Copying or distributing this manual in part or in whole using any method without the written permission of
Ya maha Corporation is prohibited.
Tr a de m arks
Company names and product names are trademarks and registered trademarks of their respective owners.
Symbols such as ® and TM are not explicitly given in this document.
The illustrations and LCD screens as shown in this owner’s manual are for instructional purposes only, and may
appear somewhat different from those on your instrument.
This manual explains the functionality that has been added or changed in PM1D system software V1.5. Please
refer to the original manual in conjunction with this manual.
*In cases where the display of the console (CS1D) differs from the screen of the PM1D Manager application program,
explanations that apply only to PM1D Manager are indicated as [PM1D Manager].
Additions/changes in V1.5
This section briefly summarizes the additions and changes in PM1D system software V1.5. For details on each
function, refer to the appropriate page.
■
Changes to the constantly-displayed
screen
Major changes have been made to the items that are
always shown in the top and bottom of the screen
(
→
p.6).
■
New DUAL CONSOLE mode
As an operation mode of the PM1D system, a DUAL
CONSOLE mode has been added, allowing two consoles to be used with one system (
■
Cascade connection
Tw o systems can now be cascade-connected. A cascade-connected system can send any bus output to
the same bus of the other system (
■
GPI connector is now enabled
The D-sub 25 pin GPI connector provided on the
console and engine can now be used to input/output
eight channels of control signals (
■
REMOTE connector is now enabled
The D-sub 9-pin REMOTE connector of the console
and engine can now be used to control a recorder or
other device (
■
Fader Start function
You can now specify that various commands be
transmitted from an assigned connector when the
level of a specified channel is raised above –60 dB or
lowered to –
■
Tap tempo function
A “tap tempo” function has been added, allowing
you to manually set the TEMPO parameter of an
internal effect by tapping an external switch connected to the GPI connector (
■
Expanded USER DEFINE functions
In conjunction with the addition of various functionality, the user-definable functions have been significantly expanded (
∞
→
dB (
p.35).
→
p.42).
→
p.52).
→
→
→
→
p.51).
p.11).
p.27).
p.35).
■
Input channel panel assignment can
now be selected
The input channels assigned to INPUT blocks 1–4 of
the console can now be freely specified in blocks of
twelve consecutive channels. Similarly, the ST IN
channels assigned to ST IN blocks 1–2 can also be
assigned in blocks of two adjacent channels (
Also, the DISPLAY SELECT section of the TRACKING RECALL screen now has an INPUT [PANEL]
button that causes the current panel assignment state
to be displayed in the screen.
■
New pairing mode
In addition to the existing pairing mode in which
adjacent input channels 1+2, 3+4, ... can be paired,
you can now use “vertical pairing mode” in which
input channels 1+49, 2+50 ... are paired. This mode
allows you to use a single fader as if it were a stereo
fader (
→
p.56).
■
Mix minus setting
A MIX MINUS button has been added to the CH to
MIX screen of the PAN/ROUTING function. This
button provides a simple way to subtract only a specific channel from the signal that is being sent to a
certain MIX bus. This is useful when a performer or
announcer wishes to monitor the sound without his
own voice (
■
Job select
Now you can move the cursor to a parameter and
press the [SHIFT] + [ENTER] keys to access a
popup-menu that lists the jobs available for that
parameter. The cursor will turn yellow to indicate
parameters for which you can use this function
(
→
p.61).
■
Auto Store function
When storing a scene, you can now use an “Auto
Store function” that automatically selects the unit,
patch, or name library number and title (
■
Global Paste function
Using the new “Global Paste function,” the settings of
any channel or parameter in the current scene can be
copied and pasted to one or more scenes in scene
memory. This is a convenient way by which changes
in the current scene can be applied to previouslystored scenes (
→
p.58).
→
p.66).
→
p.64).
→
p.52).
Page 5
■
Operate parameters via control
changes
Now you can use MIDI control changes to remotely
control PM1D parameters from an external device,
or transmit console operations as control changes
(
→
p.71).
■
Manual fading
A new “Manual Fading” function has been added.
When recalling a scene for which a fade time has
been set, you can now use the [DATA] encoder to
fade in the positive or negative direction. This is convenient when you want to vary the volume in conjunction with action on stage (
■
Unit name
You can now assign a unit name to each port of an
input/output unit or card. If necessary, the unit
name of each port can be displayed in the field in
which the short name of an input channel was shown
in the screen (
→
p.79).
→
p.76).
Additions/changes in V1.5
■
Additional functions in the PREFERENCE screen
A variety of setting items have been added in the
PREFERENCE screen (
■
Channel selection can now be sepa-
→
p.92).
rately specified for the AUTO DISPLAY
function (SELECTED CH ON/OFF button)
One of the AUTO DISPLAY functions automatically
moves the cursor to the corresponding parameter
when you switch the channel that is being operated.
In the PREFERENCE screen AUTO DISPLAY section, this function can now be switched on/off independently of the other AUTO DISPLAY items
(
→
p.92).
■
Matrix send shortcut
The send level from a MIX channel or STEREO A/B
channel to a MATRIX channel can now be controlled
from a panel encoder (
■
DCA mute indicator
When you mute a DCA group, the [ASSIGN DCA]
LED of the channels associated with that DCA can
now be made to blink if desired. This is convenient
when you want to know which channels are actually
being muted (
■
Improved oscillator
The oscillator now lets you use two sine waves simultaneously. You can specify the frequency and level for
each, and output them independently to odd-numbered / even-numbered channels (→p.86).
■
Improvements in the INPUT PATCH /
→
p.85).
→
p.82).
OUTPUT PATCH screens
The unit name of each port is now displayed in the
UNIT PATCH / OUTPUT PATCH screens. Vertical
and horizontal red lines can also indicate the currently selected grid (
■
USB connection to a PC
In addition to the serial connection supported on
earlier versions, you can now use a USB connection
to connect the PM1D to a PC (
→
p.89).
→
p.89).
■
Improved operation in the CH to MIX
and MATRIX/ST ROUTING screens
Cursor movement now follows scrolling in the CH to
MIX function of the PAN/ROUTING function and
in the MATRIX/ST ROUTING screen of the
MATRIX/ST function (
■
ON/OFF button added to COMM IN
The COMM IN function can now be turned ON/
OFF independently (
→
→
p.90).
p.91).
5
Page 6
PM1D System Software V1.5 Supplementary Manual
Changes to the constantly-displayed screen
In PM1D system software V1.5, the following changes have been made to the items that are always shown in
the top and bottom of the console display.
Upper part of the display
12356
1
2
3
4
DISPLAY FUNCTION
Shows the currently selected function as an abbreviation.
Hint
Click this to switch between the FUNCTION MENU
screen and the screen of the currently selected function. (Equivalent to the MENU button of the previous version.)
CONNECTION
Indicates the status of the connections between the
engine(s) and console(s).
Console 1/2
DUALEngine A/B
•
Console 1/2
If DUAL CONSOLE is selected as the console operation mode (SYSTEM CONFIGURATION in the
SYSTEM CONNECTION screen, etc.), this indicates
whether that console (CS1D) is specified as console 1
or as console 2 (
The color of this numeral will depend on how CASCADE is set for the operation mode. In the case of
CASCADE OFF or CASCADE ON [MASTER], this
numeral will be white on a black background. If
CASCADE ON [SLAVE], this numeral will be black
on a white background.
If cascade communication between the systems
cannot be established even though CASCADE
ON is selected, this numeral will blink.
→
p.19).
4
•
DUAL
If DUAL CONSOLE is selected as the operation
mode for the console, “DUAL” will be displayed here
(
→
p.19).
If communication between the consoles cannot
be established even though DUAL CONSOLE
mode is selected, an X mark will be displayed
over the “DUAL” indication.
•
Engine A/B
If the PM1D system is being used in mirror mode,
this indicates which engine (A or B) is currently
enabled, and the number of usable channels. The
enabled engine is shown on a green background. You
can also click this button to switch between engines
A/B.
If the engine that should be enabled is not operating normally, or if the connection has been
broken, an X mark will be displayed over the A
or B symbol.
PANEL STATUS
Indicates the current panel assignment (the channel
numbers assigned to the INPUT block / ST IN
block).
FADER FLIP
Indicates the state of the FADER FLIP switch located
on the console panel (i.e., whether [MIX] or [CH] is
on). You can also use these buttons to switch [MIX]
and [CH].
