

The SETUP key is used to open the system settings summary tab, or in combination with
keys to open the settings for that key.

• [SETUP] - Open system settings.


• Hold [SETUP] and press a key to open the settings for that key (RECORD, GO,
CH etc).

For more information see System Settings.

Keyboard equivalent: [F11]

Console Key - SET CHANGED

SET CHANGED is a soft key in the DEVICE menu of the console main display. It is used
together with the attribute record setting "Changed" to force the Set Changed flag on
parameters that have not been changed, so they will be recorded.

• [SET CHANGED] & [PALETTE] - Set all parameters for the selected channels to
changed.
• [SET CHANGED] & [FOCUS] - Set Focus parameters for the selected channels
to changed.
• [SET CHANGED] & [COLOR] - Set Colorparameters for the selected channels to
changed.
• [SET CHANGED] & [BEAM] - Set Beam parameters for the selected channels to
changed.
• [SET CHANGED] & [wheel parameter key] - Set this parameter for the selected
channels to changed.

For more information see Devices - Recording.

There is no keyboard equivalent.

621
Console Key - SEQ

The SEQ key is used to load and administrate Sequences and Chases.

• [SEQ] - Open the Sequences list.


• [#] [SEQ] - Open that Sequence editor.
• [#] [SEQ] [PLAYBACK] - Load Sequence # to the main playback.
• [#] [SEQ] [master key] - Load Sequence # to the master.

For more information see Sequences - List, Sequences - Sequence List, Sequences -
Load.

Keyboard equivalent: [S]

Console Key - SEQ +

The SEQ + key is used to step to the next step in the sequence of the main playback,
without using times.

• [SEQ +] - Step to the next step.

For more information see Main Playback - Transport Keys.

Keyboard equivalent: [X] & [down arrow]

Console Key - >> (Master Playback)

The >> key in the master playback is used to step to the next step in the connected
sequence, without using times.

• [>>] - Step to the next step.

For more information see Main Playback - Transport Keys.

There is no keyboard equivalent

Console Key - SEQ -

The SEQ - key is used to step to the previous step in the sequence of the main playback,
without using times.

• [SEQ -] - Step to the previous step.

For more information see Main Playback - Transport Keys.

Keyboard equivalent: [X] & [up arrow]

622
Console Key - << (Master Playback)

The << key in the master playback is used to step to the previous step in the connected
sequence, without using times.

• [<<] - Step to the previous step.

For more information see Main Playback - Transport Keys.

There is no keyboard equivalent

Console Key - START

The START key is used to start fades in any master playback.

• [#] [START] - Fade master # to full.


• [#] [START] & [master key] - Fade to this level.
• [START] & [master key] - Fade this master to full or zero.

For more information see Master Playbacks - Start Fades.

There is no keyboard equivalent

Console Key - TAB

The TAB key is a fundamental part of the Congo navigation. All views are opened in
tabs, and the tab key is used to select, move, organize and record these.

• [TAB] - Step between all open tabs.


• [#] [TAB] - Select this tab.
• [TAB] & [down arrow] - Split the screen vertically, press again to split horizontally.
Hold TAB and press the up arrow to exit the split.
• [TAB] & [right/left arrow] - Move the selected tab to the next screen.
• [TAB] & [level wheel] - Resize the lower part of a spreadsheet view.
• [SETUP] & [TAB] - Open a dialogue to park a tab so it can't be closed with ESC.
• [C/ALT] & [TAB] - Reset all Tabs to default (Live and Playback).

For more information see Navigating - Tabs.

Keyboard equivalent: [TAB]

623
Console Key - TAP

The TAP key is used to set a tempo to an effect.

• [TAP] & [master key] [master key] - Hold [TAP] and press a [master key] twice to
set a tempo to a chase in that master.

For more information see Master Playback - Playback Keys.

There is no keyboard equivalent

Console Key - TEXT

The TEXT key is used to set text labels to items.

• [TEXT] - Open the text input for the sequence step in the A field of the main
playback.
• [TEXT] & [master key] - Activate text input for the content for that master
playback.
• [TEXT] & [direct select key] - Activate text input for the content for that direct
select key.

For more information see Entering Texts.

Keyboard equivalent: [ALT] & [T]

Console Key - THRU

The THRU key is used to select a range of channels, and in combination with other keys
for additional channel functions.

• [#] [CH] [#] [THRU] - Select all channels between # and #.

NOTE
If you are operating in At Mode the syntax is "ch number - THRU - ch number".

For more information see Select Channels.

Keyboard equivalent: [/]

624
Console Key - TIME

The TIME key is used to set In/Out times to the sequence step in the A or B field of the
Main Playback (depending on the Time Settings).

• [#] [TIME] - Set an In/Out time to the next fade in the main playback.
• [#] [CH] & [TIME] - Set a channel time to the selected channel(s).
• [#] [TIME] & [FOCUS] - Set a parameter time.
• [#] [TIME] & [COLOR] - Set a parameter time.
• [#] [TIME] & [BEAM] - Set a parameter time.
• [#] [TIME] & [wheel parameter key] - Set a parameter time.
• [MODIFY] & [TIME] - Open the Time Editor for the step in A or B of the main
playback. Enter a number to open for a specific sequence step.

For more information see Sequences - Times, Sequence Times - Set To A or B, Master
Playbacks - Times, The Time Editor Popup.

Keyboard equivalent: [T]

Console Key - TRACK

The TRACK key is used to open the Track list for the selected channel(s). It is used in
combination with RECORD and UPDATE for track recording.

• [TRACK] - Open the Track list for the selected channels. You can change the
channel selection. Use FORMAT & FOCUS, COLOR, BEAM to open parameter
columns.
• [TRACK] & [GROUP] - Track the current selection in all Groups.
• [TRACK] & [PRESET] - Track the current selection in all Presets.
• [TRACK] & [SEQ] - Track the current selection in all Sequences.
• [TRACK] & [PALETTE, FOCUS, COLOR, BEAM] - Track the current selection in
all corresponding palettes.
• TRACK] & [CH] - Track the current selection in the whole show.

For more information see Track List .

Keyboard equivalent: [F12]

625
Console Key - TYPE

The TYPE key is used to change type of data in the Direct Select key sections.

• Hold [TYPE] - When this key is held, you can use the direct select keys to select
a type (Group, Focus, Color, Beam, Auto Group, Screens, etc) for each section of
direct select keys.

For more information see Direct Select - Content.

There is no keyboard equivalent.

Console Key - UPDATE

The UPDATE key is used to quickly update Presets, Groups and Palettes without a
numeric entry.

• [UPDATE to open the update dialogue for the Preset loaded to the A field of the
main playback.
• [UPDATE] & [direct select key] - Update a Palette or Group.
• [UPDATE] & [@LEVEL] - Open the intensity tracking dialogue.
• [UPDATE] & [ATTRIB] - Open the attributes tracking dialogue.

For more information see Presets - Update, Track - Track Editing.

Keyboard equivalent: [U]

Console Key - WAIT

The WAIT soft key in the Times soft key menu, is used to set Wait times to the sequence
step in the A or B field of the Main Playback (depending on the Time Settings).

• [#] [WAIT] - Set a Wait time.

For more information see Sequences - Times, Sequence Times - Set To A or B, The
Time Editor Popup.

There is no keyboard equivalent

626
Console Key - Wizard (W)

The WIZARD key is used to activate the Wizard function (if appropriate) for the current
editor.

• See Channel Editor Wizard.


• See Import Wizard.
• See Patch Wizard.
• See Scroller Item Wizard.
• See Text Wizard.
• See Track To Wizard.
• See Template Range Wizard.

Keyboard equivalent: [U]

627
Console Key Shortcuts
This is a summary of all keys and shortcuts, organised by the type of
function.

This chapter contains the following sections

• Shortcuts - Select Channels


• Shortcuts - Channel Levels
• Shortcuts - Channel Modes
• Shortcuts - Select Nth Functions
• Shortcuts - Channel Views
• Shortcuts - Dynamics
• Shortcuts - HELP
• Shortcuts - Channels Only Mode
• Shortcuts - General Editing Keys
• Shortcuts - Navigation Keys
• Shortcuts - Master Playbacks
• Shortcuts - Masters & Channels
• Shortcuts - Master Pages
• Shortcuts - Devices To Home Position
• Shortcuts - Device Attribute Editors
• Shortcuts - Device Masking
• Shortcuts - Device Palette Recording
• Shortcuts - Device Palette Activating
• Shortcuts - Device Palette Specials
• Shortcuts - Device Palette Views
• Shortcuts - Device Palettes In Masters
• Shortcuts - Device Align & Fetch
• Shortcuts - Patch & Outputs
• Shortcuts - Main Display, General
• Shortcuts - Times
• Shortcuts - Track
• Shortcuts - Presets
• Shortcuts - Groups
• Shortcuts - Live & blind
• Shortcuts - Record Functions
• Shortcuts - Update Functions
• Shortcuts - Channel Text Wizard
• Shortcuts - Main Playback
• Shortcuts - Sequence Editor
• Shortcuts - Direct Selects
• Shortcuts - Notes

628
Shortcuts - Select Channels

These are the keys and shortcuts for selecting channels. Some of them assume the
Command Syntax is set to RPN - see Channels - Command Syntax.

DESCRIPTION SYNTAX
Select a channel [#] [CH]
Add channel to the channel selection [#] [+]
Subtract channel from the channel selection [#] [-]
Select a range of channels [#] [THRU]
Step to the next channel [+]
Step to the previous channel [-]
Select all channels with a level in the Main [ALL]
Playback.
Select all channels with a level in any Playback. [ALL] [ALL]
Deselect all channels [C/ALT] [C/ALT]
Invert the channel selection [INV_GROUP]
Invert the channel selection [C/ALT] & [THRU]
Enter Next/Last mode for the next channel within [NEXT]
the channel selection
Enter Next/Last mode for the previous channel [LAST]
within the channel selection
Leaves Next/Last mode and focuses all selected [ALL_CHANNELS]
channels
Open the Channel Select wizard [WIZARD] & [CH]
Set all channels in all playbacks to zero [C/ALT] & [LIVE]
[LIVE]

629
Shortcuts - Channel Levels

These are keys and shortcuts for setting levels to the currently selected channels. Some
of them assume the Command Syntax is set to RPN - see Channels - Command Syntax.

