Congo Congo-jr v5.0 User Manual RevA
Congo Congo-jr v5.0 User Manual RevA
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).
1
Table Of contents
CONGO MANUAL ........................................................................................................................ 1
DISCLAIMER .............................................................................................................................. 25
GETTING STARTED.................................................................................................................. 26
TROUBLESHOOTING............................................................................................................... 49
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
GENERAL FUNCTIONS............................................................................................................ 64
NAVIGATING.............................................................................................................................. 65
3
GRAND MASTER ......................................................................................................................... 87
FREEZE MODE ............................................................................................................................ 88
DIRECT SELECTS...................................................................................................................... 89
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
NETWORK................................................................................................................................. 152
5
DOCK AREAS (5.0) ................................................................................................................... 174
PATCHING................................................................................................................................. 188
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
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
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
9
BLIND VIEW ............................................................................................................................. 328
10
Channel Layouts - Channel Features ................................................................................. 365
CHANNEL LAYOUTS - LINES ..................................................................................................... 366
CHANNEL LAYOUTS - BOXES.................................................................................................... 367
CHANNEL LAYOUTS - CONTENT ............................................................................................... 368
CHANNEL LAYOUTS - LOAD (5.0)............................................................................................. 369
11
Preset Attribute Editor - Times ........................................................................................... 408
DEVICE VIEWS - DATA (5.0)..................................................................................................... 409
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
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
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
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
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
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
19
Congo - The arrival of Jr!................................................................................................... 698
V5 - a new approach to effects!........................................................................................... 699
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.
Navigating in the help can be done as a paper manual (next or last page) and as a web
browser (previous 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).
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.
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.
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.
• 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.
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
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
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.
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.
Some keys can combine all three ways of working. An example of this is the PRESET key
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.
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
Congo supports a lot of output protocols through Ethernet, and has two DMX512 outputs
as well.
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 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.
Playbacks - Introduction
Intensities and parameters can be played back from the following playbacks.
• 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.
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.
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%.
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.
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
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.
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.
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).
• 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.
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.
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).
Where is it recorded?
See Presets.
See Sequences.
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.
• Single channels
• Groups
• Palettes
• Parameters
• Presets
• Sequences
• Console keys
See Masters.
• 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.
• 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
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.
• 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.
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.
Before you start, make sure you have loaded a new (empty) Play.
See Load a New (empty) Play
There is a "reset" button in the back of the console. It works differently depending on your
Congo Hardware model.
• 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.
The Grand Master is in the top right corner. It controls the total output of the
console.
46
The Playback Fade mode switch is normally in Masters mode.
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.
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.
48
Troubleshooting
When you run into a problem with this system there are few probable
reasons.
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.
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.
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.
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.
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.
Description (example):
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
53
Console Facepanels
There are three facepanels for Congo:
• Congo
• Congo Jr
• Congo LS (rack)
• 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.
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.
1 2 3 4 5 6 7 8 9 0
Ch Thru All + @ Output Master Point C Shift
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
• 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)
60
Congo Jr main display area
The Soft Menu exit key (<--) moves one step back up to the top menu level each time it is
pressed.
Congo
Congo Jr
61
Summary of soft key menus
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.
• 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.
• 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.
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.
Modify is the "Enter" command wherever one is needed. It is used to enter values or
toggle between options or open dropdown menus.
• 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 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
68
Browser Functions - LOAD
Use MODIFY and LOAD to activate selected items from the lists in the Browser.
*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
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.
The status bar in the top shows the current Preset in the Main Playback to the left and the
selected format to the right
There is a compact channel format where levels are shown with a yellow status bar.
72
Channel View Formats - Selected
Only selected channels are shown. (Pressing FORMAT toggles through the formats.)
Selected and non-zero channels are shown. (Pressing FORMAT toggles through the
formats.)
73
View Format - Selected And Captured
Selected and captured channels are shown. (Pressing FORMAT toggles through the
formats.)
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.
Navigating In Lists
76
Editing In Lists
* When you enter a value and press MODIFY it is applied to all selected cells.
Sort By Column
* These changes are temporary, they will be lost if the tab is closed and opened again.
* 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.
78
Copy, Cut & Paste
Copy, cut and paste Sequence Steps, Groups, Presets and Device
Templates.
When you paste a Preset in the Preset Editor, you will overwrite the
content of the currently focused preset.
In the Preset List it's possible to copy, cut and paste attributes for the selected channels
from any step to any other step.
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.
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.
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.
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.
These are the lists. Select an item with the trackball and right- or left click to activate it.
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.
82
PlayList [DISPLAY_LIST] & The Playlist. See
[PLAYLIST] Playlist.
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.
In Congo Jr the MUTE key is a soft key in the Misc Soft Key Page.
