Link / Loop

Link allows cues to be run out-of-sequence, by causing a different cue number to be loaded into the pending file of the playback fader when the cue that carries the link instruction is activated. If a follow or hang time is included with the cue attributes, the activation of the linked cue will occur when the follow or hang time has elapsed.

The link can be within the cue list or to a cue in another cue list, if available.

Cues that link to other cues will display this information in a row under the cue in the Cue List Index and the Playback Status Display. This can be suppressed via the Playback Status Display Tab Configuration.

If a linked cue has a label, the label will be displayed in the link cue indicator.

  • [Record] <Cue> [2] {Link/Loop} <Cue> [8] [Enter] - records the specified cue 2 and provides a link to cue 8 in the cue list. When cue 2 is played back, the linked cue is loaded into the pending queue of the associated fader.

Loop

Loop is provided as a method to link a series of cues and loop them a number of times in a sequence. Once the sequence of cues has played back the first time, the system recognizes the loop command and plays the sequence again, provided the target of the link is a previous cue.

If the first cue in the sequence is a cue with an assert attribute or has move instructions for channels, values from the last cue are not allowed to track through into the first cue when it is looped back. But without a move or assert in the first cue, values from the last cue will track into the first cue when it loops back.

A loop specified with “0” loops the sequence indefinitely.

  • [Cue] [2] {Link/Loop} <Cue> [1] {Link/Loop} [3] [Shift] & [Delay] [4] [Enter] - records a link from cue 2 back to cue 1. Because there is a follow time, cue 1 will automatically trigger 4 seconds after cue 2. If cue 1 also has follow time, it will automatically trigger cue 2. This sequence will run 4 times (once plus 3 loops) and then stop in cue 2. The loop value specifies the number of times the loop instruction will be performed. Since the sequence has run once prior to the loop command, the total number of passes will be the specified number of loops +1.

You could apply {Go After Loop} on cue 2 to execute the next cue after a follow link/ loop sequence has ended using Cue Triggers.

All cues in a looping sequence must have Follow or Hang times in order for the loop to play uninterrupted.