DESCRIPTION SYNTAX
Set the selected channels to 70%, second press [@LEVEL]
sets 100%
Set a level to the selected channels [#] [@LEVEL]
Clear and deselect the selected channels [C/ALT] &
[@LEVEL]
Set 100% [C/ALT] & [+%]
Set 0% [C/ALT] & [-%]
Increase the level of selected channels 5% [+%]
Decrease the level of selected channels 5% [-%]
Increase the level of channel # with 5% [#] [+%]
Decrease the level of channel # with 5% [#] [-%]
Increase the level of selected channels #% [#] [.] [+%]
Decrease the level of selected channels #% [#] [.] [-%]
Set level in internal resolution (0-255) [#] [.] &
[@LEVEL]
Fetch values to the selected channels from a preset [#] [ON/FETCH]
Increase level in 1 bit steps [.] & [+%]
Decrease level in 1 bit steps [.] & [-%]
Set the last recorded level for the selected [ON/FETCH]
channel(s).

630
Shortcuts - Channel Modes

Functions for checking, balancing & comparing channels.

DESCRIPTION SYNTAX
Compare* the light in the Channel Control with its [COMPARE]
recorded version
Compare* the light in the Channel Control with preset # [#]
[COMPARE]
Toggle Balance* mode on/off [BALANCE]
Step with Check mode to the next channel [C/ALT] & [+]
Step with Check mode to the previous channel [C/ALT] & [-]

*COMPARE and BALANCE are soft keys in the Channels Soft Key Page of the Main
Display of the console. BALANCE can be set instead of REM DIM in the console settings.
See Channels - Compare Mode and Channels - Balance Mode.

Shortcuts - Select Nth Functions

Functions for selecting every Nth channels from the current channel selection. All
these functions are Soft Keys in the Channels - Random Select Soft Key Page of the
Main Display in the console.

DESCRIPTION SYNTAX
Select the SELECT Soft Key Page in the Main [SELECT]
Display
Select every # nth channel [#] [Select_Nth]
Select every 2nd channel [Select_2nd]
Select every 3rd channel [Select_3rd]
Select every 2nd channel randomly [RANDOM] &
[Select_2nd]
Select every 3rd channel randomly [RANDOM] &
[Select_3rd]
Select every Nth channel randomly [RANDOM] &
[Select_Nth]
Select devices that have changed. [SELECT_CHANGE]

631
Shortcuts - Channel Views

These shortcuts control the channel views.

DESCRIPTION SYNTAX
Scroll in the active channel view [CH] & [Arrow_Keys]
Scroll in the active channel view [CH] & Wheel
Toggles Channel View formats. [FORMAT]
Selects Channel Layout #. [#] [FORMAT]
Zooms the Channel View. [FORMAT] & Wheel
Toggle channel symbols in Channel Layout. [FORMAT] & [Arrow_Keys]
Show temporary Captured format. [FORMAT] & [CAPTURE]
Show temporary Parked format. [FORMAT] & [PARK]
Select All Channels format. [FORMAT] & [ALL]
Select non-zero channel format [FORMAT] & [CH/ID]

Shortcuts - HELP

These are the keys and shortcuts used for the online HELP function.

DESCRIPTION SYNTAX
Open the help index. If a menu or editor is open it will [?]
open help for that.
Opens help for that key [?] & [Any_Key]
Scroll the Help window content Down arrow &
Wheel
Open the free text Search Function [TEXT]

Navigating in the help pages

DESCRIPTION SYNTAX
Next page [Down_Arrow]
Page before this page [Up_Arrow]
Last visited page [Left_Arrow]
Previously visited page [Right_Arrow]

632
Navigating the Hyperlinks

DESCRIPTION SYNTAX
Next hyperlink [C/ALT] & [Down_Arrow]
Previous hyperlink [C/ALT] & [Up_Arrow]
First hyperlink on page [C/ALT] & [Left_Arrow]
Last hyperlink on page [C/ALT] & [Right_Arrow]
Follow focused hyperlink [MODIFY]

Creating a Favourite

DESCRIPTION SYNTAX
Create a Favourite from a HELP tab [NOTE]
Delete a Favourite from the Browser [DELETE]

Shortcuts - Channels Only Mode

Channels Only Mode is activated by the three position Fader Mode switch in the top
middle of the console. It turns the console into a single field manual desk.

DESCRIPTION SYNTAX
Switch Direct Ch mode on/off. Fader Mode Switch
Select a channel range for the manual faders Direct Select keys

Shortcuts - General Editing Keys

These keys are central in the general editing functions of the console. They are mostly
used in combination with the navigation keys.

DESCRIPTION SYNTAX
Closes popups and tabs without executing. [ESC]
Clears numerical input, and is used in combination with other [C/ALT]
keys as an ALT key.
Works as an ENTER key for popups and in spreadsheet cells. [MODIFY]
Is used in combination with a lot of keys to open editors.

633
Shortcuts - Spreadsheet Editing

These functions are for editing in Spreadsheets.

DESCRIPTION SYNTAX
The arrow keys are used to navigate in a Arrow Keys
spreadsheet or list, but also in combination with all
the other navigation keys for different functions.
Will insert a new entry in most spreadsheet lists [INSERT]
Will insert the entry # in most window lists [#] [INSERT]
Will delete the focused entry in most window lists [DELETE]
Selects all items (down) in the column of a [COLUMN]
spreadsheet.
Scrolls the size of a column. [COLUMN] & Wheel
Sorts by the content of a column. [COLUMN] &
[Up/Down_Arrow]
Moves a column. [COLUMN] &
[Left/Right_Arrow]
Select cells to the right of the current cell [SELECT] &
[Right__Arrow]
Select cells below the current cell(s) [SELECT] &
[Down_Arrow]

634
Shortcuts - Navigation Keys

The top four Navigation keys are central in the Navigating functions of the console. They
are mostly used in combination with the General Editing keys.

DESCRIPTION SYNTAX
Focuses the Browser. If the Browser is already [BROWSER]
focused, it will be closed.
Scrolls the size of the Browser. [BROWSER] &
Wheel
Toggles through all open tabs. [TAB]
Focuses Tab #. [#] [TAB]
Scrolls the split in a spreadsheet tab. [TAB] & Wheel
Splits the tab view in horisontal or vertical. [TAB] &
[Down_Arrow]
Removes a split tab view. [TAB] &
[Up_Arrow]
Moves the focused tab to the next/last screen or split [TAB] &
area. [Right_Arrow]
Moves the focused tab to the next/last screen or split [TAB] &
area. [Left_Arrow]

635
Shortcuts - Master Playbacks

These are the main keys and shortcuts for managing content in the Master Playbacks.
See also Shortcuts - Recording Functions.

Basic loading and clearing of content

DESCRIPTION SYNTAX

Load Preset # to a master [#] [PRESET] & [Master_Key]


Load Sequence # to a master [#] [SEQ] & [Master_Key]
Load Group # to a master [#] [GROUP] & [Master_Key]
Load Focus Palette # to a master [#] [FOCUS] & [Master_Key]
Load Color Palette # to a master [#] [COLOR] & [Master_Key]
Load Beam Palette # to a master [#] [BEAM] & [Master_Key]
Load All Palette # to a master [#] [PALETTE] & [Master_Key]
Load Dynamic Effect # to a master [#] [DYN_EFFECT] &
[Master_Key]
Load a Parameter to a master [Wheel_Key] & [Master_Key]
Clear a master [C/ALT] & [Master_Key]
Clear all Master Levels [C/ALT] & [LIVE] [LIVE]
Set text to preset or group in a master [TEXT] & [Master_Key]
field
Set a Time # to a Master with a Preset [#] [TIME] & [Master_Key]

636
Master control functions

DESCRIPTION SYNTAX
Activate the Master View* [MASTER]
Open the Master Editor. [MODIFY] & [Master_Key]
Set an individual flash level (in flash mode) [#] [FLASH_MODE] &
[Master_Key]
Toggle a master on/off [START] & [Master_Key]
Toggle master # on/off [#] [START]
Fade a master to a specific level [#] [START] &
[Master_Key]
Toggle individual flash mode on/solo/off [FLASH_MODE] &
[Master_Key]
Connect a master playback to the Master [CONNECT] &
playback [Master_Key]
Tap tempo for sequence on a master (hold tap [TAP] & [Master_Key]
and tap Master key).

*You can also click on the Master View node in the Browser.

Shortcuts - Masters & Channels

Functions for selecting channels to and from Master Playbacks.

DESCRIPTION SYNTAX
Select the channels of a Preset/Group in a Master [Master_Key]
Playback.
Add channels of a Preset/Group in a Master Playback [+] &
to the channel selection [Master_Key]
Subtract channels of a Preset/Group in a Master [-] &
Playback from the channel selection [Master_Key]
Select channels of a Preset/Group in a Master [ALL] &
Playback which are active on stage [Master_Key]
Load the selected channels one by one to Master [CH] &
Playbacks. [Master_Key]
Load the selected channels as a group to a Master [PRESET] &
Playback. [Master_Key]

637
Shortcuts - Master Pages

Main keys and shortcuts for handling Master Pages. Master pages are recorded/loaded
separately for masters 1-20 and 21-40.

DESCRIPTION SYNTAX
Load a Master Page # [#] [PAGE]
Clear masters [C/ALT] & [PAGE]
Record changes to current Master Page* [RECORD] & [PAGE]
Record master content to Master Page # [#] [RECORD] &
[PAGE]
Load next Master Page [PAGE] & [+]
Load previous Master Page [PAGE] & [-]
Tap tempo for a Master Page [TAP] & [PAGE]
Set a Master Page time [#] [TIME] & [PAGE]
Activate the Master Page List in the Main [DISPLAY_LIST] &
Display** [PAGE]
Next Page [PAGE_+]
Previous Page [PAGE_-]

*Depends on the Master Page Settings. See System Settings - Master.


**It is also possible to hold DISPLAY LIST and press the Direct Select key Mast Page.

638
Shortcuts - Devices To Home Position

Functions for recording & setting Home postitions to the selected Devices.

DESCRIPTION SYNTAX
Set Home All [HOME_ATTRIB]
[HOME_ATTRIB]
Set Home All (shortcut) [C/ALT] &
[ATTRIBUTE]
Set Home Focus [HOME_ATTRIB] &
[FOCUS]
Set Home Color [HOME_ATTRIB] &
[COLOR]
Set Home Beam [HOME_ATTRIB] &
[BEAM]
Set Home Focus [0] [FOCUS]
Set Home Color [0] [COLOR]
Set Home Beam [0] [BEAM]
Set Home All [0] [PALETTE]
Set Home to a Parameter [RECORD] &
[Wheel_Key]
Record current attribute values as the home [RECORD] &
position for the selected channels* [HOME_ATTRIB]

*Make sure this is done including ALL devices - the Home Position will be fetched for all
from Palette 0 instead of the template default values.

Shortcuts - Device Attribute Editors

Keys and shortcuts for opening Attribute Editors for Devices.