84
Mute & Solo - SOLO
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**
**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.
89
Direct Selects - Introduction
The Direct Selects give extremely fast access to stored data such as groups, palettes,
effects and screens.
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.
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.
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.
*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
Congo Jr
See Direct Selects - Content.
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.
Key Function
[FOCUS] Focus Palettes.
95
Jam Mode
Jam Mode generates data automatically and enters a Playback Mode
that allows improvising with Moving Devices directly after patching
them.
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.
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.
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 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.
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.
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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).
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.
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.
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.
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.
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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.
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.
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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.
Masters 1-20 are used to select (activate) a Group of Devices, and the
rest of the console is used to control them.
Devices are selected from Masters. See Jam Mode - Step 2 - Check Groups.
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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.
*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.
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.
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Jam Mode - Parameters
The upper right section of the Direct Selects is set up for controlling one bank of
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.
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.
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This is basic operation
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.
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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)
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.
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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
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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
• 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)
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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.
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.
Sub folders are shown at the start of the file list with the name in
[brackets].
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New
When you want to clear the console to start with a new play, you use the "New" command
(Browser >Files >New).
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**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.
• 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.
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Moving Device Settings
These settings affect how moving devices are recorded and played back.
Dimmer Patch
There is an option to choose a channel-to-dimmer patch 1:1, or to start with a clear
patch. See Patch.
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Open
When you want to open a play, you use the "Open..." command (Browser >Files >Open).
*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.
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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.
*It is possible to set up a file server by specifying the play patch in the Login Settings. See
Login Settings, General Functions.
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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"
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Import Wizard - Functions
*When you import a Sequence, with Presets, you can use Offset for the sequence and
Preset Offset for the Presets of the sequence.
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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.
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Import Wizard - Limitations (Patch)
To import the complete Patch you need to import first Templates, then the Channel List,
then Device Settings.
Your Pronto/Congo Settings from a different Play can be imported, with all your settings
for the Input/Outputs, record functions etc.
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.
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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.
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).
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.
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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.
NOTE
Due to some difference in play structure some play data may not be
transferred, for example Safari Chase effects.
This option allows you to export the current play to a floppy disc in Avab Expert play
format.
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.
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.
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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.
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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 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.
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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.
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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.
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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.
• 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.
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• 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.
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.
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System Settings - Output (5.0)
These are the settings for the DMX outputs of the consoles, and ethernet to visualizers.
Visualizer Link
Activates bi-directional communication with third party visualisation tools.
DMX SETTINGS
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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
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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.
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Network Services
Clicking in the enable box will activate the Net3 settings for Address or Time Server, or
TFTP (file transfer for software distribution).
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.
• 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
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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).
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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.
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System Settings - Monitor (5.0)
System Settings - Monitor
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).
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.
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.
• 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.
137
General Settings
The General Settings node contains all the settings for the play, the
console, networking, printing, dock areas etc.
• 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.
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)
140
Play Settings - Channels (5.0)
Press SETUP and use the right/left arrows to select the Channel Settings tab.
141
Channel Settings
142
Play Settings - Crossfade
Press SETUP and use the right/left arrows to select the Crossfade Settings tab.
143
Crossfade Settings
*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.
146
Play Settings - System
Press SETUP and use the right/left arrows to select the System Settings tab.
System Settings
The System Settings are general for the behaviour of the console.
147
Play Settings - Attribute
Press SETUP and use the right/left arrows to select the Attribute Settings tab.
148
Attribute Settings
The Attribute settings affect recording and control of moving device parameters.
*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.
MIDI Settings
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.
• 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
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 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
Notes
154
Network - Functions
These are the general network functions.
• 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.
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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.
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).
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:
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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.
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.
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.
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.
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.
Highlight Mode
This is a global mode, both affecting and indicated on all screens on all stations.
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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.
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.
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Server Commands
These are the general Server functions.
• 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.
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.
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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.
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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 .
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.
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.
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Backup Commands
These are the general Backup functions.
• 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.
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.
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.
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Universe Map
There is a Universe Map that enables you to map any of the the 12 universes of Congo
to:
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.
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Net3/ACN Device List (5.0)
Lists all Net3 Devices in the network, and allows some editing.
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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.
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.
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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.
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.
Open the screen list in the Browser >General Settings >Screens, to see and delete
screens.
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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)
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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.
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Dock Areas - Navigate
Dock Areas can be opened with keys or by mouse (doubleclick).
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.
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.
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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).
* 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.
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Create a User Login
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.
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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:
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.
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.
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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
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)
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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.
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.
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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.
Insert an item (INSERT) and define a Trigger (you can add a description).
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)
• 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.
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 are recorded with the LEARN MACRO soft key of the Misc Soft key page in the
consoles.
Record a Macro
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
• 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.
• 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.
• 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
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
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
192
Output Editor - Patch By Dimmer
193
Output Editor - Dimmer Check Mode
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
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?
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.
