User`s guide

Loops
Spark
8-
2
Loops
The loop function strings together a series of numerically sequential memories for
repetitive playback. Loops may contain any number of memories.
Loops are played back on the A/B fader and are assigned to controllers as chasers. Part Qs
and Event assignments in loops are supported only when the loop is played back on the
A/B crossfader.
Loop information is displayed in the memory sheet, the playback area of the stage exam,
and the x-fade exam display
There are 5 types of loops:
Automatic continuous loop
The loop runs an infinite number of times. The crossfades
from memory to memory are automatic.
Manual continuous loop
The loop runs an infinite number of times, but each
memory waits for a go command.
Finite loop
The loop is programmed to run a specified number of
times.
Auto follow loop
A second loop is linked to the preceding finite loop.
Follow-on cue
A single loop between memories creates a follow on cue.
Delay time is useful with loops. Assigning a delay time to a memory in a loop determines
how long the previous memory remains on-stage before crossfading to the next memory in
the loop.
To select a range of memories: Press [MEMORY] [#] [
] [#].
Programming an automatic continuous loop
An automatic continuous loop runs continuously on its playback fader assignment until
some action is taken (see Chapter 11 The A/B Crossfader and Chapter 12 Controllers)
Example: Program a loop from memory 12 to 16
Keypresses Results/Comments
1. Press [MEMORY] and
enter 12 on the keypad.
The loop begins with the crossfade to memory 12.
2. Press []
3. Select the last memory
in the loop; in this
example – 16.
4. Press [LOOP]
The memory range and
loop
appear in the
command line.
5. Press [STORE]
The Memory List displays a dash (-), denoting an
automatic continuous loop.
Note
If the memory already has a loop assignment, the warning message Loop Exists appears.
To override, simply press
[STORE]
once more.