Hint
If the FADER FLIP LINK button is turned off in the
UTILITY function PANEL ASSIGN screen (a new
screen added in V1.5), fader flip can be switched
independently for INPUT blocks 1/2 (left) and 3/4
(right) (
→
p.54).
6
Page 7
Changes to the constantly-displayed screen
5 SCENE MEMORY
Displays the number and title used when most
recently recalling/storing the currently selected scene
memory. Depending on the state of the scene, the
following symbols may be displayed in the margin of
the SCENE MEMORY field.
• EDIT
This symbol will be displayed if you edit a parameter
of a scene, patch, unit, or name after recalling/storing
a scene memory. When you recall/store a scene
memory, this symbol will disappear. (However, it
may not disappear if Recall Safe is turned on.)
• TC
This symbol will be displayed if the EVENT
RECALLING button is set to ENABLE in the TC
EVENT screen. You cannot rewrite scene memories
or patch/unit/name libraries while this symbol is displayed. This means that you will also be unable to use
functions such as store, undo store, link on/off, title
editing, sort, or load.
• PREVIEW
In PREVIEW mode, this symbol will be displayed.
In PREVIEW mode, the scene number and title will
be displayed in white characters on a red background.
• READ ONLY
• PROTECT
The READ ONLY symbol will be displayed if the
scene currently selected for store/recall is read-only
(00.0-00.9). The PROTECT symbol will be displayed
if protect is turned on.
6 Other symbols
The following symbols will be displayed at the upper
right of the display according to the state of the console.
• COMM IN (Communication In)
If COMM IN is turned on in the MONITOR A
screen, the COMM IN symbol will be displayed on a
green background. In addition if a port is assigned to
COMM IN, the background of this symbol will
change to red when the input signal passes through
the COMM IN gate.
• LCR
The LCR symbol will be displayed if LCR is turned
on for at least one input channel or output channel
(in the LCR screen of the PAN/ROUTING or
MATRIX/ST function). In addition if the CENTER
BUS CONTROL button (in the LCR screen of the
PAN/ROUTING or MATRIX/ST function) is on, the
LCR [B] symbol will be displayed.
• RS422, MIDI, BUSY
- RS422
This symbol will be displayed when a response to a
transport command sent via the RS422 connector
is received.
- MIDI
This symbol will be displayed when a program
change or control change is received.
- BUSY
This symbol will be displayed during startup or
while internal memory or a PC card file is being
accessed.
Hint
• If the above states occur simultaneously, they will
be displayed in descending priority of RS422 →
MIDI → BUSY.
• The RS422 and MIDI symbols will remain visible
for approximately 200 msec after reception is completed.
• The BUSY symbol will disappear immediately
when access is completed.
• SOLO/CUE
According to the current solo or cue state, this area
will display the following symbols:
The TB symbol will be displayed if talkback is on,
and the OSC symbol will be displayed if the oscillator
is on.
Hint
If the above operations occur simultaneously, they
will be displayed in the order of TB → OSC.
• MANUAL FADE, AUTO FADE, TRACKING
ENABLE
- MANUAL FADE
This symbol will be displayed if Manual Fading is
enabled (even if a fade operation is not actually
being performed) (→p.76).
- AUTO FADE
This symbol will be displayed while Auto Fading is
being executed.
- TRACKING (Tracking Recall)
This symbol will be displayed if tracking recall is
enabled (the TRACKING RECALL button is set to
ENABLE in the TRACKING RECALL screen).
Hint
If the above states occur simultaneously, they will be
displayed in descending priority of MANUAL FADE
→ AUTO FADE → TRACKING.
7
Page 8
PM1D System Software V1.5 Supplementary Manual
[PM1D Manager]
In PM1D Manager, the following information will be displayed instead of 3 PANEL STATUS and 4 FADER
FLIP described above.
21
1 Connection status
This area of the PM1D Manager screen will indicate
the status of the connection between the PC and the
console or engine.
•........... Indicates that a cable is con-
nected between the PC and
console or engine, but communication has not been
established.
•........... Indicates that a cable is con-
nected between the PC and
console or engine, and that
communication has been
established. In this state, the
PM1D system can be controlled from the computer.
•...........Indicates that either the
cable is not connected,
or that the other device
is not powered-on.
2 Connection destination / connection
method
In OFFLINE or ONLINE states, this area will
show a graphic that indicates the connection destination (console or engine), and the connector
(COM port name or USB port name) that is
selected in the Communication Port (Option
menu) of Communication Setup.
Lower part of the display
The lower part of the display is divided into the following four parts. Click the √/® buttons at the lower left of the
screen to switch the items that are shown.
■ CONSOLE STATUS
2346571
1 Select buttons
Click the √/® buttons to switch the items that are
displayed.
2 IN SEL (Selected input channel)
Indicates the input channel that is currently selected
by the [SEL] switch.
3 NAME MODE
Selects whether the display will show the short name
of the input channel (CH NAME), or the name of
the unit assigned to that input channel (UNIT
NAME) (→p.79).
4 MODULE FLIP
Indicates the on/off state of the MODULE [FLIP]
switch in the SELECTED INPUT CHANNEL block.
You can also click this button to change the module
flip setting.
Hint
• If the PATTERN CHANGE button is turned on in
the MODULE FLIP BUTTON MODE section of
the UTILITY function PANEL ASSIGN screen (a
new screen added in V1.5), the indications of these
buttons will change to “PATT.” In this case, they are
used to switch channel assign patterns for the
INPUT block (→p.52).
• If the MODULE FLIP / PATTERN CHANGE
LINK button in the same screen is turned off, settings for module flip and patterns can be made
independently for the left and right INPUT blocks
(→p.54).
8
Page 9
Changes to the constantly-displayed screen
5 MIX SEND NO. (Mix send number)
Indicates the number of the MIX bus that is currently selected as the send destination for INPUT
blocks 1–4.
6 MASTER FADER
Indicates the function that is currently assigned to
DCA faders 1–12 (DCA GROUP block).
7 OUT SEL (Selected output channel)
Indicates the output channel that is currently
selected by the [SEL] switch.
[PM1D Manager]
In PM1D Manager, the following information will be displayed instead of 4–6 described above.
1
1 DIRECT RECALL / MUTE MASTER
According to the setting of the RECALL button or
MUTE button, these buttons either directly recall
twelve previously-assigned scenes, or switch mute
groups 1–12 on/off. These buttons have the same
function as SCENE MEMORY [1]–[12] switches on
the panel of the console.
■ USER DEFINE
12
1 Select buttons
Click the √/® buttons to switch the items that are
displayed. If you click the middle, you will return to
the CONSOLE STATUS display.
2 User define buttons
These list the functions that are assigned to the USER
DEFINE [1]–[8] switches in the USER DEFINE
block of the console. You can also click a button to
execute the corresponding function.
Hint
Functions for the USER DEFINE [1]–[8] switches
can be assigned in the UTILITY function USER
DEFINE screen.
9
Page 10
PM1D System Software V1.5 Supplementary Manual
■ CONSOLE GPI IN
12
1 Select buttons
Click the √/® buttons to switch the items that are
displayed. If you click the middle, you will return to
the CONSOLE STATUS display.
2 Console GPI IN test buttons
These buttons list the functions that are assigned via
the GPI connector of the console to GPI IN (ports 1–
8). You can also click a button to test the correspond-
ing function (→p.40).
■ ENGINE GPI IN
12
1 Select buttons
Click the √/® buttons to switch the items that are
displayed. If you click the middle, you will return to
the CONSOLE STATUS display.
2 Engine GPI IN test buttons
These buttons list the functions that are assigned via
the GPI connector of the engine to GPI IN (ports 1–
8). You can also click a button to test the correspond-
ing function (→p.40).
Hint
• Functions for the GPI IN test buttons can be
assigned in the MIDI/GPI/TC function GPI screen.
• Even if you are not using the GPI port, you can use
these buttons in place of the USER DEFINE
switches by assigning functions to the GPI IN test
buttons.
Hint
• Functions for the GPI IN test buttons can be
assigned in the MIDI/GPI/TC function GPI screen.
• Even if you are not using the GPI port, you can use
these buttons in place of the USER DEFINE
switches by assigning functions to the GPI IN test
buttons.
Since the GPI IN of the engine can be controlled
only from console 1, the GPI IN test buttons will
not be displayed in DUAL CONSOLE mode if console 2 is specified.