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.
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.
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.
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.
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.
*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.
* 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.
• 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.
NOTE
When a step is selected, the corresponding channel and output are
selected in the Live and Output Editor tabs
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).
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)
204
Output List
You can view and edit desk channel, scaling and curve for outputs in the Output List
(BROWSER >Patching >Output List >Universe #).
NOTE
The Output List is divided into DMX universes. Open each from the
Browser >Patching >Output List >Universe #
*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).
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.
• 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
209
Templates - List
The Template Lists are opened from the Browser (Browser >Patching >Settings and
Tools >Templates).
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).
Press INSERT to insert a new Parameter. These are the functions in the columns.
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).
*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.
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.
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.
*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.
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.
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.
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.
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.
*When you make INSERT for additional Range Tables, the parameter will be copied from
the first defined Range Table.
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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).
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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.
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*
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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
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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).
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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
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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.
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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.
• Groups
• Presets
• Sequences
• Playlist
• Groups/Palettes overview
• >Settings & Tools - Main Show Data
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Groups
Groups are a way of recalling a channel selection with a single
number. They are often used to speed up programming.
• Groups - Introduction
• Groups - Record
• Groups - Select Channels
• Groups - Fetch Intensities
• Groups - List
• Groups - Display List
• Groups - Load To Playbacks
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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.
Group functionality
228
Groups - Record
Only selected channels are recorded. The selected channels can have a level, but it is
not necessary.
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.
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Groups - Select Channels
You can add and subtract channels that are stored in Groups to/from the current channel
selection.
230
Groups - Fetch Intensities
Fetch intensities for all or specific channels from any Group.
231
Groups - List
You can view, edit and create new Groups directly in the Group List (GROUP or
BROWSER >Group).
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.
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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.
234
Groups - Load To Playbacks
You can load Groups directly to any Playback.
235
Presets
A Preset is used to store intensities, attributes or attribute times for
playback in a Sequence, Main- or Master Playback.
• 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
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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.
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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.
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.
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See Preset Times
See Sequence Times
See Moving Device Times
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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.
*This depends on the BUILD SEQ mode (softkey in the Playback soft key page of the
Main Display).
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.
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Record All Attributes for selected channels
NOTE
Control parameters are not recorded.
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.
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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 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).
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.
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.
244
Preset List - Functions
These are the functions in the Preset list. See also Copy, Cut & Paste.
245
Presets - Load To Playbacks
You can load Presets directly to any Playback.
The direct functions allow you to load a series of recorded Presets to Masters, this is
called quick-loading Presets to Masters.
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.
247
Presets - Select Channels
You can add and subtract channels that are stored in Presets to/from the current channel
selection.
248
Presets - Fetch Intensities
Fetch intensities for all or specific channels from any Preset.
HINT
You can fetch attribute values as well. See Device Control - Fetch/Copy.
249
Presets - Display List
Opens a list that shows all Presets in the Main LCD of the console.
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.
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Channel Editor Wizard - Type Of Change
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.
Depending on the type of change - the number here is the Value used. It can be a level or
a channel number.
This parameter will allow the change to affect the channels with no level (0%) in the target
Presets.
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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.
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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.
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Presets - Delete
Presets are deleted from the Preset List (Browser >Presets).
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Sequences
A sequence is a list of presets that can be played back manually, with
fade times, and as a chase.
• 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.
General Facts
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.
259
Sequences - List
You can insert and delete sequences, and change playback modes (chase) in the
Sequences list (SEQ or BROWSER >Sequence).
*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
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.
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Sequence List - Functions
263
Sequence List - Columns
Part 1
*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
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.
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.
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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.
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.
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:
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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).
* 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.
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.
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.
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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.
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 Time Soft Key Page is selected with the soft key TIMES in the Main Display of the
console.
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271
These are the functions available. All times are set to the Main Playback.
FCB Times are set to the Preset of a Sequence Step. See Moving Device Times - FCB
Time
Individual Moving Device Parameter times are set to the preset of a Sequence Step. See
Moving Device Times - Parameter Time.
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.
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.
When you are working directly in a Playback and record a new preset, it is inserted
numerically into the sequence of that Playback.
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 >#).
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.
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%.
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Sequence Step Links - Shortcut
There is a shortcut for inserting a Master Link directly to the current Sequence Step in the
Main Playback.
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.
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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.
NOTE
Loading a non-existent Sequence to Playback will open a window
asking if you wish to create that Sequence.
278
Sequences - Build & Modify Modes
There are two modes that affect recording and playback of Sequences. Build Sequence
and Modify Sequence.
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)
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.
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.
• 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
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.
285
Chase - Set Rate
You can set a rate 1-1000% for a Chase. It will scale all times proportionally.
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.
*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.
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.
288
Chase Wizard - Functions
289
Playlist
You can arrange the order in which sequences are played back in a Playlist.