DESCRIPTION SYNTAX
Open Live Attribute Editor for selected [ATTRIB]
Devices
Open Attribute Editor for the Preset in field A [ATTRIB] & [A]
Open Attribute Editor for the Preset in field A [PRESET] & [ATTRIB]
Open Attribute Editor for the Preset in field B [ATTRIB] & [B]
Open Attribute Editor for a Preset on a Master [ATTRIB] & [Master_Key]

Open Attribute Editor for Preset # [#] [PRESET] &


[ATTRIB]

639
Formats
Keys and shortcuts for toggling information on/off in the Attribute Editors

DESCRIPTION SYNTAX
Toggle Focus information [FORMAT] & [FOCUS]
Toggle Color information [FORMAT] & [COLOR]
Toggle Beam information [FORMAT] & [BEAM]
Toggle Time information [FORMAT] & up/down_arrows
Toggle Single Parameter [FORMAT] & wheel_key
Zoom [FORMAT] & wheel

Shortcuts - Device Masking

Keys and shortcuts for masking Device Attributes from recording.

DESCRIPTION SYNTAX
Clear global Mask [C/ALT] & [MASK]
Toggle global Mask on/off [MASK]
Toggle Focus parameters in global Mask [MASK] & [FOCUS]
Toggle Color parameters in global Mask [MASK] & [COLOR]
Toggle Beam parameters in global Mask [MASK] & [BEAM]
Toggle single parameter in global Mask [MASK] & [Wheel_Key]
Open the Mask Editor window [MODIFY] & [MASK]

640
Shortcuts - Device Palette Recording

Keys and shortcuts for handling Device Palettes.

DESCRIPTION SYNTAX
Record selected Devices to the first free Focus [RECORD] & [FOCUS]
Palette
Record selected Devices to the first free Color [RECORD] & [COLOR]
Palette
Record selected Devices to the first free Beam [RECORD] & [BEAM]
Palette
Record selected Devices to the first free All [RECORD] & [PALETTE]
Palette
Record selected Devices to Focus Palette # [#] [RECORD] &
[FOCUS]
Record selected Devices to Color Palette # [#] [RECORD] &
[COLOR]
Record selected Devices to Beam Palette # [#] [RECORD] & [BEAM]
Record selected Devices to All Palette # [#] [RECORD] &
[PALETTE]
Record Palette # from the Direct Selects [RECORD] &
[direct_select]

641
Shortcuts - Device Palette Activating

Keys and shortcuts for activting values in Device Palettes for the currently selected
device(s).

DESCRIPTION SYNTAX
Activate values from a Focus palette [#] [FOCUS]
Activate values from a Color palette [#] [COLOR]
Activate values from a Beam palette [#] [BEAM]
Activate values from an All palette [#] [PALETTE]
Activate a single parameter from a Focus [#] [FOCUS] & [Wheel_Key]
palette
Activate a single parameter from a Color [#] [COLOR] &
palette [Wheel_Key]
Activate a single parameter from a Beam [#] [BEAM] & [Wheel_Key]
palette
Activate a single parameter from an All [#] [PALETTE] &
palette [Wheel_Key]
Activate a Palette from a Direct select [Direct_Select_Key]
Activate a Palette from a Direct select on [#] [Direct_Select_Key]
time #
Activate a Palette from a Master [Master_Key]
Activate a Palette from a Master on time # [#] [Master_Key]

642
Shortcuts - Device Palette Updating

Keys and shortcuts for updating Device Palettes. Some of these keys are softkeys in the
Device soft key page of the Main Display.

DESCRIPTION SYNTAX
Toggle Focusing mode on/off (soft key) [FOCUSING_MODE]
Select Palette in Display List [Right__Click]
Step to the next channel in palette selection [NEXT]
Step to the previous channel in palette selection [LAST]
Update the current palettes for the selected channel(s) [UPDATE_PAL]
(soft key)
Toggle Highlight mode on/off [HIGHLIGHT]

Shortcuts - Device Palette Specials

Keys and shortcuts for special Device Palette functions.

DESCRIPTION SYNTAX
Select channels recorded in a Focus palette [#] [CH] & [FOCUS]
Select channels recorded in a Color palette [#] [CH] & [COLOR]
Select channels recorded in a Beam palette [#] [CH] & [BEAM]
Select channels recorded in an All palette [#] [CH] & [PALETTE]
Direct Select mode for Focus Palettes [FOCUS]
(as long as the key is held)
Direct Select mode for Color Palettes [COLOR]
(as long as the key is held)
Direct Select mode for Beam Palettes [BEAM]
(as long as the key is held)
Direct Select mode for All Palettes [PALETTE]
(as long as the key is held)

643
Shortcuts - Device Palette Views

Keys and shortcuts for Device Palettes views and lists.

DESCRIPTION SYNTAX
Open the Focus Palette Editor [MODIFY] & [FOCUS]
Open the Color Palette Editor [MODIFY] & [COLOR]
Open the Beam Palette Editor [MODIFY] & [BEAM]
Open the All Palette Editor [MODIFY] & [PALETTE]
Activate the Focus Palette Display List [DISPLAY_LIST] & [FOCUS]
(console main display)
Activate the Color Palette Display List [DISPLAY_LIST] & [COLOR]
(console main display)
Activate the Beam Palette Display List [DISPLAY_LIST] & [BEAM]
(console main display)
Activate the All Palette Display List [DISPLAY_LIST] & [PALETTE]
(console main display)

Shortcuts - Device Palettes In Masters

Keys and shortcuts for handling Device Palettes in Master Playbacks.

DESCRIPTION SYNTAX
Load a Focus palette to a master* [#] [FOCUS] & [Master_Key]
Load a Color palette to a master* [#] [COLOR] & [Master_Key]
Load a Beam palette to a master* [#] [BEAM] & [Master_Key]
Load an All palette to a master* [#] [PALETTE] & [Master_Key]

*If you keep the Palette key pressed and continue pressing Master keys, you will continue
loading the next recorded Palette of each kind to the following Masters.

644
Shortcuts - Device Align & Fetch

Functions for aligning & fetching values for the selected Devices. Align uses the first
selected Device, or the Device focused with NEXT/LAST as the argument.

DESCRIPTION SYNTAX
Align parameters for Focus [ALIGN] & [FOCUS]
Align parameters for Color [ALIGN] & [COLOR]
Align parameters for Beam [ALIGN] & [BEAM]
Align a single Parameter [ALIGN] & [Wheel_Key]
Fetch Focus values from a preset [#] [ON/FETCH] & [FOCUS]
Fetch Color values from a preset [#] [ON/FETCH] & [COLOR]
Fetch Beam values from a preset [#] [ON/FETCH] & [BEAM]
Fetch Parameter values from a preset [#] [ON/FETCH] & [Wheel_Key]
Fetch all attributes from a preset [#] [ON/FETCH] & [ATTRIB]

Shortcuts - Patch & Outputs

Keys and shortcuts for patch and output functions.

Select outputs and open Patch lists

DESCRIPTION SYNTAX
Select an output for temporary direct control - [#] [OUTPUT]
opening the Output Editor.
Add an output to the current selection [#] [OUTPUT] [+]
Subtract an output from the current selection [#] [OUTPUT] [-]
Add an Output range to the current selection [#] [OUTPUT]
[THRU]
Open the Channel List [MODIFY] & [CH]
Open the Device List [MODIFY] &
[DEVICE]
Open the Output Editor [MODIFY] &
[OUTPUT]
Toggle level information the Output Editor [FORMAT] & Up-Down
arrows

645
Patching in the Output Editor
It is possible to patch multiple outputs and channels directly in the Output Editor using a
Command Syntax (only in RPN mode).

DESCRIPTION SYNTAX
Activate Patch Mode [MODIFY] [MODIFY]
Patch output # to channel # [#] [OUTPUT] [#] [MODIFY]
Patch outputs # - # to, or from, [#] [OUTPUT] [#] [THRU] [#]
channel # (popup) [MODIFY]
Patch outputs consequtively to [#] [CH/ID] [#] [THRU] [#]
channels # - # from output # [MODIFY]
(popup)

Shortcuts - Main Display, General

These are the keys and shorcuts used to operate the functionality of the Main Display in
the console.

DESCRIPTION SYNTAX
Go back to the previous soft key page, then <--
top.
Clear the LCD-display List [C/ALT] &
[DISPLAY_LIST]

Shortcuts - Track

Track is applied to the current channel selection. See Select Channels.

DESCRIPTION SYNTAX
Track in the Sequence of the Main Playback. [TRACK]
Track in all Sequences [TRACK] & [SEQ]
Track in the Sequence of a Master Playback. [TRACK] & [Master_Key]
Track in Presets. [TRACK] & [PRESET]
Track in Groups. [TRACK] & [GROUP]
Track in Focus Palettes. [TRACK] & [FOCUS]
Track in Color Palettes. [TRACK] & [COLOR]
Track in Beam Palettes. [TRACK] & [BEAM]
Track in All Palettes. [TRACK] & [PALETTE]
Track in All Play Data. [TRACK] & [CH/ID]

646
Formats
Keys and shortcuts for toggling information on/off in the Track lists with attributes.

DESCRIPTION SYNTAX
Toggle Focus information [FORMAT] & [FOCUS]
Toggle Color information [FORMAT] & [COLOR]
Toggle Beam information [FORMAT] & [BEAM]
Toggle Parameter information [FORMAT] & [Wheel_Key]
Toggle Intensity information [FORMAT] & [@LEVEL]

Shortcuts - Presets

Presets can be loaded and recorded in many ways. There are shortcuts also for selecting
all channels in a Preset, or fetching the levels.

DESCRIPTION SYNTAX
Record a Preset in a Channel View [RECORD]
Record a Preset directly to a Master Playback [RECORD] & [Master_Key]

Select all channels in Preset # [#] [PRESET]


Fetch levels from a Preset # for the selected [#] [ON/FETCH]
channels
Add channels from Preset # [#] [PRESET] & [+]
Subtract channels from Preset # [#] [PRESET] & [-]
Add a range of Presets until Preset # [#] [PRESET] & [THRU]
Levels from Preset # are fetched [#] [PRESET] &
[@LEVEL]
Load channel selection to a Master [PRESET] & [Master_Key]
Bring Preset in proportionately on the wheel [#] [PRESET] & Wheel
Load Preset # to LIVE, clearing all previous [#] [PRESET] & [LIVE]
light
Add Preset # to BLIND [#] [PRESET] & [BLIND]
Load Preset # to a Master Playback [#] [PRESET] &
[Master_Key]
Open the Preset List [PRESET]
Open Preset List focused at Preset # [#] [MODIFY] &
[PRESET]

647
Shortcuts - Live & Blind

These are keys and shortcuts for loading and clearing the content of Live and Blind.