However in PM1D Manager, the display is not
restricted even if console 2 is specified in DUAL
CONSOLE mode when OFFLINE.
10
Page 11
DUAL CONSOLE mode added
DUAL CONSOLE mode added
As an operation mode of the PM1D system, version 1.5 adds Dual Console mode, in which two console are
used by one system. The functionality and operation of Dual Console mode is explained below.
In the following explanation, functions and operations that apply only to console 1 are indicated as [Console
1], and functions and operations that apply only to console 2 as [Console 2].
If the console (CS1D) you are using was manufactured before June 2002, you may be unable to select Dual Console
mode even if connections are correct. In this case, you will need to have a gate array rewritten in order to use Dual
Console mode. Please contact your Yamaha dealer.
It is necessary to have the gate array rewritten only if you wish to use Dual Console mode. If you are using the system in other modes, rewriting is not necessary, and you may continue using the system without change.
About Dual Console mode
Dual Console mode is a mode in which two consoles
(CS1D) are used in a single PM1D system. In this mode,
two consoles share one (in standard mode) or two (in
mirror mode) engines (DSP1D-EX {DSP1D}). Here are
some examples of how Dual Console mode can be used:
• Use two consoles to control the main mix and mon-
itor mix
In this application, the same input channels are
patched to the panels of both consoles. One engineer
controls the main mix, and another engineer controls the monitor mix.
• Use two consoles to control the same mix from two
locations
In this application, two consoles are placed in separate locations (for example one near the stage and
the other in the audience seating), and two engineers
control the same mix.
• Use two consoles to control 96 channels simulta-
neously
In this application, input channels 1–48 are patched
to one console, and input channels 49–96 to the
other console, allowing one or more engineers to
control 96 channels simultaneously.
In Dual Console mode, the console that is connected
to the engine will operate as the master unit, and the
other console will operate as the slave unit. However,
in order to avoid confusion with the master/slave
relationship in “engine cascade” (described later in
this document), we refer to the master unit as “console 1,” and the slave unit as “console 2.”
Console 1 and console 2 differ in the functions they can
control, and in the order of priority when operations
overlap. The differences between consoles 1 and 2 can be
summarized as follows.
• Items that are linked between consoles 1 and 2
In general, changes that you make to the mix parameters in the current scene are linked between consoles
1 and 2. (An operation on one console will be
reflected by the other.) Operations of console 2 will
not nullify operations of console 1. Even if differences occur between the states of console 1 and console 2, the engine will always be set according to
console 1. If a difference occurs between parameters
that should be linked, you can select whether to copy
all scenes and all libraries when connection occurs,
or to copy them as desired after connection.
• Items that are operated independently between
consoles 1 and 2
Channel selections by the [SEL] switches, changes in
panel layout such as fader flip or module flip, and
screen switching by the function switches are not
linked between consoles. These operations can be
made independently on each console.
• Items that can be operated only by console 1
Most operations that affect the core of the system,
such as switching between engines, switching the
word clock master, and changing the connections
between components, can be performed only by console 1. The settings of most items can be viewed on
the console 2 screen, but cannot be modified.
• PC connection
A PC (PM1D Manager) can be connected only to
console 1 or to the engine. It cannot be connected to
console 2. Nor is it possible to connect and use two
or more PCs simultaneously.
Whether a parameter is linked when operated, and
the priority between consoles 1 and 2, will differ
depending on the screen. The table on the following
page summarizes the operation of each screen in
Dual Console mode.
11
Page 12
PM1D System Software V1.5 Supplementary Manual
FunctionScreen
EFFECT
GEQ
MEMORY
SCENE
MIDI/GPI/TC
UTILITY
SYS/W.CLOCK
METER
MON/CUE
RECALL SAFE
FADE TIME
DIRECT RECALL
TRACKING RECALL
GLOBAL PASTE
MIDI PGM CHANGE
MIDI CTRL CHANGE
GPI
TC EVENT
FADER START
PREFERENCE
USER DEFINE
LOAD / SAVE
PANEL ASSIGN
PAIR MODE
SYSTEM
CONNECTION
DUAL CONSOLE
CASCADE
INPUT UNIT
OUTPUT UNIT
WORD CLOCK
DITHER
UNIT NAME
TALKBACK
OSCILLATOR
2TR IN
ST OUT DIGITAL
MONITOR A
MONITOR B
CUE/SOLO
Linked
1
→21↔2
Indepen-
dent
O
O
q
O
O
O
O
O
O
O
q
O
O
O
O
O
O
O
q
O
O
q
q
O
O
O
q
qOnly TB OUT is in common
OThe two consoles share one 2CH set of oscillators.
q
O
O
—— —
q
Remarks
Only the trigger for number and store/recall operations is
transmitted and received.
SORT-related settings can be operated only on console 1
• GPI IN settings
Console 1 or PC:
Only console 1 / engine port can be set
Console 2:
Only console 2 port can be set
• GPI OUT settings
Console 1 or PC:
Only console 1 / engine port can be set
Console 2:
Only console 2 port can be set. However, engine port can
be viewed
Cannot be set on a PC connected to a system that includes
a console
From system software 1.5, this can be set/operated independently for consoles 1 and 2 and the PC
There are limitations on the parameters that can be loaded
by console 2
Buttons that switch the wiring of console 2 itself can also be
operated from console 2
Virtual units can be created only from console 1.
Unit parameters are linked.
Virtual units can be created only from console 1.
Unit parameters are linked.
METERING POINT and PEAK HOLD can be operated only
from console 1
Settings other than INPUT CONSOLE can also be operated
from console 2
Cannot be operated, since in Dual Console mode, this functions as MONITOR A of the other console
Cue is independent, solo function on/off can be operated
only from console 1
Linked if the CUE MODE button is set to SOLO ON, or if in
the SYS/W.CLOCK function DUAL CONSOLE screen CUE
ON/OFF is turned ON.
12
Page 13
DUAL CONSOLE mode added
FunctionScreen
OUTPUT PATCH
OUT PATCH
OUT INSERT
OUT EQ
OUT COMP
OUT DELAY
OUT DCA MUTE
MATRIX/ST
OUT CH VIEW
IN PATCH
HA/INSERT
IN EQ
IN GATE/COMP
IN DELAY
IN DCA/MUTE
PAN/ROUTING
INPUT CH VIEW
INSERT PATCH
INSERT POINT
INSERT VIEW
NAME
INPUT PATCH
DIRECT OUT PATCH
INSERT PATCH
INSERT/DIRECT POINT
INSERT/DIRECT VIEW
NAME
Linked
1→21↔2
• Linked (1→2).............Screens in which the con-
sole 1/2 settings are linked.
However, they can be operated only by console 1.
• Linked (1↔2).............Screens in which the con-
sole 1/2 settings are linked.
They can be operated from
either console 1 or 2.
• Independent...............Screens in which settings
can be made independently
by consoles1 and 2.
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
O
Indepen-
dent
Remarks
If a discrepancy occurs between the patching when a scene/
unit is recalled, the patching of console 1 will take priority
If a discrepancy occurs between the patching when a scene/
unit is recalled, the patching of console 1 will take priority
• O..................................Indicates that all parame-
ters in the corresponding
function/screen will operate
as indicated (independent,
linked 1→2, or linked
1↔2).
qq
• qq
.................................Indicates that some param-
eters in this function/screen
are exceptions, and operate
other than indicated.
About scene/library memories
When a scene or library is stored or recalled on one console, the other will follow this operation. However, this
simply means that a command of “recall scene number
***.*” is transmitted to the other console; the result of
the store/recall is not conveyed to the other console.
Thus, in order to completely synchronize the two con-
soles, it is necessary to match the current memory (the
scene, patch, units, names currently shown in the
panel), the scene memories and libraries that are used,
and some of the setup data.
If this data does not match, scene/library recall operations may cause the settings of the current scene to
become completely different between the two consoles.
Data can be synchronized between the two consoles in
the following ways.
• Tr ansfer all data
In this method, all data is transmitted via the CONTROL I/O connector from console 1 to console 2.
You can perform this operation in a single step when
you initiate Dual Console mode.
• Tr ansfer only necessary data
In this method, only the scenes and libraries that will
be used are manually transmitted from console 1 to
console 2.
• Tr ansfer all data via memory card
In this method, all data of console 1 is saved on a
memory card, and this data is then loaded into console 2. To use this method, use the LOAD/SAVE
screen of console 1 to save all data on a memory card,
then insert that card into console 2 and load the data.