290
The Playlist - Mode
Playlist mode is activated by the softkey PLAYLIST in the Misc Soft Key Page.
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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.
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.
292
>Settings & Tools - Main Show Data
These are the settings and tools for Main Show Data.
• 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.
294
Sequence - Assign Fade Curves
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
• 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
296
Notes - Editor
Open the Notes Editor by holding MODIFY and pressing NOTE or from the Browser
(Browser >Setup >Note Editor).
297
Note Editor - Delete
298
Delete Wizard (5.0)
The Delete Wizard allows you to delete bulk data in your play.
Delete All
Delete Partial
299
Channels
Every dimmer or device controlled from Congo is selected and
controlled by its channel number.
Channels Node
• Channels Functions
• Live View
• Blind View
• Track List
• Parked
• >Settings and Tools - Channels
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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.
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Channels - Functions
These are the channel functions.
• 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
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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.
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
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..
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Channel Information - basic
*Masters are 1-40, Main Playback is AB, Independents are displayed as "I" and Remote
fields are displayed as "Re".
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Channel Information - detailed
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Channel Information - Running Fades
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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.
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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.
NOTE
In At Mode you can press @LEVEL after selecting channels, to see
the channel selection.
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Set Channel Levels (5.0)
Once a channel(s) is selected you can set levels in the following ways.
*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.
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.
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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.
The levels will remain when you exit Channel Only mode and can be used in the normal
mode.
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Channels - 8 bit 256 Step Levels
You can work with 8 bit 256 step levels directly.
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.
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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.
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.
When Capture mode is activated, all channels that are changed are automatically
captured.
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Capturing levels or parameters (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.
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Releasing Captured Channels
Captured channels are released back to the sum of all playbacks, this can be done on
time.
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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.
*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.
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New Home Attribute functions from software version 4.3
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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.
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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.
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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
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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.
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You can use the numbering functions that allow you to select every 2nd, 3rd or Nth
together with the random function.
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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.
• 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%).
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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.
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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.
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The Channels soft key page:
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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%.
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Channels - Rem Dim
Rem Dim will set all channels in the Channel Control to zero, except the currently
selected channel(s)
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
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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
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.
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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.
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).
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%.
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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
The Blind Tab (BLIND) allows you to edit any information without affecting the output.
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The Blind Tab - Functions
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Track List
It is possible to track intensities, channels, devices and attributes in
Groups, Presets, Palettes and Sequences.
• 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.
NOTE
You can press MODIFY in the first column of any track list to open
the corresponding editor for that item.
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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.
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Track List - Show Levels & Attributes
In all Track Lists with attributes, the attributes and levels can be toggled on/off with the
following functions.
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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)
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***Track list for the Sequence of a Master Playback
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).
335
Track Channels - Groups
Track the current channel selection in Palettes (Focus, Color, Beam, All).
See Track Channels - Show Levels & Attributes.
336
**Track list for Color Palettes
337
Track Channels - In The Play
Track the current channel selection in Sequences, Presets, Groups and Palettes.
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.
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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.
*Track list for tracking Color Palette 3.0 from the Browser.
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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.
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.
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.
Attribute changes in a Preset (for all channels) can be updated to the Preset where they
were last changed.
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3. Confirm.
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.
3. Make your selection and confirm. All redundant parameters will be deleted.
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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.
• 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.
@LEVEL
CH
ATTRIB
FOCUS
COLOR
BEAM
U1-U3
Wheel parameter keys.
NOTE
Park replaces the Constant feature of older versions than 4.2.
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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.
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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.
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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.
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Park - Parked Items List
In the Parked Items List it is possible to see and unpark any item by pressing DELETE.
See Parked.
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>Settings and Tools - Channels
These are the functions in the Settings and Tools node for Channels
in the Browser.
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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).
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
Method 2
In the Channel Database with a Wizard
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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
NOTE
You will not get a warning if you are overwriting existing texts.
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Display List - Auto Groups
This is the Display List for Auto Groups (not available in Congo jr yet).
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
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...).
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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.
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.
• Channel
• Dimmer
• Wattage
• Purpose
• Position
• Instrument
• Type
• Color
• Type & Wattage
• Color & Template.
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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.
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.
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.
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.
355
Channel Layouts - Introduction (5.0)
You can have up to 999 custom Channel Layouts in addition to the normal channel views.
General Facts
356
Channel Layouts - List
You can insert and delete Channel Layouts in the Channel layout list (Browser >Setup
>Channel 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
>#).
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.
358
*The paste popup has options for pasting a range of channels, or mirroring the selected
object.
The wheels are used to spread the selected objects horizontally or vertically, and to
change size or rotation.
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
1. Select object.
1. Select objects
360
Channel Layout Editor - Wizard
The wizard makes it possible to insert a matrix/array or circle of objects of any type.