DESCRIPTION SYNTAX
Sets the Channel Control to the A field of the Main [LIVE]
Playback, and focuses the Live tab.
Sets the Channel Control to the Blind field and focuses [BLIND]
the Blind Tab.
Clear all channels and levels in Live [C/ALT] & [CH/ID]
Clear all channels and levels in Live [C/ALT] & [LIVE]
Clear all channels and levels in Blind [C/ALT] &
[BLIND]
Copy Live to Blind [LIVE] & [BLIND]
Copy Blind to Live [BLIND] & [LIVE]
Load Preset # in Live [#] [PRESET] &
[LIVE]
Add Preset # to Blind [#] [PRESET] &
[BLIND]
Add Group # to Live [#] [GROUP] &
[LIVE]
Add Group # to Blind [#] [GROUP] &
[BLIND]
Adds the content of the Blind field to the total output. [BLIND] & Wheel

648
Shortcuts - Record Functions

These are shortcuts for recording Presets, Groups and master pages.

DESCRIPTION SYNTAX
Record the next free preset in a Channel View [RECORD]
Record the preset # in a Channel View [#] [RECORD]
Record current channel selection to a Master [RECORD] &
[Master_Key]
Record current Master Page content to a [#] [RECORD] &
different Master Page [PAGE]
Record all attributes in this Preset for the [RECORD] & [ATTRIB]
selected channel(s)
Record attributes for selected channels to Preset [#] [RECORD] &
# [ATTRIB]
Record current channel selection as the next [RECORD] & [GROUP]
free Group
Record current channel selection as Group # [#] [RECORD] &
[GROUP]
Record only Captured channels to Preset # [#] [RECORD] &
[CAPTURE]

Shortcuts - Update Functions

These are shortcuts for updating Presets.

DESCRIPTION SYNTAX
Update changes in the Preset loaded to this [UPDATE]
Channel View
Update Palette # in a Direct Select [UPDATE] &
[Direct_Select__Key]
Update level changes tracking [UPDATE] & [@LEVEL]
Update attributes at source [UPDATE] & [ATTRIB]

649
Shortcuts - Channel Text Wizard

This is the shortcut for opening the Channel Text Wizard that sets texts to the Channel
Database directly from a Channel View.

DESCRIPTION SYNTAX
Open the Channel Text Wizard for the current channel [CH/ID] &
selection. [TEXT]

Shortcuts - Main Playback

These are shortcuts for the Sequence in the Main Playback.

DESCRIPTION SYNTAX
Load/Create Sequence # [#] [SEQ] &
[PLAYBACK]
Load Preset # to A [#] [PRESET] & [A]
Load Preset # to B [#] [PRESET] & [B]
Focus the Main Playback TAB and connect the [PLAYBACK]
Channel Control to Live
Goto Preset # [#] [GOTO]
Goto Preset # in B [#] [JUMP_TO_B]
Step to the next Preset in Sequence [SEQ+]
Step to the previous Preset in Sequence [SEQ-]
Start the next crossfade [GO]
Start the next crossfade during an ongoing fade [GO]
Insert a Master Link to the current Step [INSERT] &
[Master_Key]
Insert a Master Link with Target # to the current [#] [INSERT] &
Step [Master_Key]
Open the Sequence List at the current step [MODIFY] [PLAYBACK]
Open the Sequence List at step # [#] [MODIFY]
[PLAYBACK]

650
Refresh functions
The Refresh Functions are used to reset any intensity or attribute that has been altered
since the last crossfade in the Main Playback - back to where it would have been if the
sequence had been run from the start.

DESCRIPTION SYNTAX
Refresh all channels [REFRESH]
Refresh the intensity of selected channel(s) [REFRESH] & [@LEVEL]
Refresh the attributes of all or selected [REFRESH] & [ATTRIB]
channel(s)
Refresh a parameter of all or selected [REFRESH] &
channel(s) [Wheel_key]
Refresh Focus Parameters of selected [REFRESH] & [FOCUS]
channel(s)
Refresh Color Parameters of selected [REFRESH] & [COLOR]
channel(s)
Refresh Beam Parameters of selected [REFRESH] & [BEAM]
channel(s)

Shortcuts - Sequence Editor

These are shortcut in the Sequence List that will set times directly to the focused step

DESCRIPTION SYNTAX
Set an In/Out Time [#] [TIME]
Set an In Time [#] [IN]
Set an Out Time [#] [OUT]

651
Shortcuts - Direct Selects

DESCRIPTION SYNTAX
Select Type of content (hold key) [TYPE] &
[Direct_Key]
Select Bank of content (hold key) [BANK] &
[Direct_Key]
Record a Palette directly [RECORD] &
[Direct_Key]
Update a Palette directly [UPDATE] &
[Direct_Key]
Change User Setup User Setup key 1-5
Record a Screen Setting [TAB] &
[Direct_Key]
Activate a Palette in time # [#] [Direct_Key]
Select all channels in a Palette [CH/ID] &
[Direct_Key]
Select all channels with an intensity over zero, that [ALL] &
are set to a Palette [Direct_Key]

Shortcuts - Notes

You can set a Note directly to the current Sequence Step or the focused step in a
spreadsheet.

DESCRIPTION SYNTAX
Create a Note for the current sequence step when in the [NOTE]
Main Playback or Live tab
Create a Note for a focused item in a spreadsheet [NOTE]
Open the NOTE Editor directly [MODIFY] &
[NOTE]

652
Shortcuts - Dynamics

These Dynamics functions can be used to start/stop and control Dynamic Effects. Many
of them are soft keys in the Dynamics Soft Key Page. See Dynamics - Control.

Start and stop Dynamics

DESCRIPTION SYNTAX
Activate an Dynamic Template for the selected [#] [DYN_EFFECT]
channels
Open the Live Dynamics List [DYN_EFFECT]
Select the DYNAMICS Soft Key Page in [DYNAMICS]
the Main Display (softkey)
Activate the Dynamic Template or Dynamic [DISPLAY_LIST] &
Table list. [DYN_EFFECT]
Select all channels with a running dynamic [SELECT_ALL]
(softkey)
Select all channels with a running dynamic [CH] & [DYN_EFFECT]
Clear running dynamics for the selected [CLEAR_SELECTED]
channels (softkey)
Clear running dynamics for the selected [C/ALT] & [DYN_EFFECT]
channels
Load a Dynamic Template to a master [#] [DYN_EFFECT] &
[Master_key]
Delete the selected Dynamic from the Live [DELETE_DYNAM]
Dynamic Effect Display List (softkey)
Delete all running Dynamics (softkey) [DELETE_ALL]
Delete all running Dynamics (softkey) [ALL] & [DELETE_DYNAM]
Activate Direct Select for Dynamics (hold key [DYN_EFFECT]
for 2secs to get display)
Open the Dynamic Effect List [MODIFY] &
[DYN_EFFECT]

653
Record and edit Dynamic Effects

DESCRIPTION SYNTAX
Record running Dynamics to the current [RECORD] &
Preset in A [DYN_EFFECT]
Record running Dynamics for the selected [#] [RECORD] &
channels to Preset # [DYN_EFFECT]
Fetch dynamics for the selected channels [#] [ON/FETCH] &
from a preset* [DYN_EFFECT]
Open the Dynamics Editor for the current [PRESET] &
preset [DYN_EFFECT]
Keep the Dynamics in the next Preset [KEEP_DYNAM]
(softkey)

*Dynamics are always fetched for all channels in the target Preset, even if only one is
selected.

654
Shortcuts - Times

Keys and shortcuts for setting times. Times are set to the Active Sequence Step (in A) or
the Next Sequence Step (in B) depending on the Time Settings. See System Settings -
Crossfade.

DESCRIPTION SYNTAX
Set an In/Out time [#] [TIME]
Set an In time [#] [IN]
Set an Out time [#] [OUT]
Set a Delay In time [#] [DELAY] & [IN]
Set a Delay Out time [#] [DELAY] & [OUT]
Set a Channel time [#] [CH/ID] & [TIME]
(to the selected channels)
Set a Parameter time [#] [TIME] & [Wheel_key]
Set a Channel Delay time [#] [CH/ID] & [DELAY]
(to the selected channels)
Set a FOCUS time [#] [TIME] & [FOCUS]
Set a COLOR time [#] [TIME] & [COLOR]
Set a BEAM time [#] [TIME] & [BEAM]
Set a FOCUS Delay time [#] [DELAY] & [FOCUS]
Set a COLOR Delay time [#] [DELAY] & [COLOR]
Set a BEAM Delay time [#] [DELAY] & [BEAM]
Set a Parameter delay time [#] [DELAY] & [Wheel_key]
Set an FCB time [#] [TIME] & [ATTRIB]
Set an FCB Delay time [#] [DELAY] & [ATTRIB]

655
ACCESSORIES
This Chapter is about accessories and options, such as remote
control, networking, printer, fader wing panel, keyboard etc.

This chapter contains the following sections

• Accessories - Ext. Keyboard


• Accessories - Ext. Mouse Or Trackball
• Accessories - Printer
• Accessories - Lynx Fader Wing
• Accessories - Remote Control
• Accessories - Visualisation Software

656
Accessories - Ext. Keyboard
An external keyboard will simulate most keys of the console. See the
Console Functions Table below.

This is simple to work with, since the keyboard works exactly like the console. For
example pressing R is the same as pressing RECORD, and pressing 1 is the same as
pressing Master key 1.

WARNING
Multi-media keyboards may have special keys, for example SLEEP -
which puts CONGO - to sleep. Avoid using these keyboards, they will
trigger functions that you most probably do NOT want.

Keyboard - Numerical Input on a Notebook (5.0)

If you are running the offline editor in a notebook without a numerical keypad, you can
access numbers and basic channel and level functions using ALT.

CTRL & 1-9 = Numerical input


CTRL & F1 = CH
CTRL & F2 = CH+
CTRL & F2 = CH-
CTRL & F4 = THRU
CTRL & F5 = LEVEL
CTRL & F6 = ALL

Keyboard - Standard Functions

Standard keyboard functions available in all situations are:

ESC = Escape, closes open windows and exits choices.


INSERT = Inserts data in all lists (in Mac computers use COMMAND & DELETE)
DELETE = Deletes data in all lists.
NUMBERS (in the numeric keypad) = Numeric entries.
HOME = Jumps to the first line of the list or editor.
END = Jumps to the last line of the list or editor.
ARROW KEYS = Arrow keys.

657
Console Keys in a Keyboard

These are the keyboard equivalents of the console keys. If you are using an offline editor
they allow you to access most of the functionality directly, as if you had a console.