(For details, refer to “CS1D Reference Manual (Software),” p.40.)
13
Page 14
PM1D System Software V1.5 Supplementary Manual
About the console shutdown function
A Shutdown function has been added to keep current memory from being modified in Dual Console mode.
In Dual Console mode, powering-off either console may modify the current memory of the other console or
the engine, but by shutting-down the console before powering it off, you can prevent current memory from
being modified.
For the procedure, refer to page 26.
• This shutdown function is necessary only in Dual Console mode. If you are not operating in Dual Console mode,
the SHUTDOWN button (→p.26) will not be displayed.
• If you power-off the console without performing this procedure as described, the current memory used by the
other console or the engine may be modified. However, settings other than current memory (i.e., scene memory,
the various setup memories and libraries) will not be affected. Thus, if you have stored the current memory to a
scene, you can re-recall that scene to recover from an accidental power-off that occurred without performing the
shutdown.
DUAL CONSOLE screen
PM1D system software V1.5 adds a DUAL CONSOLE screen to the SYS/W.CLOCK function. In this screen you can make
settings and perform operations for Dual Console mode.
14
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1
1 SYSTEM CONFIGURATION
Indicates the current operation mode and cascade
mode of the PM1D system. Click the button to
open the SYSTEM CONFIGURATION popup window, where you can switch the operation mode and
cascade mode.
Hint
The SYSTEM CONFIGURATION field is displayed
in the SYS/W.CLOCK function SYSTEM CONNECTION screen, DUAL CONSOLE screen, and CASCADE screen (newly added in version 1.5). All of
these represent the same setting.
DUAL CONSOLE mode added
2
2 DUAL CONSOLE LINK (DUAL CONSOLE mode
link settings)
Here you can select whether cue operation and talkback-controlled dimmer operation will be linked.
If the CUE ON/OFF LINK button is on, operations
of the [CUE] switches, EFFECT CUE, SUB IN CUE,
and gate KEY IN CUE will be linked.
If the TALKBACK DIMMER ON/OFF LINK button
is on, turning talkback on from one console will
attenuate the monitor signal on the other console as
well.
Note that the TALKBACK DIMMER ON/OFF
LINK button links the dimmer operation; it does
not link talkback on/off operation. The amount of
attenuation when the dimmer is on can be adjusted
independently in the MONITOR A screen of each
console.
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PM1D System Software V1.5 Supplementary Manual
[Console 1]
The following screen appears only on console 1.
3
4
6
5
3 UPDATE
Each time you click this button, the current memory,
scene memories/libraries, and setup data will be
compared between console 1 and console 2, and the
ALL DATA STATUS (4) display will be updated.
4 ALL DATA STATUS
This area displays the result of comparing the data of
console 1 and 2. If all data is identical, this will indicate “SAME.” If there is any difference, this will indicate “DIFF.”
5 Scene memories / libraries
This area displays the result of comparing each scene
memory and library. You can click the buttons at the
left to select the items that will be displayed in the
library data list (7).
6 CURRENT MEMORY (Current memory status)
This indicates the result of comparing the current
memory (the scene currently reflected by the panel,
patches, units, and names). If these are all identical
for consoles 1 and 2, this will indicate “SAME.” If
there are any differences, this will indicate “DIFF.” If
you click the COPY button located in the center, the current memory will be copied from console
1 to console 2.
7
7 Scene memory / library data list
This displays the scene memory / library data that is
selected by the scene memory / library status (5)
buttons.
The ALL field at the top of the list will indicate
“SAME” if all data matches, or “DIFF” if there is any
difference. If you click the COPY button
located in the center, the entire contents of the
selected scene memory or library will be copied from
console 1 to console 2.
The lower lines of the list show the contents of the
selected scene memories / libraries for each console.
If the contents of each number match, this will indicate “SAME.” If they differ, this will indicate “DIFF.”
Only while a scene memory is displayed in the list,
clicking the COPY button located in the center will copy the contents of that scene memory from
console 1 to console 2.
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DUAL CONSOLE mode added
Connections in Dual Console mode
The following diagrams show connections between the consoles and engine(s) in Dual Console mode.
• You must power-off all equipment before making
connections.
• Connections for input/output units and power
supplies are not discussed here. For details, refer
to “CS1D Operation Manual, Setup.”
[Standard mode]
Please note that on console 2 you will connect the
DIGITAL I/O lines to the DIGITAL I/O ENGINE A
ports — not to the DIGITAL I/O CONSOLE ports.
INOUT
12
CONTROL I/O
CONSOLE
CONSOLE 1 (CS1D)
DIGITAL I/O
ENGINE A
12
121212
CONSOLE
I/O
CONTROL I/O
ENGINE A
12 12
INOUT
CONTROL
ENGINE A
(DSP1D-EX{DSP1D})
I/O
INOUT
1212121212
DIGITAL I/O
CONSOLE
CONTROL I/O
CONSOLE
DIGITAL I/O
ENGINE A
CONSOLE 2 (CS1D)
INOUT
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PM1D System Software V1.5 Supplementary Manual
[Mirror mode]
INOUT
12
CONTROL I/O
CONSOLE
CONSOLE 1 (CS1D)
DIGITAL I/O
ENGINE A
12
121212
CONSOLE
I/O
CONTROL I/O
ENGINE A
12 12
INOUT
CONTROL
I/O
ENGINE A
(DSP1D-EX{DSP1D})
DIGITAL I/O
ENGINE B
12
INOUT
121212
CONSOLE
I/O
ENGINE B
(DSP1D-EX{DSP1D})
DIGITAL I/O
CONSOLE
CONTROL I/O
ENGINE B
12 12
INOUT
CONTROL
I/O
INOUT
INOUT
CONTROL I/O
CONSOLE
1212121212
DIGITAL I/O
ENGINE A
CONSOLE 2 (CS1D)
Hint
• The dashed lines in the above diagram are spare
connections for use in the event that the currently-
Connect each device to the identically-numbered (1
or 2) connector on each device. The system will not
operate correctly if you connect differently-numbered connectors.
valid connectors become unusable.
• The system will operate normally even with just
the connections shown by the solid lines. However,
we recommend that you also make the spare connections shown above whenever possible.
Establishing communication between consoles
This section explains how to select Dual Console mode on each console, specify the console to which the engine is connected as “console 1,” specify the other console as “console 2,” and establish communication.
In order to use Dual Console mode, each console
number must be specified correctly. Be aware that
communication will not occur if consoles 1 and 2
are interchanged, or if both are set to console 1.
1. Turn on the power in the order of input/output
units, engine(s), and console power supply.
Incorrect operation while making settings can
cause a high-volume signal to be output. We
strongly recommend that you turn down the volume of your power amps etc. until settings are
completed.
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DUAL CONSOLE mode added
[Console 2]
2. On the console to which the engine is not connected,
access the SYS/W.CLOCK function DUAL CONSOLE screen (a newly added screen in version 1.5).
3. In the SYSTEM CONFIGURATION field, click the
button.
The SYSTEM CONFIGURATION popup window
will appear. In the OPERATION MODE SELECT
area of this window you can select the operation
mode of the PM1D system.
4. Click the DUAL button within the CONSOLE sec-
tion of the OPERATION MODE SELECT area.
When you turn the DUAL button on, the CONSOLE
No. buttons will become operable.
[Console 1]
6. On the console to which the engine is connected,
access the SYSTEM CONFIGURATION popup window in the same way.
7. Click the DUAL button within the CONSOLE section of the OPERATION MODE SELECT area.
8. Verify that the CONSOLE 1 button is on, and click
the OK button.
When you click the OK button, the two consoles will
attempt to establish communication. When communication has been established, console 1 will compare
the system version, scene memories, libraries, and
setup data of the two consoles.
• In order to use Dual Console mode, both con-
soles must have the same system version.
• If the versions of the two consoles differ, the ver-
sion check popup window will appear, and further operation will not be possible. Update the
system version to match, and perform the operation once again.
If there is any difference in the data of the two consoles, the console 1 screen will show a message of
“Will transmit differential data to CONSOLE 2. Are
you sure? [xx sec.]”
5. Click the CONSOLE 2 button to turn it on, and
then click the OK button.
The console will be set to DUAL CONSOLE mode.
In the upper part of the screen, the control number
of the CONNECTION field will change to “2,” and
“DUAL” will be indicated below the number. (However, an X will be superimposed on DUAL since
communication is not yet established.)