4.Confirm.
361
Examples of circle and matrix
NOTE
Use size to resize a text for an object.
362
Channel Layouts - Create
1. Start by inserting and naming a new Layout.
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.
1. Select channel object with the arrow in the lower corner of the object box.
4. Continue clicking to insert consecutive objects. Select the arrow tool to edit an existing
object.
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.
1. Select channels.
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.
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.
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.
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.
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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)
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Channel Partitions
A channel partition is a definition of a limited set of channels and
attributes. When activated, only these channels can be accessed.
• 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.
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Partitions - List
You can view, edit and create new Partitions in the Partition List (Browser >Setup
>Partition List).
* 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.
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Partitions - Create
Partitions are created in the 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.
There is a Wizard to assist you in creating Partitions using Play information that already
has been generated.
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).
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Partitions - Activate
Partitions are activated from the Partition List.
NOTE
If no Partition is active, all channels are available, and shown in the
Live View.
NOTE
REFRESH with no channels selected will affect all channels in the
Playback including channels outside the Partition.
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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
• 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
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 - Effects
Devices - Templates
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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.
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Devices - Functions
These are the general device functions.
• Device Control
• Device Views
• Device Recording
• Device Palettes
• Device Times
• Device Playback
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Device Control
The Main Display section of the console is optimized for working with
functions in moving devices.
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Device Control - Introduction
When you select the channel(s) of a moving device(s) - all controls are automatically
mapped to this section.
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Moving Device Controls - Explanation
*All parameters of a moving device are grouped into four groups of functions.
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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.
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Control Soft Key Page - Functions
NOTE
These functions are Device and Template Specific. Check the manual
and template of each moving Device.
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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.
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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.
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U1-U3 - Setting Up Parameters
NOTE
Parameters in U1-U3 are still stored in the original palette types
(Focus, Color, Beam).
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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
Open the Mask editor [MODIFY] & [MASK] Opens the Mask editor
(see below).
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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.
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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.
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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**
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Device Control - Align
The Align key copies parameters from one Moving Device to others.
Hold ALIGN and then press the key corresponding to the parameter or parameter group
you want to copy
*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.
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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
*If no base channel is selected, the centre channel of the selection is used.
Fan Settings
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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.
HINT
You can fetch intensity values as well. See Presets - Fetch Intensities.
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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.
NOTE
Next/Last and Highlight Mode are often used in combination for
focusing single channels within a channel selection. See Highlight
Mode
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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
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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.
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3. Select the device(s) you wish to flip, and press FLIP. To undo press FLIP again.
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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.
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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.
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.
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Device Views
There are two Moving Device Attribute Views, one for editing
Attributes Live, and one for Attributes and Times in Presets.
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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
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).
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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.
• 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
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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)
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.
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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
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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.
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.
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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 Channels
Press DATA
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Device Recording
Attributes are stored in Presets just like intensities. There are
different recording modes.
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Device Recording - Introduction (5.0)
• 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.
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.
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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
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.
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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.
NOTE
It is possible to use the C/ALT key as well as the SETCHNGED key.
Enabling Active Mode means that all devices with an intensity over 0% will be recorded
with all parameters.
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.
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3. Press Mark.
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.
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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.
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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.
• Enter the number of the Preset, hold MODIFY and press PRESET
• Open the List from the Browser (Browser >Presets)
3. Select the channels you wish to delete. If no channels are selected, attributes for all
channels will be deleted (5.0).
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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.
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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).
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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.
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.
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Device Palettes - Record
Palettes are stored for the currently selected channel(s).
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.
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.
1. Select channel(s)
*Popup
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3. Enter a text (optional)
4. Select Recording mode. For Focus Palettes this is usually "Each Device".
See Each Device or Each Device Type.
NOTE
The MASK function can be used to filter out unwanted parameters
when recording a Palette. See Device Control - Mask.
1. Select channel(s)
*Popup
4. Select Recording mode. For Color Palettes this is default set to "Each Device Type".
See Each Device or Each Device Type.
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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.
1. Select channel(s)
*Popup
4. Select Recording mode. For Focus Palettes this is usually "Each Device Type".
See Each Device or Each Device Type.
NOTE
The MASK function can be used to filter out unwanted parameters
when recording a Palette. See Device Control - Mask.
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Record An All Palette
1. Select channel(s)
*Popup
4. Select Recording mode. For All Palettes this is usually Each Device.
See Each Device or Each Device Type.
NOTE
The MASK function can be used to filter out unwanted parameters
when recording a Palette. See Device Control - Mask.
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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.
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3. Press UPDATE PALETTE to update all changed Palettes for the selected channel(s).
You will get a popup confirming which ones are involved.
NOTE
This shortcut is not available when an Editor is focused that uses
UPDATE for something else. For example the Preset List.
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)
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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.