Console Key Keyboard Key


- Keypad Ctrl *
- Ctrl Left Arrow
+ Keypad *
+ Ctrl Right Arrow
A A
ALIGN Ctrl A
ALL Keypad Ctrl -
AT LEVEL Keypad +
ATTRIBUTE I
B B
BEAM (B) Alt B
BLIND F3
BROWSER F10
C/ALT Backspace
CAPTURE C
CH Keypad -
COLOR (C) Alt C
COLUMN F9
COPY Ctrl C
CUT Ctrl X
DELAY Ctrl D
DELETE DELETE
DEVICE D
DISPLAY LIST J
DYNAMICS E
ESC ESC
FAN Ctrl F
FOCUS (F) Alt F
FETCH/ON Keypad Ctrl +
FLASH MODE F
FORMAT F4
GO Ctrl G

658
GO BACK Ctrl B
GOTO G
GROUP Alt G
HELP (?) F1
HIGHLIGHT Alt-H
HOME ATTR (softkey) F5
IN Ctrl I
IND 7 Ctrl F7
IND 8 Ctrl F8
IND 9 Ctrl F9
INSERT INSERT
JUMP TO B N/A
LAST L
LIVE F2
LOAD F6
MACRO Q
MASK K
Master Keys 1- 10 1-0
MODIFY Enter
NEXT N
OUT Ctrl O
OUTPUT O
PAGE (lower) M
PAGE (upper) Ctrl M
PALETTE Alt P
PASTE Ctrl V
PAUSE Ctrl P
PLAYBACK X
PRESET P
RECORD R
RELEASE Ctrl R
SELECT Shift
SELECT ALL F7, Ctrl N or Ctrl L
SEQ S
SEQ - X & Up
SEQ + X & Down
SETUP F11
START N/A

659
TAB TAB
TEXT Alt T
THRU Keypad /
TIME T
TRACK F12
U1 N/A
U2 N/A
U3 N/A
UPDATE U
REFRESH N/A
UPDATE PALETTE (softkey) N/A
WIZARD W

Keyboard - Level Wheel

You can use a mouse wheel (or right click held) to emulate the level wheel for setting
levels and navigating. See Ext. Mouse Or Trackball.

Keyboard - CH Step

You can hold CTRL and use the left/right arrows to emulate CH+ and CH-.

660
Accessories - Ext. Mouse or Trackball
You can use an external USB mouse or trackball in the same way as
the built in trackball. Connect it to the USB port.
Function Key Feedback
Select channels left click Selects and deselects
channels
Set channel levels mouse wheel Same as the Level wheel
of Congo
Set channel levels Right click and Same as the Level wheel
mouse of Congo
Open Browser objects left doubleclick Opens the
corresponding editor tab
Select a cell in a list for left click Like a mouse in any pc
editing environment

661
Accessories - Fader Wings
A congo system supports up to 40 Master Playbacks.

With a Congo jr console or Congo Light Server, up to two wings may be attached, for a
total of up to 40 master playback faders: 2 x 2 x10 Wings or 1 x 2 x 20 Wing (if a Master
Playback Wing is already connected, no additional wings may be connected). Universal
Fader Wings are not compatible with the Congo console.

See Facepanel - Congo Jr.

Lynx Fader Wing

The Lynx is an older, compatible Master fader wing with 24 extra faders and a crossfade
playback. It is connected to the APN port in the back of the console and can be used to
get a remote control for Masters 1-24, the A/B Crossfade Playback, and five keys (from
left to right).

Key Function Feedback


Key 1 Flash Mode Toggles Flash modes for
the Masters
Key 2 Start Starts a Master fade
Key 3 Not implemented -
Key 4 Seq - Steps to the previous
Sequence step
Key 5 Seq + Steps to the next
Sequence step

662
Accessories - Remote Control
This system can connect optional remote controls for controlling
channels and levels.

This chapter contains the following sections

• Remote Control - Introduction


• Remote Control - RFR Radio Remote
• Remote Control - cRRFU Radio Remote
• Remote Control - Phone Remote
• Remote Control - TT Radio Remote

663
Remote Control - Introduction
There are a number of options for remote controlling a Congo system.

There are two main kinds of wireless remote controls.

• Radio remotes are the new bi-directional RFR (USB) and the older ETC cRRFU
(USB)
• The Phone remote (RJ45)

There are two older remotes that are compatible with some functionality. Talk to your
dealer.

• ETC RRFU
This is an older ETC remote which is the same as the cRRFU but without the
Congo specific functions. The functions supported in the older ETC RRFU are:
GO, BACK, CHAN, REC, AT, FULL, THRU, + and -
• Transtechnik Radio Remote
The functions supported in this remote are the same as in the Avab Pronto. it is
connected to the COM port and has to be defined in the System Settings for this
port. See System Settings - COM

All remotes are connected in the back of the console.

NOTE
To clear input from the Remote Fields go to the Clear Remote Fields
node under Settings & Tools in the Channels Node.
See Remote Controls.

Remote Control needs to be enabled in the System Settings for


remotes to work. There is a specific setting to enable recording from
the Remotes.
See System Settings - System.

664
Remote Control - RFR Radio Remote
The RFR Radio Remote is equipped with a display and bi-directional
communication that provides feedback and access to show data like
texts. There are two encoder wheels for levels and parameters.

The RFR works within its own field and this field can be cleared from the console. All
channel intensity levels generated by the remote can only be recorded into targets from
the remote control itself.

665
RFR - Functions
The upper display line shows information about the selected channel(s). The labels for
the soft buttons are on the two lower rows of the display. In all displays the wheel controls
the level of selected channels - except in the parameter controls display where the two
encoders control the displayed two parameters (like pan/tilt, etc...)

Channel functionality
The most common channel functions can be used to select channels and set levels (At
Mode Command Syntax is supported from v5.0). This includes the console shortcut C &
CH to clear all channels in A.

• CH
• +
• -
• THRU
• @LEVEL

Top Level
Soft1-6 give direct access to basic channel functionality. Pressing MORE SK will always
return to this level.

• All
• Group
• 100%
• 0%
• Check+
• Check-

In all displays, the wheel controls the level of the selected channel(s).

Group List
Press MORE SK and then GROUP to get a list of recorded Groups to select from. Use
the wheel(s) to focus the item you want and click the wheel button to activate it. #
GROUP selects the item directly without showing the list.

Normally the wheel scrolls one step per click. If you hold the wheel button and scroll, it
will step in complete pages instead for faster navigation.

666
Devices
Press MORE SK and then DEVICE to enter the Device sub menu. When you have
selected the Device sub menu, pressing Focus/Color/Beam without a preceding number
will select the parameter pages for the selected devices. Two parameters at a time will be
displayed in the middle of the display and controlled by the two wheels. Press a wheel to
toggle between coarse and fine for parameters.

• Last
• SelAll
• Next
• Focus (parameter page)
• Color (parameter page)
• Beam (parameter page)

Playback
Press MORE SK and then PLAYBACK to enter the Playback sub menu. The Playback
functions are

• Go
• Goto
• Record (confirm message)
• GoBack
• Preset
• Update (confirm message)

Patch
Press MORE SK and then PATCH to enter the Patch sub menu. The Patch functions are

• CH
• Output
• Address
• Universe
• Patch

Palettes
Press MORE SK and then PALETTE to enter the Palette sub menu. The FCB buttons
can be pressed without a number to present a palette list or with a number to select a
palette directly.

Focus Mode

• Press MORE SK and then FOCUSING to enter focusing mode.


• Select a palette from the FCB list buttons. This will enter channel/parameter
mode.
• Use Next/Last/SelAll buttons to select channels. Use ParamFCB buttons to select
the parameter. Use wheels to change.
• Press the Mode button to go back to palette select/update screen.
• Use Update to update the palette or select a new palette with the FCB palette list
buttons.
• Pressing MODE will leave focusing mode.

667
Remote Control - cRRFU Radio Remote
All instructions for connecting and operating the older, compatible ETC CRRFU Radio
Remote control are packaged and delivered with this unit.

668
Remote Control - Phone Remote
The Phone Remote option allows you to use a standard phone -
without a phone line - to remote control channels and levels.

Wireless Remote
Connect the base station of a wireless phone directly to get a low-level remote control
solution. Activate the handset for an internal call (depends on the system how this is
done) and use the numeric keypad to control channels and levels directly.

Phone Remote - Functions

669
Remote Control - TT Radio Remote
The TT Radio Remote control from Transtechnik is an old remote to which Congo is
backwards compatible using the serial COM port. The COM port needs to be set up to
listen to this remote. See System Settings - COM.

TT Radio Remote Functions

Functions with white text are pressed directly


Functions with yellow text - holf the red SHIFT key down while pressing

NOTE
The Radio Remote ignores the transmitter ID and receives data from
any transmitter. There are some functions screened on the Remote
that do not apply to this console, since the same Remote is used for
a whole range of products.

670
Function Key Feedback
Record current light [#] [REC] Preset stored.

Load a preset [#] [PRS] Preset is loaded to A

GOTO a preset [#] [GOTO] Preset is faded in A

GO [GO] Next crossfade is started

Select channels [#] [@_LEVEL] Channels are selected *

Add channels [#] [CH] Channels are selected


[#] [+]
[#] [THRU]
Fetch levels [#] [FTCH] Levels for the selected
channels are fetched
from Preset #
Select Palette [#] [FOCUS] Palette # is set to the
[#] [COLOR] selected channel(s)
[#] [BEAM]
Fetch levels [#] [FTCH] Levels for the selected
channels are fetched
from Preset #
Pan/Tilt Arrow keys Selected devices are
moved.
Set to Full [#] [ON] Levels for the selected
channels are set to full
Set to Zero [#] [OFF] Levels for the selected
channels are set to zero
Increase/decrease levels [#] [+%] Levels for the selected
[#] [-%] channels are changed

Check mode [CHECK+] Levels for the selected


[CHECK-] channels are fetched
from Preset #
Clear levels and [CLEAR] Clears channels and
channels levels in the working field
Select channels in [#] [ADDP] Channels in Preset # are
Preset selected

* You are able to select Groups by entering a decimal point


after the Group number, and using the Channel functions as normal.

671
Accessories - Visualisation Software
It is possible to connect a separate computer running a visualisation software such as
WYSIWYG or CAPTURE directly to Congo with Ethernet.

In Congo there are two important settings. IPX and WYSIWYG/Sandnet/Capture Link.

• IPX is a protocol being used for communicating light information over Ethernet
• The WYSIWY/Sandnet/Capture Link enables these softwares to communicate
specific features back to Congo - such as focusing lights.

Preparations in Congo

1. Set "Avab IPX" to "ON" in the Login Settings.


2. Set the WYSIWY/Sandnet/Capture Link to "ON" in the System Settings.
See System Settings - Output.

Preparations in the Computer running Visualisation Software

Make sure IPX drivers are installed under Windows (normally, only TCP/ IP is installed by
default).