This message is asking you whether it is OK to transmit the differing data from console 1 to console 2.
(The data is always sent from console 1 to console 2.
The [xx sec.] (or [xx min.]) indicates the estimated
time required for transmission.
When you click the OK button in this window, all
current scene, scene, memory, and library data, and
any setup data required for linked operation will be
transmitted from console 1 to console 2.
If you click the CANCEL button, only the current
scene and the setup data necessary for linked operation will be transmitted from console 1 to console 2.
Hint
If the scene memories and libraries are fully used, it
will take approximately 60 minutes to transmit all of
the data.
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PM1D System Software V1.5 Supplementary Manual
CAUTION!
• Be aware that once data transmission is started, it
cannot be aborted. Please use caution.
• The expected time is merely an estimate. A longer
time than indicated here may actually be required.
• If you do not have enough time for transmission to
be performed, we strongly recommend that you
click the CANCEL button when the above message
appears, and either transmit only the necessary
data (→p.21) or transfer the data via memory card.
9. If it is OK to transmit the data, click the OK button.
Data transmission will begin. The screen will show a
progress bar to indicate the state of progress.
• While transmission is occurring, never turn off
the power or interrupt communication. If for
some reason the console power supply is turned
off, the memory contents of console 2 will be lost.
In this case you will need to initialize console 2.
• Even if you click the CANCEL button in step 9,
part of the setup data and the current data will be
transmitted, so as long as you are operating the
current scene, the two consoles will operate in
tandem.
However, since the libraries and scene do not
match, performing a store/recall operation may
cause the current scene on the two consoles to
have completely different settings.
When transmission is completed, the X symbol will
disappear from the “DUAL” indication in the CONNECTION area at the top of the screen. Now the two
consoles can be used simultaneously.
If, after communication is established, communication with the DIGITAL I/O connector or CONTROL
I/O connector is interrupted, a warning message like
the following will appear in the lower part of the
screen. Please check the appropriate connection.
Hint
• If you power-off the system in this state, console 1
will attempt to initiate communication in Dual
Console mode the next time it is powered-on.
• To cancel Dual Console mode, access the DUAL
CONSOLE screen on console 1 or 2, click the
button in the SYSTEM CONFIGURATION field,
and select SINGLE CONSOLE mode.
If Dual Console mode is established, switching to
Single Console mode will set both console 1 and
console 2 to Single Console mode.
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DUAL CONSOLE mode added
Transmitting only the necessary scenes / libraries
After establishing Dual Console mode communication, you can transmit only the necessary scene memories and libraries from console 1 to console 2. Even if you have cancelled transmission of all data after starting-up Dual Console mode,
you can use this method to transmit only the minimum scenes and libraries.
The following procedure can be performed only on
console 1.
[Console 1]
1. On console 1, access the SYS/W.CLOCK function
DUAL CONSOLE screen.
2. In the ALL DATA STATUS section, click the
UPDATE button.
The memory contents of consoles 1 and 2 will be
compared. If they match perfectly, an indication of
“SAME” will appear at the right of the UPDATE button. If there is any difference, an indication of “DIFF”
will appear.
3. Click the scene memory / library status buttons to
select the scene memory / library that you want to
transmit.
The contents of the selected scene memory / library
will appear in the list at the right. If the identicallynumbered data matches between consoles 1 and 2,
the field at the right will indicate “SAME.” If the data
does not match, this field will indicate “DIFF.”
Hint
If no data has been saved in the identically-numbered memory of either console 1 or 2, this field will
indicate “SAME.”
4. Click the COPY () button for the number
that you want to transmit.
The corresponding data will be copied from console
1 to console 2. Perform the same operation for other
numbers as desired.
• When copying a scene memory, you must also
copy the unit, patch, and name libraries used by
each scene.
• Individual numbers of library data cannot be
copied. The entire library will be copied as a
whole.
Limitations of Dual Console mode
This section explains the limitations of Dual Console mode.
■ Operation when the current memory
does not match
Dual Console mode can be used even if the current
memory (the scene, patches, units, and names currently
reflected by the panel) does not match. In this case, editing a linkable parameter from one console will cause
only the identical parameter on the other console to
change as well.
For operations such as setting/disabling a pair, switching
a MIX bus between VARI/FIX, and copying between
channels, only the appropriate number and command
are transmitted. If the received command conflicts with
the console’s own current memory, the setting of console
1 will always take priority. In this case, the lower part of
the console 2 will indicate “DATA TYPE CONFLICT!
EXCLUDED,” and it will not be possible to edit the
parameter on console 2.
Popup windows that ask you to change an internal setting (such as switching units) will always appear only on
console 1. When you execute such a change on console 2,
a message will ask you for confirmation.
■ Scene memory store/recall operations
When you perform a scene memory store/recall operation on one console, the corresponding number along
with a store/recall command will be transmitted to the
other console. (The other console is not informed
whether the current memory or scene memory matches
following execution.)
This means that if changes occur in the contents of scene
memory, discrepancies may occur between the current
memories of the two consoles following a recall operation. Please be aware of this possibility.
Recall Undo or Store Undo can be performed from
either console. However if the scene memories are not
synchronized at the time of initial connection in Dual
Console mode, the scene number that is recalled by
Recall Undo may differ. In this case, undo will occur
with differing scene memories, and the engine will follow the data of console 1.
Store Undo cannot be performed immediately after
Dual Console mode initial connection occurs.
■ Preview mode
Scene memory Preview mode can be operated independently from either console. If one console is switched to
Preview mode, and an edited scene is stored, all data of
the corresponding scene will be copied to the same scene
number of the other console (the store-destination scene
will match).
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PM1D System Software V1.5 Supplementary Manual
■ Library store/recall operations
When you perform a library store/recall operation on
one console, the corresponding number along with a
store/recall command will be transmitted to the other
console. (The other console is not informed whether the
library or current memory matches following execution.)
This means that if changes occur in the library contents,
discrepancies may occur in the current memories of the
two consoles following a recall operation. Please be
aware of this possibility.
As an exception, if you open the LIBRARY popup window on one console, edit the parameters directly and
then store, the data of the corresponding library will be
copied to the same library number on the other console.
(The store-destination library will match.)
■ File load/save operations
In Dual Console mode, you can use the LOAD/SAVE
screen to load/save data from or to a memory card on
either console. However on console 2, there are slight
limitations on the data that can be loaded from a memory card.
The following table shows the items that can be loaded
by each console in Dual Console mode.
■ Talkback
In Dual Console mode, two talkback systems can be
operated independently from each console 1 and 2.
(Talkback will function with a total of four inputs / two
systems.)
For each console, you can use the MON/CUE function
TALKBACK screen to adjust the input level, phase, and
destination of the two talkbacks.
However, the settings of the TALKBACK screen TB OUT
section will be shared by console 1 and 2. In this section,
you can choose the talkback source as either CONSOLE
1 (talkback signal of console 1), CONSOLE 2 (talkback
signal of console 2), or CONSOLE 1+2 (talkback signals
of consoles 1 and 2), and specify the desired port as the
output destination. (This operation can be performed
from either console.)
Loaded itemConsole 1Console 2
Scene memory
Setup data
TC EVENT screen settings
MIDI PGM CHANGE screen
settings
Libraries
O: Loadable q: Partially loadable X: Not loadable
1. Only the parameters that can be set independently for each
console will be loaded. Parameters that are linked with console 1 will not be loaded.
OO
Oq
OX
OX
OO
1
■ Engine selection in Mirror mode
When using the PM1D system in Mirror mode, switching between engines A and B can be performed only
from console 1.
When the engine has switched, a message of “ENGINE
HAS BEEN SWITCHED TO [A] ([B])” will appear at
the bottom of the screen on console 2.
If the TALKBACK DIMMER ON/OFF LINK button is
turned on in the DUAL CONSOLE screen of console 1,
the dimmer will operate on the other console as well
when talkback is turned on by one console. However
even in this case, talkback on/off operation is not linked.
The amount by which the signal is attenuated when the
dimmer is on can be adjusted independently for each
console in the MONITOR A screen.
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■ Monitor
In Dual Console mode, one of the two monitor buses A
and B can be assigned to each console 1 and 2, and controlled independently.
The monitor bus controlled by the console itself is
assigned to MONITOR A, and the monitor bus con-
DUAL CONSOLE mode added
trolled by the other console is assigned to MONITOR B.
This means that from either console, monitor-related
settings will be performed in the MONITOR A screen
(and the MONITOR A section of the panel).
