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.
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 in the PSD configuration. See Playback Status Display Configuration for more information.
Note: If a linked cue has a label, the label will be displayed in the link cue indicator.
Following is an example of using link:
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.
A loop specified with “0” loops the sequence indefinitely.
Normally, levels from the cue prior to the start of the loop will track into the loop. To avoid this, make the first cue in the loop a block cue. See Block
Following is an example of using loop:
You could apply {Go After Loop} on cue 2 to execute the next cue after a follow link/ loop sequence has ended. See Using External Links
Note: All cues in a looping sequence must have Follow or Hang times in order for the loop to play uninterrupted.