1. Go to Network Properties in your PC (right click and select properties on the


Network symbol in the Control Panel)
2. If the IPX/SPX protocol isn't installed, click on Install, select Protocol and find the
IPX/SPX protocol in the list.
3. When the IPX/SPX protocol is installed, select Properties and verify that frame
type is set to 802.3. Otherwise the utility will not be able to find your console on
the network.

Visualisation - WYSIWYG

In the computer hosting WYSIWYG There is an Avab Driver for WYSIWYG that needs to
be installed. Also, you need to make sure IPX is active and that the frame type is set to
802.3.

1. Make sure that you have WYSIWYG Rel. 7 or later installed on your PC (Avab Vista
dongles need the Console Edition (CE) version).

2. Download the setup.exe file from www.etcconnect.com. Execute setup.exe to start the
installation. Follow the instructions on screen.

3. Open a show in Wysiwyg and follow the instruction manual to connect an external
console.

WYWISYG Link: You can send the patch in WYSIWYT to Congo. Make sure you have
imported the templates involved first. Clear patch clears the dimmer patch as well as the
device patch.

672
Visualisation - Capture

In the computer hosting Capture you need to make sure IPX is active and that the frame
type is set to 802.3. Capture will recognize Congo on the network and patch it
automatically providing Congo is set up with IPX and LINK on as described in the
beginning of this chapter. Accessories - Visualisation Software.

Example - getting started

1. Start Capture and open the demo play Sketching.

2. Open the demo play Sketching in Congo.

NOTE
There is a plug-in for Training Projects powered by Capture. See
Media - Training Projects.

Capture can be downloaded from www.capturesweden.com

Visualisation - Blind output

When Blind Output is activated, everything edited blind will be sent to the visualisation
software to provide feedback to the operator when making changes in data not being sent
to stage.

Set Blind output to "ON" in the System Settings. See System Settings - Output.

Anytime an editor is opened, the currently focused step is sent to the visualisation
software, without changing the live output from the console.

The following editors are supported:

• Preset
• Sequence
• Master View
• Focus
• Color
• Beam
• All

NOTE
When editing in a Preset, Group or Palette list, the changes are not
visualised until the step is updated and reselected.

You will need an updated version of Capture 2005 to be able to


display blind output properly.

When a blind output list is opened, the Live Attribute view will display
Blind Attributes instead.

673
Accessories - Client
Using the same graphic displays as the Congo console, the Congo Client software
provides an operating environment identical to the console itself. With a complete set of
alphanumeric-keyboard shortcuts for commonly used commands, Congo Client can be
used to view console data or to interact with your Congo console.
See Network - Client.

Congo Client software can be run on a PC with the Windows® XP operating system. A
dongle is required to connect the Client PC to the Congo console over an Ethernet
network. When not connected to the network, or without the dongle attached, the Client
PC can be used as a Congo Offline Editor workstation.

We recommend the use of X-keys. See X-keys.

674
Accessories - Net3 Remote Video Interface
The Remote Video Interface – a 2U 19” rack mount device - provides remote video and
local programming functions for Congo and Congo jr. control systems.

Controls on the front of the unit include the power switch, USB port and 20 buttons for
commonly used functions. These buttons have default mapping – specific to the Congo
product line, reflecting commonly used features for the designer or assistant designer.

The RVI also supports a dual video output for two DVI/SVGA high-resolution monitors.

An alpha-numeric keyboard and/or pointing devices can be connected to the RVI to


provide remote programming capability using the Congo keyboard shortcuts. X-Keys can
also be attached via USB.

See X-Keys.

675
X-keys
ETC recommends the use of PI Engineering's X-Keys® panel with Congo Client software.
X-Keys is a panel of user-definable keys.

We have provided a file that defines the X-Keys Professional 58-key panel with the
Congo hotkey shortcuts most used in offline programming and editing. The X-Keys
Professional 58-key panel is very similar to the layout of the Congo keypad, so frequently
used functions appear in relative positions between the actual console and the offline
editor.

See www.etcconnect.com Controls >Congo >Downloads >Congo & Congo jr v4.2.1 X-


Keys

676
APPENDIX
The Appendix contains information about control interfaces, fuses,
key shorcuts etc.

This chapter contains the following sections

• Connectors
• MIDI
• The Congo Story

677
Connectors
These are the connectors in the back of the console.

This chapter contains the following sections

• Connector - DMX512
• Connector - VGA Monitor
• Connector - Phone remote
• Connector - Remote Radio
• Connector - MIDI
• Connector - APN
• Connector - External 1-9
• Connector - Ethernet
• Connector - Keyboard, Printer & Mouse
• Connector - Desk Light
• Connector - Congo Jr Backpanel

Connector - DMX512

Pin 1 Gnd
Pin 2 Data-
Pin 3 Data+

678
Connector - VGA Monitor

Pin 1 Red
Pin 2 Green
Pin 3 Blue
Pin 5 Gnd
Pin 6 Red Gnd
Pin 7 Green Gnd
Pin 8 Blue Gnd
Pin 10 Sync Gnd
Pin 13 Horizontal
Pin 14 Vertical

Connector - Phone Remote

Pin 4 Data+
Pin 5 Data -

Connector - Remote Radio

RFU is a 6-pin XLR with the same pinout as on all ETC consoles

679
Connector - MIDI

MIDI In

Pin 4 Data +
Pin 5 Data -

MIDI Out, Thru

Pin 2 Gnd
Pin 4 Data +
Pin 5 Data -

Connector - APN

Pin 4 Data+
Pin 5 Data -

(Not in Congo Jr)

Connector - External Trig 1-9

The external trig allows the following functions:

1: Go
2: Pause
3: Go Back
4: Toggles Master 40 On/Off.

The Remote Control Setting must be turned on for the remote to work. See Settings -
System.

680
Connector - Ethernet

Pin 1 TX+
Pin 2 TX-
Pin 3 RX+
Pin 4 NC
Pin 5 NC
Pin 6 RX-
Pin 7 NC
Pin 8 NC

Connector - Keyboard and Mouse

Keyboard and mouse are connected to the USB ports in the back of the console.

Connector - Desk Light

You can connect a standard desk light to the connectors in the top corners of Congo.

Connector - Congo Jr Backpanel

681
MIDI
MIDI allows you to interface with Time Code and other MIDI
equipment.

This chapter contains the following sections

• MIDI - Introduction
• MIDI - Standard MIDI
• MIDI - MIDI Show Control
• MIDI - Time Code
• MIDI - Implementation Chart

682
MIDI - Introduction
MIDI stands for Musical Instrument Digital Interface. The reason you can find it in a
lighting console is that MIDI today is being used for a lot more than having synthesizers to
speak to each other as was intended originally.

Basically MIDI is a standard for transmitting notes 0—127 (on/off) with velocity (how hard
they are played) and continuous controllers such as faders (volume for example). There
are more parameters but these are the basic ones. In Congo all keys correspond to a
note and all faders to a controller.

MIDI is transmitted serially in up to 16 individual MIDI channels in one three-lead cable.


The communication is unidirectional, which means there is no feedback or intelligent bi-
directional contact between MIDI units (DMX512 is also unidirectional, while a pair of
walkie talkies (for example) are bi- directional, allowing communication both ways).

There is support for three sorts of MIDI.

Standard MIDI
Send and receive Notes,Controllers and Program Change.

MIDI Show Control


A standard set of commands is supported.

MIDI Time Code


Trig Sequence Steps by time code. There is a Learn Mode.

Once you have connected a MIDI Device to the Congo with the MIDI connectors in the
back of the console, you have to set up the console to receive and/or transmit MIDI, and
define which MIDI commands it will recognize.

There is a MIDI Setup where you can configure how the console will function with MIDI.
See System Settings - MIDI.

683
MIDI - Standard MIDI
All MIDI functions need to be activated in the MIDI Setup. See System Settings - MIDI.

MIDI NOTES & CONTROLLERS


All keys and faders can send notes and controllers when this is activated in the MIDI
Settings.You can use MIDI notes and controllers to remote control any key or fader of the
Console. If you connect a MIDI Sequencer you can record all key presses and fader
movements in real time and play back in real time.

PROGRAM CHANGE
The Congo can be set to activate a specific crossfade when receiving a Program Change
command through MIDI. When the Program Change parameter (in MIDI Settings)is set to
"On" the board will activate a crossfade to step 0-127 when receiving Program Change 0-
127.

NOTE
You have to have a Sequence Step recorded in the board to be able
to jump to it.

You have to send both ON and OFF for notes.

684
MIDI - MIDI Show Control
MIDI Show Control supports reception of the following commands:

GO
Executes the next crossfade in the same way as pressing GO in the console. If GO is
pressed in the console, the number of the Sequence Step is automatically transmitted as
well. This is sent automatically when GO is pressed and MSC is active.

STOP
Pauses the current crossfade. This is sent automatically when PAUSE is pressed and
MSC is active.

RESUME
Resumes the current crossfade. This is sent automatically when GO is pressed after
PAUSE and MSC is active.

SET
0-39 controls master 1-40. 128 and 129 controls the A and B fader pair. 510 controls the
grandmaster.

MSC Device ID
0-126 are device id’s and 127 means All (and is the default setting). In the MIDI Setup
there are parameters for turning MSC on/off and setting the device ID. See System
Settings - MIDI.

685
MIDI - Time Code
Every sequence step can be triggered both manually, and by a specific MIDI Time Code
time on the MIDI port.

In the Sequence Editor, this time can be set or edited in a column to the far right. It is
possible to enter a time code timestamp for each sequence step. When the specific time
code position is reached, the sequence step will be executed providing Time Code is set
to on. See System Settings - MIDI.

• Time Code is edited from the keyboard (display or external) in all Congo
consoles. In the bigger Congo it can be edited from the numerical console
keypad as well.
• If there is MIDI Time Code coming into the system, the running time will be
shown on top of the monitor instead of the normal date and time.

Manual and Time Code trig


You can combine sequence steps with Time Code times with normal manual or automatic
crossfade. The Time Code time is just an additional trigger that can activate a sequence
step. If there is a problem with the MIDI Time Code input, you can always start the
crossfade by pressing GO.

Time Code On/Off


There is an overall parameter "Read MIDI Time Code" that switches on or off time code in
general. See System Settings - MIDI.

Time Code Format


Time code must be entered in this format: hh.mm.ss.ff.

Time code is shown in the Playback view like this

Learn mode
Each time GO is pressed, the current time code timestamp will be recorded in the current
sequence step. See System Settings - MIDI.

Trig in B or Auto Mode


Normally, only Sequence steps that are in the B field will be triggered by incoming MIDI
Time Code. Other Steps will not be trigged, even if the times match.