MONITOR
A
Monitor signal
of console 1
Console 1Console 2
• On either console, the MONITOR B screen will
MONITOR
B
Monitor signal
of console 2
be unavailable in Dual Console mode, and no
parameters will be displayed.
• The MONITOR B SOURCE section of the panel
will only indicate the source that is being monitored by the other console, and cannot be operated. However, the MONITOR B [LEVEL] knob,
MONITOR B [ON] switch, and MONITOR B
[PHONES] knob can be operated. (If desired,
you can monitor the same source as the other
console.)
■ Cue
In Dual Console mode, cue operations can generally be
performed independently. Also, the [LAST CUE] switch
on the panel and the CUE/SOLO screen LAST CUE button can also be operated independently for each console.
However, if in the DUAL CONSOLE screen the CUE ON/
OFF LINK button (→p.15) is turned on, all cue operations ([CUE] switch on/off, EFFECT CUE, SUB IN CUE,
gate KEY IN CUE) will be linked. This method is convenient when one engineer is operating both consoles.
MONITOR
A
Monitor signal
of console 2
MONITOR
B
Monitor signal
of console 1
If effect cue for a certain internal effect (for example,
internal effect 3) is enabled on one console, effect cue
will be cancelled when you switch screens on that console or if you select the same screen (the EFFECT 3
screen in this example) on the other console and then
switch screens. The reason for this design is that otherwise, when the screen is switched, it would become
impossible to know which effect cue was being monitored.
When cue operations are linked, you can enable key
in cue so that the gate key-in signal of the currently
selected input channel can be monitored from both
consoles. However
in Dual Console mode, [SEL] key
operations are not linked, meaning that the selected
signal source may differ. Please use caution.
Hint
As an exception, effect cue will not be cancelled if
you switch alternately between the EFFECT 1–8
screen that is enabled for effect cue and the EFFECT
ASSIGN screen. The reason for this design is that in
the EFFECT ASSIGN screen, you can see which effect
cue is being monitored.
In the same way, if you enable SUB IN cue in the SUB IN
screen of one console, SUB IN cue will be cancelled if
you switch screens on the same console or if you select
the same SUB IN screen on the other console and then
switch screens.
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PM1D System Software V1.5 Supplementary Manual
■ SOLO mode
SOLO mode on/off can be control only from console 1.
On console 2, the panel [SOLO] switch and the CUE/
SOLO screen SOLO ON/OFF button will not function.
While SOLO mode is on, cue operations will be linked
regardless of the state of the DUAL CONSOLE screen
CUE ON/OFF LINK button (→p.15). (Pressing the
[CUE] switch on either console will solo that source.)
In Dual Console mode, the panel [LAST CUE] switch
can be operated independently from each console. However, the [LAST CUE] switch of consoles 1 and 2 will be
linked if in the DUAL CONSOLE screen the CUE ON/
OFF LINK button is turned on, or while SOLO mode is
on. If the state of the [LAST CUE] switches differs
between consoles 1 and 2 when you enter SOLO mode,
the setting of console 1 will be copied to console 2.
■ Meter operations
In Dual Console mode, the METER function METERING POINT button and PEAK HOLD button, and the
panel METER section [PRE] switch and [PEAK HOLD]
switch will be linked. However, these buttons and
switches can be operated only by console 1.
■ OUT COMP function / IN GATE/COMP
function
If the compressor/gate type for the same channel differs
between console 1 and 2, changes made to the parameters of that compressor/gate will be ignored.
If the KEY IN LEFT CH button is switched on for one
console, this will be ignored if the corresponding channel is paired on the other console.
■ MATRIX/ST ROUTING screen / SUB IN
screen
If pairing settings differ between console 1 and 2 for the
same MATRIX channel, changes made to the send level /
pan of the signal sent from a MIX channel / SUB IN to
that MATRIX bus will be ignored.
■ CH to MIX screen
If pairing settings differ between console 1 and 2 for the
same MIX channel, changes made to the send level / pan
of the signal sent from an input channel to that MIX bus
will be ignored.
■ IN PATCH function / OUT PATCH func-
tion
Even if the patching is switched on one console, the
operation will be ignored if the corresponding card is
not specified on the other console.
Also, in conjunction with the addition of Dual Console
mode, you can now patch the talkback signal of CONSOLE 1 and CONSOLE 2 (IN PATCH and IN INSERT
“IN” only).
The CONSOLE 1 talkback is displayed as TB C1, and the
CONSOLE 2 talkback as TB C2. This can be viewed/set
in Single Console mode as well as in Dual Console
mode, but the TB C2 setting is valid only in Dual Console mode.
■ Pair mode switching
The pair mode can be switched only from console 1.
■ INPUT UNIT / OUTPUT UNIT screen
Units and cards can be changed only from console 1. The
same content will be displayed in the screen of console 2,
but cannot be edited. Nor can you specify virtual units
or cards from console 2.
As an exception, only if console 2 is switched to PREVIEW mode, virtual units or cards can be created on
console 2, and this content can be saved to a scene or
unit library.
■ Effect functions
If the effect type of the same internal effect differs
between console 1 and 2, changes made to the parameters of that effect will be ignored.
24
■ IN HA/INSERT function / OUT INSERT
function
Even if a parameter for an individual card (e.g., gain,
phase) is edited on one card, the operation will be
ignored if the corresponding card is not specified on the
other console.
Also, in conjunction with the addition of Dual Console
mode, you can now patch the talkback signal of CONSOLE 1 and CONSOLE 2 (IN PATCH and IN INSERT
“IN” only).
The CONSOLE 1 talkback is displayed as TB C1, and the
CONSOLE 2 talkback as TB C2. This can be viewed/set
in Single Console mode as well as in Dual Console
mode, but the TB C2 setting is valid only in Dual Console mode.
■ MIDI/GPI/TC function
Time code / MIDI input can be selected for the ports of
either console.
Page 25
■ GPI screen
The following restrictions apply to GPI IN/GPI OUT
settings.
• GPI IN
On console 1 / PC (PM1D Manager), settings can be
made only for the GPI port of console 1 and the
engine. On console 2, settings can be made only for
the GPI port of console 2.
• GPI OUT
On console 1 / PC, settings can be made only for the
GPI port of console 1 and the engine. On console 2,
settings can be made only for the GPI port of console
2. However, signals can be output from console 2 to
the engine port.
■ USER DEFINE/GPI function
User-definable switches and functions assigned to GPI
IN can be set and operated independently from console
1 or 2. However for some functions, the following limitations apply.
• INC/DEC RECALL
The preceding or following scene will be recalled relative to the scene number that was last recalled/
stored on console 1. Be aware of this when using this
function on console 2.
• MONITOR B SELECT
While Dual Console mode is in operation, the
MONITOR B SELECT function assigned to a userdefinable switch or GPI IN is not valid.
• ENGINE B SELECT (GPI only)
The GPI IN test button assigned to the ENGINE B
SELECT function cannot be operated from console
2.
Hint
The MONITOR A SELECT function can be set and
operated from either console.
DUAL CONSOLE mode added
On console 2, the INPUT CONSOLE button will be
masked, and cannot be operated. However, you can use
either console to select the input source (2TR IN 1 / 2TR
IN 2 only), switch the SRC (sample rate converter) ON/
THROUGH, adjust the level, and switch the phase.
These operations will be linked between console 1 and 2.
■ ST OUT DIGITAL screen
In Dual Console mode, the same signals will be output
from STEREO OUT A of both consoles and STEREO
OUT B of both consoles. Thus, the settings in the ST
OUT DIGITAL screen will be linked.
■ SYSTEM CONNECTION screen
In general, routing changes in the SYSTEM CONNECTION screen can be performed only from console 1.
However, routings connected to console 2 itself can be
changed only from console 2.
■ FADER START screen
The settings of this screen cannot be made from a PC
(PM1D Manager) connected to a system that includes a
console.
■ 2TR IN screen
In Dual Console mode, you can select which 2TR IN (of
console 1 or console 2) will be used for each of the six
2TR IN inputs. This selection can be made only from
console 1.
To switch the console whose 2TR IN jacks are being
used, use the 2TR IN screen INPUT CONSOLE button.
At this time, the Fs field will indicate the sampling frequency of the signal that is being input to the selected
console.
Only this button can be operated
from console 2
If a routing change is executed from one console, a
warning message will be displayed on the other console.