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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
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Device Palettes - Activate By Number
Activate a Palette for the selected channel(s) by number.
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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.
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Device Palettes - In Masters
Device Palettes can be played back from Master Playbacks. See Master Playbacks -
Palettes.
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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.
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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.
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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.
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).
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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.
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Device Times
Times for Moving Devices can be set in seconds or as a percentage
of the Sequence Step In-times.
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Device Times - Introduction
A Moving Device can have Times and Delays in the following ways.
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.
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.
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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.
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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.
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.
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.
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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)
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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.
Hold FORMAT and press the down arrow to open Time and Delay rows.
Hold FORMAT and press the up arrow to close these rows.
• 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.
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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.
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.
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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.
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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.
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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.
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Device Play back - Introduction (5.0)
Attributes will be trigged during playback in the following situations
In a Sequence Step attributes can be set to move with Auto Mark (5.0), OnGo (live) or
InB (move while black, preposition).
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Device Play back - Attributes Follow Faders
Attributes will follow the manual movement of masters and the crossfaders of the Main
Playback.
Master Playbacks behave different from the crossfaders of the Main Playback.
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.
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.
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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.
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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.
Live view: Channels that are auto-marking are indicated with a blue background on the
FCB indicators. This indicator remains until you press GO.
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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.
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
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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
*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.
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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.
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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.
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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.
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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.
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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.
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>Settings & Tools
These are the settings and tools for Devices.
• Scroller Rolls
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Scroller Rolls
Scroller Rolls are defined in the Scroller Roll Editor. It is opened from the Browser
(Browser >Devices >Settings & Tools >Scroller Rolls)
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).
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).
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5. This it what the scroller roll editor looks like with five frames defined
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.
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5. Press MODIFY to confirm.
The currently selected color will be shown in the black box under the level in the Channel
Views.
Each scroller roll can be calibrated individually. This is done in the Scroller Calibration
Editor that is opened from the 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.
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.
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.
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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
• Effects - Introduction
• Channel Distribution Wizard
• Live Effects
• Effect Playbacks
• Effect Overview
• Chase Effects
• Content Effects
• Dynamic Effects
• Channel Sets
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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.
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.
• 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.
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Effects Dock Area (5.0)
The Effect dock area is used mainly to show the active effect playbacks. They are still
controlled from Live.
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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.
• 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.
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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.
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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.
Effects can be created from the Effect Playbacks list, or as a key command.
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.
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.
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To view it, open Live Effects, or create an Effect dock view.
See Live Effects, Dock Areas.
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.
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.
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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
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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.
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Create a Chase (5.0)
1. Open the Channel Distribution Wizard. This can be done in two ways.
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.
As soon as a Chase Effect playback is selected, you can control it in two ways:
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.
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Chase Effect Parameters (5.0)
A Chase object is never adjuset live - it is defined in two editors
Direction
Sets the direction in which the steps are played back.
• Forward
• Backward
• Bounce
• Random
Style
The style decides the starting level.
Loop Time
This time will force a value to all Step Times = Loop Time/Steps. See Step Time further
down.
Step Time
This is when this step will execute in relation to the previous Step.
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NOTE
If the Step time is shorter than the sum of In+Dwell+Out you will get a
"ripple" effect.
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.
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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.
*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.
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Chase Step Editor (5.0)
The Chase Step Editor allows you to edit channels, levels and times for each step
separately.
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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.
*Times set from the Chase Editor top level are edited per step here.
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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
Components
To start a Content effect you need
Playback
Live Parameters
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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.
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.
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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 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.
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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..
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.
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Control Content Effects (5.0)
As soon as a Content Effect playback is selected, you can control it in two ways:
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.
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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.
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
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.
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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.
In this example Color Palettes are used, although we could have used
absolute values for CMY just as well.
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.
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Content Effect Times (5.0)
• 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
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.
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Series List (5.0)
The engine of a content effects is a Series. Browser >Effects >Content Effect >Series.
*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.
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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.
*All Step timing is set to 100% of the Default times in the Series (one level up).
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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
Playback
Live Parameters
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.
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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%.
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.
As soon as a Dynamic Effect playback is selected, you can control it in two ways:
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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.
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.
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Offset
The offset parameter distributes the channels along the waveform. See the example with
5 channels on a sine wave. See Dynamics - Relations & Distance.
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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).
1. Open the Effect Library by holding MODIFY and pressing DYN EFFECT.
4. Go to TEXT and press MODIFY to enter a name. Press MODIFY again to confirm.
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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.
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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.
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.
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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.
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.
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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.
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Live Dynamic Effects - Columns
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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.
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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.
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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.
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Start Dynamics From The Effect Library Node In The Browser
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.
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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.
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Congo Jr
The Clear Dynamics soft keys (left column) are used to clear and/or stop running
Dynamics.