It is also possible to run the system so that any Sequence Step matching a specific Time
Code time is run automatically regardless if it is in the B field or not.If the "Auto- locate
step" parameter is set to "On", any step that is matching the incoming MIDI Time Code
will be executed. See System Settings - MIDI.

686
MIDI - Implementation Chart
All MIDI messages described below can be sent or received on any
MIDI Channel between 1 and 16.

The values shown in parenthesis (like this = 144) all refer to MIDI
channel 1. To be able to use other MIDI channels, you have to add
the channel number and subtract 1.

Example
NOTE ON on channel 4 = 144 + 4 — 1 = 147.

Keys
All keys are transmitted as Note On and Note Off messages.

When a key is pressed, the following MIDI Message will be transmitted:


NOTE ON (=144), Key number, 64

When a key is released, the following MIDI Message will be transmitted:


NOTE OFF (=128), Key number, 64

By sending the corresponding command to the MIDI In port, the Congo will execute the
key.

Since standard MIDI Notes only can accept a maximum of 127 individual notes and the
Congo uses far more buttons than that, a special coding had to be introduced for the
buttons above 127.

In the table below, these are shown as x, y. The first value is used as the note number
and the second value is used for the velocity.

Example
Sending the Align key would look like this:
144, 125, 98 (key pressed) followed by 128, 125, 98 (key released).

687
Console Keys - MIDI Chart

Key MIDI Code (Hex) MIDI Code (Dec)


-% 3C 60
[] 75 117
|| 79 121
+% 3D 61
<------ 7D, 21 125, 33
<< 7E, 5C 126, 92
> 73 115
>> 7E, 5D 126, 93
0 01 1
1 02 2
2 03 3
3 04 4
4 05 5
5 06 6
6 07 7
7 08 8
8 09 9
9 0A 10
A 0B 11
Align 7D, 62 125, 98
All 0C 12
AtLevel 22 34
Attrib 7D, 27 125, 39
B 23 35
Bank 7E, 41 126, 65
Beam 7D, 1C 125, 28
Blind 7E, 62 126, 98
Browser 7E, 71 126, 113
C 24 36
Capture 7D, 65 125, 101
Ch 25 37
Ch— 26 38
Ch+ 27 39
Color 7D, 1B 125, 27
Column 7E, 53 126, 83

688
Connect 7E, 55 126, 85
Copy/Cut 7D, 5A 125, 90
DecimalPoint 3E 62
Delay 7D, 22 125, 34
Delete 51 81
Device 7D, 26 125, 38
Direct Select 1 7D, 6D 125, 109
Direct Select 40 7E, 1C 126, 28
Direct Select page 1 7E, 6B 126, 107
Direct Select page 5 7E, 6F 126, 111
Down 4D 77
Esc 2C 44
Fan 7D, 0A 125, 10
Fetch 2F 47
Flash 1 7E, 2D 126, 45
Flash 20 7E, 40 126, 64
FlashMode 30 48
Focus 7D, 1A 125, 26
Format 7E, 61 126, 97
GO 31 49
GoBack 32 50
Goto 33 51
Group 7E, 56 126, 86
Help 34 52
Highlight 7D, 34 125, 52
In 7D, 46 125, 70
Independent 1 7E, 63 126, 99
Independent 2 7E, 64 126, 100
Independent 3 7E, 65 126, 101
Insert 50 80
Inv Group 7D, 66 125, 102
Last 7D, 2A 125, 42
Left 4E 78
Live 7E, 5E 126, 94
Load 7E, 74 126, 116
Macro 35 53
Mask 7D, 28 125, 40
Master 7D, 2B 125, 43

689
Master Page- (lower) 7D, 5D 125, 93
Master Page (upper) 7E, 1D 126, 29
Master Page- (upper) 7D, 5F 125, 95
Master Page+ (lower) 7D, 5C 125, 92
Master Page+ (upper) 7D, 5E 125, 94
MasterKey1 0E 14
MasterKey20 21 33
MasterKey21 56 86
MasterKey40 69 105
MasterPage 36 54
Modify 37 55
Mute 7E, 47 126, 71
Next 7D, 29 125, 41
Note 7E, 45 126, 69
Out 7D, 45 125, 69
Output 38 56
Palette 7D, 23 125, 35
Park 7E, 46 126, 70
Paste 7D, 5B 125, 91
Pause 3B 59
Playback 6D 109
Preset 3F 63
Record 40 64
Refresh 7D, 33 125, 51
Release 7E, 70 126, 112
Rem Dim 7E, 52 126, 82
Right 4F 79
Select 7E, 58 126, 88
Select All 7D, 30 125, 48
Seq 44 68
Seq- 6B 107
Seq+ 6C 108
Setup 46 70
Solo 7E, 48 126, 72
Start 45 69
Tab 7E, 5F 126, 95
Tap 7E, 54 126, 84
Text 7D, 64 125, 100

690
Thru 47 71
Time 48 72
Track 7D, 63 125, 99
Type 7E, 42 126, 66
U1 7D, 1D 125, 29
U2 7D, 1E 125, 30
U3 7D, 1F 125, 31
Up 4C 76
Update 7E, 4F 126, 79
Wizard 7D, 32 125, 50

691
Console Faders - MIDI Chart

Fader MIDI Code (Hex) MIDI Code (Dec)


Lower_1 41 65
Lower_2 42 66
Lower_3 43 67
Lower_4 44 68
Lower_5 45 69
Lower_6 46 70
Lower_7 47 71
Lower_8 48 72
Lower_9 49 73
Lower_10 4A 74
Lower_11 4B 75
Lower_12 4C 76
Lower_13 4D 77
Lower_14 4E 78
Lower_15 4F 79
Lower_16 50 80
Lower_17 51 81
Lower_18 52 82
Lower_19 53 83
Lower_20 54 84
Upper_1 55 85
Upper_2 56 86
Upper_3 57 87
Upper_4 58 88
Upper_5 59 89
Upper_6 5A 90
Upper_7 5B 91
Upper_8 5C 92
Upper_9 5D 93
Upper_10 5E 94
Upper_11 5F 95
Upper_12 60 96
Upper_13 61 97
Upper_14 62 98
Upper_15 63 99

692
Upper_16 64 100
Upper_17 65 101
Upper_18 66 102
Upper_19 67 103
Upper_20 68 104
AFader 69 105
BFader 6A 106
GrandMaster 6C 108

693
The Congo Story
Congo is the result of ETC and AVAB efforts combining over 30 years
of experience in lighting control. Here is some of the story.

When Fred Foster of ETC acquired the Avab brand his aim was to maintain it and
continue development. The Avab core team were given the possibility of a lifetime to
hand pick people in the industry with the experience they wanted, and work together with
the resources of ETC to create Congo.

If there is a better crossover between dedicated moving light console and a true
traditional theatre or television console in this price range - please let us know!

Best regards, from the Congo Development Team

Anders Ekvall - Concept & Software


Ulf Sandström - Concept & Help System
Bullen Lagerbielke - Concept & Field Testing
Lars Wernlund - Graphical Interface Programming
Peppe Tannemyr - Graphical Interface Design
Magnus Anuell - Mechanical Design
Michael Lichter - Electronics and Firmware
Tony Kvoch - Electronics
Nikolaus Frank - Industrial Design
Cecilia Frank - Graphical Console Design
Sarah Clausen - Team Support & Ideas
David Lincecum - Team Support & Ideas
Ingo Bernert - Team Support & Ideas

Outside this core team there are layers of collegues, power users and beta testers that
have contributed immensely to this project. It would be impossible to remember all but
here are some: Oskar Krogell (FI), Jussi Kaatrasalo (FI), Jeremy Roberts (UK), David
Gray (IT), David Smith (US) - the list grows...

Congo - The Avab Heritage

Back in the seventies Avab was a leading Scandinavian lighting console manufacturer
that held one of the world's two existing 999 channel consoles, the Viking. The other one
was Strands Galaxy. Both were state of the art in their own way. Viking could talk (speech
module) and had very exclusive thumbwheels with tactile feedback.

Most of the functions for conventional lighting existed at this point in either or both of
these systems. If you want to sum up what has happened since the answer would be

• Moving Lights
• Media Servers
• Networking
• System prices have gone down 1000%

694
Congo - Creating the specification

During the years before Congo the development team made an extensive survey to
lighting control operators and lighting designers in all paths and backgrounds of the
industry. Over 200 people were interviewed.

• What is your favourite hardware?


• What are your favourite functions?
• What is vital to you with a lighting control hardware?
• Which is your favourite console?
• Why is it your favourite console?
• Etc...

There were over 100 questions. And the most important feedback for the Congo Team
was this

"We want to be able to operate the console, with our concentration


focused on the performance"

This may seem simple, but it implicated a lot of things we had to take in consideration.

• Vital functions should have direct keys


• Navigation should be possible without looking at the screens
• The user interface should be tactile (physical keys)

695
Congo - Designing The Screens

Moving to a graphical interface opened a lot of possibilities. Color, graphics, local menus,
toolbars...

Interviews led us quickly in a different direction. The main input we got from all roads of
experience was

"Don't clutter the screens. We want only the necessary information at


a glance, and only colors for important stuff."

True enough. Local menus, toolbars and colors were skipped for the simple concept of
the Browser. We took aboard graphical designer wiz Peppe Tannemyr from Beacon to
create an environment that used color only when necessary, that had nothing to do with
office computer environments, and everything to do with lighting.

696
Congo - Designing The Hardware

We knew we wanted the following

• Our navigation solution made physical


• High quality faders and keys
• Graphical displays next to the Playbacks
• Simple access for service
• Ergonomical key layout
• Screen holders for standard screens, that allow free view over the console

We also wanted someone with a lot of experience of the lighting industry to put it
together, so we took aboard Magnus Anuell, the engineer behind the successful Rainbow
Color Scrollers.

Congo - The Eurovision

The very first show run on the Congo was the Eurovision Song Contest final. The most
prestigious annual live broadcast in Europe with over 250 million viewers.

"It was a fantastic experience to see how four operators with


completely different backgrounds handled the system, and how well
it responded. It worked past our initial expectations." (Ulf Sandström)

Four Congo operators controlled 37 universes of lighting including

• Over 300 moving lights


• A large amount of conventional lights
• 16 Catalyst media servers

697
The systems were networked, and all shows saved on a mutual File Server. Every
system had a synchronised backup.

Let's put it this way. Congo is capable.

Congo - The arrival of Jr!

2006 at PLASA the ultra-compact and modular smaller version of the Congo Console is
presented - Congo JR.

Packing every ounce of power from the larger console - this little beast is a dream come
true for touring theatre operators, moving light operators and smaller-but-complex venue
operators and designers.