All other SYSTEM CONNECTION screen settings (permission for PC connection, cascade connection enable/
disable, standard mode / mirror mode selection, etc.)
can be performed only from console 1.
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PM1D System Software V1.5 Supplementary Manual
■ DUAL CONSOLE screen
In the DUAL CONSOLE screen of console 2, you cannot
compare or copy data between consoles 1 and 2. (The
buttons and list in the right of the screen will not
appear.)
Also, the buttons in the left of the screen for linking cue
and dimmer operations will be displayed only, and cannot be operated.
Powering-off the consoles
In Dual Console mode, use the following procedure to shut down before you power-off the consoles.
• This shutdown function is necessary only in Dual Console mode. If you are not operating in Dual Console mode,
the SHUTDOWN button will not be displayed.
• If you power-off the console without performing this procedure as described, the current memory used by the
other console or the engine may be modified. However, settings other than current memory (i.e., scene memory,
the various setup memories and libraries) will not be affected. Thus, if you have stored the current memory to a
scene, you can re-recall that scene to recover from an accidental power-off that occurred without performing the
shutdown.
1. On the screen of the console that you want to
power-off, press the MENU button to access the
menu screen. The SHUTDOWN button will appear
in the lower left.
2. Press the SHUTDOWN button, and the shutdown
popup window will appear.
3. Press the OK button. The following screen will
appear, and the panel LEDs will go dark. It is now
safe to turn off the power. If you press the CANCEL
button you will return to the menu screen.
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Cascade connections
Cascade connections
PM1D system software V1.5 allows you to cascade-connect two systems. Any desired buses can be connected
between cascade-connected systems. This allows you to increase the number of input channels to a maximum
of two engines.
About cascade connections
Cascade connection is when the engines (DSP1D-EX
{DSP1D}) of two PM1D systems are connected to each
other to share buses. Unlike cascaded analog consoles,
in which the signals are sent uni-directionally, cascade
connection on the PM1D system allows bi-directional
audio output and communication.
When cascade connection is used, one system must be
designated as the “master” and the other system as the
“slave.” However, the cascade master and slave differ
only in the priority in which they are initially connected,
and in actuality are completely equivalent in status.
Cascade connection involves virtually none of the
restrictions that apply to Dual Console mode. There will
be no problem even if scenes or library content differs.
While there are no limitations on cascade-connecting a
Single Console mode system with a Dual Console mode
system, it is not possible to cascade-connect with either a
Standard mode system or a Mirror mode system. In such
cases you will have to set both PM1D systems to either
Standard mode or Mirror mode.
When using cascade connection, all consoles,
engines, and PM1D Manager software must be
using the identical system version. Before you make
cascade connections, please check the version of
each component.
CASCADE screen
In PM1D system software V1.5, a CASCADE screen has been added to the SYS/W.CLOCK function. In this screen you
can make settings for cascade connections.
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PM1D System Software V1.5 Supplementary Manual
1
2
3
4
56
7
7 CASCADE BUS ON/OFF
These buttons select the buses/signals that will be
cascaded between the master and slave systems.
1 ENGINE SELECT
If the master and slave systems are being used in Mirror mode, this selects whether switching between
engines A/B will be linked.
2 SCENE RECALL
Selects whether scene recall operations will be linked
between the master and slave systems.
If they are linked, the identically-numbered scene on
the other system will be recalled.
3 CUE STACK/SOLO
Selects whether cue operations and solo operations
will be linked between master/slave consoles 1 and
between master/slave consoles 2.
4 TALKBACK DIMMER ON/OFF
Selects whether dimmer operation due to talkback
will be linked between master/slave consoles 1 and
between master/slave consoles 2.
It is convenient to link the operation if the consoles
are near each other and you want dimming to occur
for both monitors when talkback is turned on.
5 DCA LEVEL/MUTE
Selects whether the DCA group level and mute on/
off state will be linked between master and slave systems. The DCA group(s) selected by these buttons
will be linked.
If CUE STACK/SOLO is linked, and you cue a DCA
that is selected for DCA LEVEL/MUTE, the same
DCA will be cued on both systems. However, if an
input channel and output channel are assigned to the
same DCA number, they will not be linked.
6 MUTE MASTER
Selects whether the mute group on/off state will be
linked between master and slave systems. The mute
group(s) selected by these buttons will be linked.
8
8 TALKBACK TO COMM IN CASCADE SETUP
(Talkback → COMM IN cascade settings)
These buttons select whether the talkback signal of
the master system will be supplied as a COMM IN
signal of the slave system. Settings for console 1 and 2
can be made independently for both master and
slave.
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Cascade connections
Cascade connections
The following diagrams show cascade connections for Standard mode, Mirror mode, and Standard mode + Dual Console mode.
• You must power-off all devices before you make
connections.
• Connections for input/output units and power
supplies are not discussed here. For details, refer
to “CS1D Operation Manual (Setup).”
[Standard mode]
Master systemSlave system
CONSOLE (CS1D)
DIGITAL
I/O
ENGINE A
12
121212
CONSOLE
I/O
ENGINE A
(DSP1D-EX{DSP1D})
CONTROL
I/O
ENGINE A
12 12
INOUT
INOUT
CONTROL
I/O
CASCADEINCASCADE
CASCADE
OUT
OUT
CASCADE
CONSOLE (CS1D)
DIGITAL
I/O
ENGINE A
12
121212
CONSOLE
I/O
CONTROL
ENGINE A
12 12
INOUT
CONTROL
I/O
ENGINE A
(DSP1D-EX{DSP1D})
IN
I/O
INOUT
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PM1D System Software V1.5 Supplementary Manual
[Mirror mode]
Master systemSlave system
CONSOLE (CS1D)
DIGITAL
I/O
ENGINE B
12
121212
CONSOLE
I/O
CONTROL
I/O
ENGINE B
12 12
INOUT
INOUT
CONTROL
I/O
ENGINE B
(DSP1D-EX{DSP1D})
DIGITAL
I/O
ENGINE A
12
121212
CONSOLE
I/O
CONTROL
I/O
ENGINE A
12 12
INOUT
CONTROL
I/O
ENGINE A
(DSP1D-EX{DSP1D})
CASCADE
IN
CASCADE
OUT
INOUT
CASCADEINCASCADE
CASCADE
CASCADE
OUT
CONSOLE (CS1D)
DIGITAL
I/O
ENGINE A
12
121212
INOUT
CONSOLE
OUT
I/O
ENGINE A
(DSP1D-EX{DSP1D})
IN
CONTROL
I/O
ENGINE A
12 12
INOUT
CONTROL
I/O
CASCADE
OUT
CASCADE
DIGITAL
I/O
ENGINE B
12
121212
CONSOLE
I/O
CONTROL
ENGINE B
12 12
INOUT
CONTROL
I/O
ENGINE B
(DSP1D-EX{DSP1D})
IN
I/O
INOUT
[Standard mode + Dual Console mode]
INOUT
CONTROL I/O
CONSOLE
Hint
CONSOLE 1 (CS1D)
DIGITAL I/O
ENGINE B
12
121212
CONSOLE
I/O
ENGINE A
(DSP1D-EX{DSP1D})
DIGITAL I/O
CONSOLE
CONTROL I/O
ENGINE B
12 12
INOUT
CONTROL
I/O
INOUT
CASCADE
IN
CASCADE
OUT
INOUT
CONTROL I/O
CONSOLE
CONSOLE 2 (CS1D)
• The dashed lines in the above diagram are spare
connections for use in the event that the currentlyvalid connectors become unusable.
• The system will operate normally even with just
the connections shown by the solid lines. However,
we recommend that you also make the spare connections shown above whenever possible.
121212121212
DIGITAL I/O
ENGINE A
INOUT
CONTROL I/O
CONSOLE
CONSOLE 1 (CS1D)
DIGITAL I/O
ENGINE B
CONSOLE
CASCADE
OUT
(DSP1D-EX{DSP1D})
CASCADE
IN
DIGITAL I/O
CONSOLE
CONTROL I/O
ENGINE B
12
12 12
INOUT
121212
I/O
ENGINE A
CONTROL
I/O
INOUT
INOUT
CONTROL I/O
CONSOLE
CONSOLE 2 (CS1D)
CASCADE IN connectors must be connected to
CASCADE OUT connectors, and vice versa. The
system will not operate if two IN connectors or two
OUT connectors are connected, or if only one is
connected.