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Dynamic Wheels - Size, Rate, Offset & Delay
Wheels 1 and 2 are used to set Size and Rate for Live Dynamics. See Dynamics - Size &
Rate.
Wheels 3 and 4 are used to set Offset and Delay relations. See Dynamics - Relations &
Distance.
• 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
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.
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Dynamics - Stop
Dynamic Effects can be stopped in the following ways.
*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.
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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.
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.
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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.
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Congo Jr
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.
When a Preset with new attribute values is faded in the Main Playback, any active
Dynamics for those attributes will be stopped.
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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.
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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 Mode has to be set to Automatic for Attributes - See Devices - Recording Modes.
*Record Mode has to be set to Automatic for Attributes - See Devices - Recording Modes.
*Record Mode has to be set to Automatic for Attributes - See Devices - Recording Modes.
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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.
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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.
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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 .
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
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.
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.
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
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
512
Delay Relation & Distance
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.
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
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.
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.
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.
517
Dynamics - Fetch From A Preset
Dynamics can be copied from any Preset. All channels with Dynamics in that Preset will
be copied.
518
Dynamics - Playing Back
A Preset with Dynamic Effects can be played back in any of these ways:
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.
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)
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.
4. Enter a name in the text column (press MODIFY to activate, enter text and press
MODIFY to confirm).
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.
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.
2. Press INSERT in the Chase List, then press MODIFY in the Parts cell.
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.
522
Main Playback
The Main Playback is a "theatre style" playback for sequences.
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.
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
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 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]
The Refresh function will take the currently focused channel into
account if you are using NEXT/LAST.
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.
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
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.
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.
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
• Masters - Introduction
• Masters - Functions
• Master View
• Master Editor
• Master Pages
538
Masters - Introduction
Each fader has the following controls.
539
Masters - Functions
These are the master functions.
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.
541
Masters - Flash Keys
Only the lower row of Master Playbacks (1-20) have flash keys (the lower row of dark
keys).
NOTE
Flashing a Master will activate the Attributes or Dynamic Effects of a
Preset in that Master.
Flash Modes
There are three different Flash modes. Off, Normal & Solo. In Normal mode a Flash level
can be set.
*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.
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.
Congo Congo Jr
544
Master Playback - Functions
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.
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.
*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.
549
Masters - Channels (5.0)
You can load and play back single channels
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.
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%.
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%.
553
Masters - Groups
A Group is played back with intensities. Press the Master Key to select all channels in the
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.
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.
556
Masters - Channel Layouts
The Master key will activate the Channel Layout when pressed.
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.
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.
You can set a In, Wait and Out time for each Master from the Master Editor.
*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.
• 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
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)
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.
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
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.
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.
*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.
572
Master Pages List - Functions
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
*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
The Master Page Time is used for Palettes (content= palette) and Presets with In times
set in %.
*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.
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.
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.
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
• 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.
• 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
*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.
It is possible to select Independents and set levels from the dock with the MASTER key.
585
Media
The Media node contains tutorial movies, images of your choice,
software documentation and Training Projects.
Media Node
• 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.
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).
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.
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.
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
• 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
• Ambient L = Houselights
• Fixture L = Fixture lights
• Atmospher = Atmosphere/smoke
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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.
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CONSOLE KEYS
This Chapter is about the console key functions, keyboard
equivalents and shortcuts. Its a very useful chapter.
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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.
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.
No keyboard equivalent
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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.
NOTE
If the console is set to operate in At Mode this key has a slightly different syntax. See At
Mode.
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.
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.
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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.
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.
The ATTRIB key is used to record, edit and view attibutes for moving devices.
For more information see Device Views - Live, Device Views - Presets, Record All
Attributes For Selected Channels
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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.
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.
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.
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.
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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.
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.
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.
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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.
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.
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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).
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).
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).
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Console Key - CLIENT
The CLIENT key is used to activate and deactivate external access from network clients,
and to set permissions.
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.
For more information see Navigating - Lists, Change The List View, Sort By Column.
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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.
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.
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.
The CURSOR key is only available in the big Congo console to set the built in trackball to
mouse mode.
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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).
The DEVICE key is used to open the Device List, where you can edit the settings for all
moving devices.
The five Direct Select Page keys will activate a user setup that is auto-stored for the
Direct Selects.
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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.
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
The ESC key is used to close and exit all tabs and dialogues.
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.
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.
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.
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.
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.
Console Key - GO
This GO key in the Master Playback starts the next crossfade in the master/sequence
connected to the Master Playback.
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.
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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.
No keyboard equivalent
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.
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.
The HIGHLIGHT key will activate highlight mode for the currently selected devices.
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.
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).
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.
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.
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.
The JUMP TO B key is used to reposition the sequence in the main playback blindly to
continue from a different sequence step.
For more information see Main Playback - Transport Keys, Crossfade Settings.
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.