"The Congo Jr is a dream come true for any moving light operator,
designer or tech wanting a full system in a very small package."
(Bullen Lagerbielke)

698
V5 - a new approach to effects!

Along with cleanups, a lot of new functionality and several new related products like the
rrfu remote and the Net3 Remote Video Interface the family is growing fast. Most
interesing of all is the new approach to effects in v5.

By introducing the Effect Playbacks together with three types of effects, very complex
effects are made possible and accessible at the same simple level of control as a single
intensity channel with some extra attributes.

It doesn't look very advanced, right? It isn't, but what you can do with them is!
:-)

699
Index
Channel Distribution Wizard · 463
1 Channel Editor Wizard · 251
Channel Layouts · 355
16 Bit Control · 215 Channel List · 202
Channel Partitions · 370
Channel Sets · 521
8 Channel Time Editor · 270
Channel Times · 268
8 bit 256 Step Levels · 311 Channels · 300
Channels - Clear Functions · 315
Channels - Views · 303
9 Chase - Set Rate · 286
Chase - Wizard · 288
Chase Editor · 472
900-groups · 229
Chase Effects · 469
Chase Mode · 282
A Chase Step Editor · 474
Check Mode · 317
Clear/reset patch or rename · 197
Actions · 183 Client · 28, 158, 674
Active Mode & Attribute Tracking · 414 Color Palette · 421
Active Mode & Mark · 413 Column Format · 535
Align · 394 Com Port · 124
All Palette · 423 Command Syntax · 308
APN · 680 Compare Mode · 255
Attrib Move · 448 Congo · 28
Attribute Editor Times · 440 Congo - Creating the specification · 695
Attribute Time · 439 Congo - Designing The Hardware · 697
Attributes Follow Faders · 446 Congo - Designing The Screens · 696
AutoMark · 448 Congo Jr · 28
Auto-Save · 253 Congo Light Server · 28
Avab · 120 Congo Terminology · 33
Avab Heritage · 694 Connectors · 678
Console Facepanels · 54
Console Faders - MIDI Chart · 692
B Console Key Quick Help · 594
Console Key Shortcuts · 628
Backup · 128, 156 CONSOLE KEYS · 593
Backup Commands · 165 Console Keys - MIDI Chart · 688
Backup Sync · 164 Console Keys in a Keyboard · 658
Balance Mode · 318 Console Mimic · 177
Base Value · 497 Console Settings · 151
Beam Palette · 422 Constant Level · 309
Blind · 328 Content · 91
Blind output · 673 Content Effect Modes · 481
Block Cues · 415 Content Effect Times · 483
BPM · 287 Content Effects · 476
Browser · 68 Control Hierarchy · 35
Bugs · 51 Convert To Server · 165
Build · 279 Copy, Cut & Paste · 79
Bypass Startup Screen · 48 Crashes · 51
Crossfade · 266
cRRFU Radio Remote · 668
C Cue Only · 417

Calibrate · 459
Capture · 673
D
Capture Mode · 312
Ch Only Mode · 310 Data · 409
Change · 393 Default Attribute Time · 442
Change User · 180 Delay Relation & Distance · 513
Changed mode · 412 Delete Wizard · 299
Channel Database · 350 Desk Light · 681

700
Device Control · 381
Device List · 199
G
Device Palettes · 418
Device Recording · 410 Gel Picker · 451
Device Recording - Modes · 412 General Settings · 138
Device Times · 435 GETTING STARTED · 26
Device Views · 403 GOTO List · 528
Device Views - Filtering · 405 Grand Master · 87
Devices · 377 Graphical Representation · 535
Dimmer Check Mode · 194 Group Wheel Mode · 323
Dimmer Curve List · 223 Groups · 227
Dimmer Feedback Log · 225 Groups - List · 232
Direct Selects · 89 Groups/Palettes Overview · 292
Disclaimer · 25
Display Lists · 82
DMX SETTINGS · 127 H
DMX512 · 678
Dynamic Effect · 486 Help System - Favourites · 23
Dynamic Tables · 492 Highest Takes Precedence · 36
Dynamic Templates · 490 Highlight · 398
Home Positioning · 387
E
I
Each Device · 420
Each Device Type · 420 Images · 589
Effect Overview · 468 Import from... · 115
Effect Playbacks · 466 Import Template Wizard · 195
Effects · 460 Import Text File · 353
Effects Dock Area · 462 Independent Dock Areas · 582
ETC Technical Services · 53 Independent Modes · 584
Event List · 181 Independents · 580
Excel · 354 Insert Step · 274
Expert · 120 Installation guidlines · 31
Ext. Keyboard · 657
Ext. Mouse or Trackball · 661
External Trig · 680 J

F Jam Mode · 96

Fade Curves · 294 K


Fade With Intensity · 220
Fader Mode Switch · 546
Key Syntaxes · 32
Fader Wings · 662
Fan · 395
Fan Times · 443 L
FCB Time · 438
FCB Times · 272
Fetch Intensities · 249 Lamp Strike · 384
Fetch Play · 162, 165 LightWright · 353
Fetch/Copy · 396 Links · 276
Files · 108 Lists · 76
Flash Keys · 542 Live · 326
Flash Modes · 542 Live Attributes · 405
Flash On Time · 543 Live Dynamics (old) · 494
Flip · 399 Live Effects · 465
Focus Palette · 420 Load · 278
Focusing Mode · 434 Load Sequence · 537
Followon · 273 Lockfade · 266
Force To Backup · 164 Log files · 120
Form · 517 Loop Count · 515
Freeze · 88 Lynx · 662

701
Parked · 343
M Patch by Channel/Dimmer · 190
Patch Dimmer · 196
Macro List · 187 Patch Moving Device · 196
Main Display · 60 Patch Wizard · 196
Main Playback · 523 Patching · 188
Main Playback - Default Settings · 531 Phone Remote · 669
Main Show Data · 226 Play Settings · 139
Manual Crossfades · 527 Play Settings - Attribute · 148
Mask · 390 Play Settings - Channels · 141
Master Editor · 565 Play Settings - Crossfade · 143
Master Keys · 541 Play Settings - Master · 146
Master Pages · 568 Play Settings - MIDI · 150
Master Pages - Auto-update Mode · 578 Play Settings - System · 147
Master Pages - Times · 576 Playback View · 533
Master View · 561 Playlist · 290
Master View - Dock Areas · 564 Power Loss · 137
Masters · 538 Power Off · 137
Masters - Modes · 560 Power-up Procedure · 44
Media · 586 Presets · 236
Media Servers · 379 Presets - Copy · 247
MIDI · 682 Presets - List · 244
MIDI - Implementation Chart · 687 Print Wizard · 170
MIDI - Time Code · 686 Protocol · 125
MIDI Show Control · 685
Modify Modes · 279
Monitor · 133 Q
Movefade · 266
Movies · 588 Quit · 137
Moving Light Dock Area · 401
Multiple Users · 160
Mute · 84 R

N Random Select · 319


Range Wizard · 218
Ranges · 217
Navigating · 65 Record Selected Channels · 242
Net3 Remote Video Interface · 675 Refresh · 532
Net3 RVI · 28 Rem Dim · 325
Net3/ACN Device List · 169 Remote Controls · 376
Network · 152 Rename Channels · 204
Network - Backup Setup · 157 Reset The System · 45
Network Names · 132 RFR Radio Remote · 665
Network nodes · 167 Rubberband · 446
Networking Guidelines · 154
New · 110
Next & Last Mode · 397 S
Notes · 296
Numerical Input on a Notebook · 657
Safari · 120
Save · 114
O Save as... · 114
Scale Level · 321
Screens · 171
Offset Relation · 511 Scroller Fan override · 459
Open · 113 Scroller Rolls · 457
Output Editor - Formats · 190 Search Function · 22
Output List · 205 Select · 392
Output Mode · 86 Select Active Channels · 431
Select Stored Channels · 432
Send Play · 162
P Sequence Editor · 536
Sequence List · 262
Palettes - Update · 424 Sequence Times · 268
Parameter Definitions · 221 Sequences · 257
Parameter Times · 272 Sequences - List · 260
Park · 207 Serial COM data · 184

702
Series List · 484 Trackball · 63
Series Step Editor · 485 Training Projects · 590
Server · 156 Transport Keys · 528
Server Commands · 162 Troubleshooting · 49
Set To A or B · 267 TT Radio Remote · 670
Snap · 216
Soft Key Pages · 78
Software & Update · 37 U
Solo · 84
Solo Fade Mode · 555 U1-U2-U3 · 388
System Overview · 28 Universe Map · 168
System Settings · 121 Un-parking Values · 347
System Settings - Backup · 128 Update · 243
System Settings - Network · 129 Used & Unused · 322
System Settings - Output · 127 User List · 178

T V,W
Tabs · 70 V5 - a new approach to effects · 699
Templates · 208 WAF Alert Times · 272
Templates - Create · 212 Wait · 273
Templates - Editor · 211 Waveforms · 487
Templates - List · 210 Welcome Screen · 136
Templates - Mode Tables · 219 VGA Monitor · 679
Templates - Type LTP or HTP · 213 Visualisation Software · 672
Terminology · 24 VLC · 120
Texts · 80 Workflow · 38
The Congo Story · 694 WYSIWYG · 672
Time Editor · 270
Times Soft Key Page · 271
Track - Palettes · 340 X
Track - Presets · 339
Track - Track Editing · 341
Track Channels · 334 X-keys · 676
Track List · 330

703
Corporate Headquarters „ 3031 Pleasant View Road, P.O. Box 620979, Middleton, Wisconsin 53562-0979 USA „ Tel +608 831 4116 „ Fax +608 836 1736
London, UK „ Unit 26-28, Victoria Industrial Estate, Victoria Road, London W3 6UU, UK „ Tel +44 (0)20 8896 1000 „ Fax +44 (0)20 8896 2000
Rome, IT „ Via Ennio Quirino Visconti, 11, 00193 Rome, Italy „ Tel +39 (06) 32 111 683 „ Fax +44 (0) 20 8752 8486
Holzkirchen, DE „ Ohmstrasse 3, 83607 Holzkirchen, Germany „ Tel +49 (80 24) 47 00-0 „ Fax +49 (80 24) 47 00-3 00
Hong Kong „ Rm 1801, 18/F, Tower 1 Phase 1, Enterprise Square, 9 Sheung Yuet Road, Kowloon Bay, Kowloon, Hong Kong „ Tel +852 2799 1220 „ Fax +852 2799 9325
Service: (Americas) [email protected] „ (UK) [email protected] „ (DE) [email protected] „ (Asia) [email protected]
Web: www.etcconnect.com „ Copyright © 2008 ETC. All Rights Reserved. „ Product information and specifications subject to change.
7310M1200-5.0.0 „ Rev A „ Released 05/2008

You might also like