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5.1.2 The SEGUE Transition
SEGUE transitions are similar to PLAY transitions, with one key difference: if the
finishing event contains segue data (either from the Library or from a custom transition
programmed in the voice tracker), then the event will start before the prior event is
finished, causing the two pieces of audio to overlap and mix together. SEGUE transitions
can be a very powerful tool for creating a variety of special effects, particularly when
used in conjunction with musical material.
5.1.3 The STOP Transition
As the name implies, STOP transitions cause execution of the log to be suspended prior
to execution of the event. This is often the desired behavior in situations where the log
playout needs to be synchronized to one or more external audio sources (such as remote
satellite feeds), and is commonly used in conjunction with Hard Timed events (see
below).
Section 5.2 Time and Time Types
All Rivendell log events have an associated time type, which controls what effect (if any)
the passage of time will have on the event. There are two basic time types: relative and
hard. Additionally, the hard time type has several additional options that further modify
its behavior.
5.2.1 The Relative Time Type
The default time type for log events, a relative time type simply means that the event is
assumed to have a start time of whenever the previous event ends (if it has a PLAY or
SEGUE transition) or whenever it is started (if it has a STOP transition).
5.2.2 The Hard Time Type
A hard time type causes the event to be executed or otherwise acted upon when the wall
clock equals the time associated with the event. Hard times are a powerful feature that
can be used to synchronize the log to various external events. An event can be assigned a
hard time by clicking the Start at check box in the Edit Log Entry and filling in the
desired time, and will show up with the letter 'T' appearing at the beginning of its listed
time in the “TIME” column of the Edit Log dialog. An event which has been assigned a
hard time can also be set to be a Post Point by checking the Make Post Point check box
(the concept of post points will be discussed in detail in the chapter covering RDAirPlay).
The specific action that is performed when the time matches is determined by the option
parameters supplied as part of the event. Three basic actions are possible:
Start the event immediately
Cue to the event (“Make Next”)
Wait up to N Seconds, then start the event
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