609
Console Key - LEFT
The Left key, in the big Congo only, is the left mouse key of the trackball.
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.
The LOAD key activates items in the Browser, like Groups, Palettes & Effects.
The MASK key is used in combination with other keys to toggle the mask functions that
mask device parameters from recording.
610
Console Key - MASTER KEYS
Every master has a master key that is used to load content to the master, and for some
settings.
Keyboard equivalent: [1]-[9] and [0] over the letter keys correspond to master keys 1-10
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.
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
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.
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.
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.
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.
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.
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.
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).
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.
Keyboard equivalent: [M] (upper row) [CTRL] & [M] (lower row)
The PAGE+ key is used to load the next page of 20 masters to a master row.
614
Console Key - Page-
The PAGE- key is used to load the previous page of 20 masters to a master row.
The PAUSE key is used to pause an ongoing crossfade in the Main Playback.
The PAUSE key is used to pause an ongoing crossfade in the Master Playback.
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.
615
Console Key - PARAMETER
The PARAMETER key in the big Congo console is used to set the trackball to Parameter
mode, controlling pan & tilt.
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.
The PLAYBACK key selects the Playback tab and sets the channel control to the live
output, through the A field of the Main Playback.
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
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.
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.
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.
For more information see Channels - Rem Dim, Channels - Balance Mode.
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:
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.
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.
The RELEASE key is used to release channels that have been Captured. Captured
channels are indicated with a red background in the channel views..
The Right key, in the big Congo only, is the right mouse key of the trackball.
The SELECT key is used to select more than one cell for editing in spreadsheet views.
620
Console Key - SELECT ALL
The SELECT ALL key is used to return to the current channel selection after using NEXT
or LAST.
For more information see Device Control - Next & Last Mode.
The SETUP key is used to open the system settings summary tab, or in combination with
keys to open the settings for that key.
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.
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Console Key - SEQ
The SEQ key is used to load and administrate Sequences and Chases.
For more information see Sequences - List, Sequences - Sequence List, Sequences -
Load.
The SEQ + key is used to step to the next step in the sequence of the main playback,
without using times.
The >> key in the master playback is used to step to the next step in the connected
sequence, without using times.
The SEQ - key is used to step to the previous step in the sequence of the main playback,
without using times.
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.
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.
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Console Key - TAP
• [TAP] & [master key] [master key] - Hold [TAP] and press a [master key] twice to
set a tempo to a chase in that master.
• [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.
The THRU key is used to select a range of channels, and in combination with other keys
for additional channel functions.
NOTE
If you are operating in At Mode the syntax is "ch number - THRU - ch number".
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.
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.
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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.
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.
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).
For more information see Sequences - Times, Sequence Times - Set To A or B, The
Time Editor Popup.
626
Console Key - Wizard (W)
The WIZARD key is used to activate the Wizard function (if appropriate) for the current
editor.
627
Console Key Shortcuts
This is a summary of all keys and shortcuts, organised by the type of
function.
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
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.
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
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]
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]
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
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
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.
DESCRIPTION SYNTAX
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.
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_-]
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.
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]
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
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
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]
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
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)
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]
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)
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
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]
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]
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]
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)
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.
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.
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.
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.
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.
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
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.
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).
662
Accessories - Remote Control
This system can connect optional remote controls for controlling
channels and levels.
663
Remote Control - Introduction
There are a number of options for remote controlling a Congo system.
• 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
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.
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
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.
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.
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.
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
Make sure IPX drivers are installed under Windows (normally, only TCP/ IP is installed by
default).
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.
NOTE
There is a plug-in for Training Projects powered by Capture. See
Media - Training Projects.
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.
• 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.
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.
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.
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.
676
APPENDIX
The Appendix contains information about control interfaces, fuses,
key shorcuts etc.
• Connectors
• MIDI
• The Congo Story
677
Connectors
These are the connectors in the back of the console.
• 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
Pin 4 Data+
Pin 5 Data -
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 -
Pin 2 Gnd
Pin 4 Data +
Pin 5 Data -
Connector - APN
Pin 4 Data+
Pin 5 Data -
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
Keyboard and mouse are connected to the USB ports in the back of the console.
You can connect a standard desk light to the connectors in the top corners of Congo.
681
MIDI
MIDI allows you to interface with Time Code and other MIDI
equipment.
• 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.
Standard MIDI
Send and receive Notes,Controllers and Program Change.
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.
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.
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.
Learn mode
Each time GO is pressed, the current time code timestamp will be recorded in the current
sequence step. See System Settings - MIDI.
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.
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
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
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
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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!
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...
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.
There were over 100 questions. And the most important feedback for the Congo Team
was this
This may seem simple, but it implicated a lot of things we had to take in consideration.
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
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 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.
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.
697
The systems were networked, and all shows saved on a mutual File Server. Every
system had a synchronised backup.
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
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
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
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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