User Guide
6. Memories - Page 147
Pearl 2004 Manual v1 - 27th August 2004
CHAPTER SIX
6. Memories
This chapter contains: HTP and LTP channels; how the Pearl works
when programming; recording a memory; playing back a memory;
changing playback pages; setting fade times for a memory; copying
and deleting memories; the include function; editing memories; the
“off” button; blind mode; recording the stage using snapshots; using
shapes in memories.
The Pearl has many functions for producing a complex light show, and
the most fundamental part is a Memory, in
which you can store a “look” you have
created using your lights.
The Pearl has 450 playbacks, in 30 pages of
15, which can be used to store memories or
chases (sequences of “looks”). Chases are
covered in the next chapter. The playbacks
are controlled using the sliders and flash
buttons across the near edge of the
console. The roller is used to select the
page of memories or chases.
The memory functions on the Pearl are very
powerful; the first part of this section
explains the basics of how the Pearl uses memories.
6.1 Create
6.1.1 How the Pearl works when programming
The Pearl has a special internal memory called the “Programmer”.
Whenever you change an attribute of a fixture, the changes are stored
in the Programmer. When you record a memory, the contents of the
programmer are stored in the memory. Nothing else from the console
output is stored.
The Pearl has two programming modes, “Record by Fixture” (the
normal mode) and “Record by Channel”. The mode can be changed
using Softkey B when saving a memory, or from User Setting 1 (hold
the AVO button and press C [User Settings]). The differences are:
• Record by Fixture - When you change any attribute of a fixture,
all the other attributes are placed in the Programmer as well. You
will get exactly the result you expected when you recall the
memory, but you can’t combine memories containing the same
fixtures, because the new memory will just override the old one.
• Record by Channel - Only the attribute you change is placed in
the programmer. This means you can save memories which only
contain position information, then recall them with other memories
to set colours, gobos etc. This is much more flexible but requires
more programming initially, because you need several memories
to get a result. It also lays you open to problems if you don’t keep
tabs on what you are doing. (This is known as Tracking mode on
Playback faders & roller