121212121212
DIGITAL I/O
ENGINE A
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Cascade connections
Establishing a cascade connection
Here’s how to designate one system as the “master” and the other system as the “slave,” and establish a cascade connection.
• In order to use cascade connection, one system
must be designated as the master and the other as
the slave. If both are designated as the master (or
slave), they will not operate correctly.
• In cascade connection, both systems have equal
status. You may specify either one as the master.
1. Power-on the devices in the order of input/output
units, engines, and console power supplies.
Incorrect operation while making settings can
cause a high-volume signal to be output. We
strongly recommend that you turn down the volume of your power amps until connections are
completed.
2. On one system, access the SYS/W.CLOCK function
CASCADE screen (newly added in version 1.5).
4. In the CASCADE MODE SELECT section, click the
CASCADE ON [MASTER] button, and then click
the OK button.
This system will be designated as the cascade connection master. At this time, the console number will
begin blinking in the CONNECTION field at the top
of the screen. This blink indicates that cascade-connection was specified, but the other system has not
yet been found.
5. On the other system, access the SYSTEM CONFIGURATION popup window in the same way.
When cascading Dual Console mode systems, you
must perform the following operations on console
1 of each system. The settings of the CASCADE
screen cannot be edited from console 2.
3. In the SYSTEM CONFIGURATION field, click the
button.
The SYSTEM CONFIGURATION popup window
will appear. In the CASCADE MODE SELECT section of this window, you can turn cascade connection on/off and designate the master/slave systems.
6. In the CASCADE MODE SELECT section, click the
CASCADE ON [SLAVE] button, and then click the
OK button.
This system will be designated as the cascade connection slave. Now both systems will attempt to establish
a cascade connection. When the connection has been
established, the console number that had been blinking in the CONNECTION field at the top of the
screen will change from blinking to steadily lit.
In order to use cascade connection, all consoles,
engines, and PM1D Manager in both systems must
have the identical software version. If the versions
differ, the version check popup window will appear,
and you will be unable to use cascade connection.
Hint
As long as a cascade connection exists, the CASCADE screen settings of both systems will always be
linked. If the settings of this screen differ when the
systems are first connected, the settings of the master
will be copied to the slave.
7. In the CASCADE screen, use the buttons of the
CASCADE BUS ON/OFF section to select the
buses/signals that will be cascade-connected.
The following buses/signals can be selected.
• MIX .............................MIX buses 1–48
• STEREO ......................STEREO buses A/B
• CUE.............................CUE bus of console 1 or 2
• TALKBACK ................Talkback signal of console 1
or 2
• COMM IN...................COMM IN signal of con-
sole 1 or 2
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PM1D System Software V1.5 Supplementary Manual
For example if you select the MIX 1 button, the MIX
bus 1 pre-fader signal will be sent from one engine to
the other engine, and will be mixed with the MIX
bus 1 pre-fader signal of the other engine. In the
same way, the pre-fader signal of MIX bus 1 prefader signal of the other engine will be sent to the
first engine, and mixed with the MIX bus 1 pre-fader
signal.
Master engineSlave engine
MIX BUS 1
DELAY
CASCADE BUS
ON/OFF
OUTPUT
Hint
FADER,
PATCH etc.
In order to compensate for phase differences of the
input signal when the MIX bus, STEREO bus, and
CUE bus are cascade-connected, the corresponding
bus outputs will be delayed by two samples (for the
MIX buses / STEREO buses) or three samples (for
the CUE bus) more than the previous version. These
signals will always be delayed even if cascade is
turned off.
When cascade-connecting the CUE bus, talkback,
and COMM IN, you can make these selections independently for console 1 and 2. (Console 2 is valid
only in Dual Console mode.) For example if the
CONSOLE 1 button in the CUE area is turned on,
the console 1 CUE bus signal will be cascade-connected between the two systems.
If cascade-connection is enabled for the talkback signal, talkback on/off operations will also be linked
between the two systems.
8. To cancel cascade connection, access the SYSTEM
CONFIGURATION popup window, and click the
CASCADE OFF button of the CASCADE MODE
SELECT section.
cascade
connection
OUTIN
CASCADE BUS
ON/OFF
INOUT
DELAY
FADER,
PATCH etc.
MIX BUS 1
OUTPUT
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Cautions when using cascade connection
This section explains points that you should keep in mind when using cascade connection.
Cascade connections
■ Checking the CASCADE IN/OUT con-
nectors
If cascade connection is not established even after you
have connected the CASCADE IN/OUT connectors
between the two systems and designated one as the master and the other as the slave, access the SYSTEM CONNECTION screen. In this screen, the CASCADE IN/
OUT connector symbols will indicate the state of connections.
CASCADE IN/OUT connector
■ Linking engine A/B selection
If PM1D systems in Mirror mode are cascade-connected, selection of engines A/B can normally be performed independently by each system. The other system
will not be affected in any way, including its screen display.
If the ENGINE SELECT LINK button is turned on in the
CASCADE screen, switching the engine on one system
will cause a confirmation popup window to appear only
on that system. When you execute the switch, the other
system will also be switched forcibly.
If the engine is switched automatically, due to problems
with the engine or some other reason, the engine of the
other system will also be forcibly switched without a
warning being issued.
■ Linking scene store/recall operations
If the SCENE RECALL LINK button is turned on in the
CASCADE screen, performing a scene memory store/
recall operation on one system will cause only that number and a store/recall command to be transmitted to the
other console.
If the scene number specified as the recall source is
empty on the other system, the recall command will be
ignored.
Each symbol has the following meaning.
• x................................... There is a problem with the
physical connection. Check
that the cable is not broken,
and that it is not connected
between two CASCADE IN
connectors or two CASCADE OUT connectors.
• OK (gray)....................The physical connection
exists, but communication
has not been established
between the two systems.
Check that you have not
designated both systems as
the master or both as the
slave, and make sure that
the system version is the
same for all units.
• OK (green)..................Communication has been
established between the two
systems. Make sure that the
buses and signals that you
want to cascade-connect are
selected.
■ Linking cue operations
By using the CONSOLE 1 / CONSOLE 2 buttons in the
CUE section of the CASCADE screen, you can cascadeconnect the CUE buses between the console 1 units or
between the console 2 units of the two systems.
In this case, cue operations of the two systems will not be
linked, so when cue is turned on by the other console,
the cue signal of the other console cannot be monitored
from MONITOR OUT jacks A unless you manually turn
cue on for your own console as well.
Thus, you can use the CUE STACK/SOLO section of the
CASCADE screen to link cue operations and solo operations between consoles 1 or consoles 2 of the master and
slave systems. When the LINK button is on, the following items will be linked between the corresponding consoles.
• Cue mode
CUE/SOLO switches and LAST CUE/MIX CUE
switching will be linked.
• Cue interrupt
When cue/solo is turned on by either system, the
monitoring source for MONITOR OUT jacks A on
both systems will switch to the CUE bus. (This lets
you monitor the cue/solo signal.)
• PFL/AFL and PRE PAN/POST PAN switching of
input channels
• PFL/POST ON switching of output channels
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PM1D System Software V1.5 Supplementary Manual
• DCA PRE PAN on/off switching
• Cue stack
The cue status will be monitored across both systems, and the last-selected of the four CUE groups
(INPUT CUE, DCA CUE, OUTPUT CUE, other)
will be enabled for both systems. For example when
output channel cue is enabled, pressing the DCA
group [CUE] switch on either system will enable the
DCA group on both systems.
Hint
• Cue interrupt is linked only if CUE INTERRUP-
TION is turned on in the CUE/SOLO screen of
both systems.
• For a detailed explanation of CUE group opera-
tion, refer to “CS1D Reference Manual (Hardware),” p.81.
■ Linking talkback
By using the CONSOLE 1 / CONSOLE 2 buttons in the
TALKBACK section of the CASCADE screen, you can
cascade-connect the talkback signals between the console 1 units or between the console 2 units of the two
systems.
In this case, talkback on/off operations will also be
linked between the two systems. If you turn on talkback
for one system, the talkback signal will be sent to the bus
or connector selected on that system, and the same signal will also be sent to the bus or connector that is
selected on the other system.
If you also want to link the dimmer operation that
occurs when you turn on talkback, use the CONSOLE 1
/ CONSOLE 2 buttons in the TALKBACK DIMMER
ON/OFF section of the CASCADE screen.
■ Linking DCA groups
You can use the DCA LEVEL/
MUTE buttons (1–12) in the
CASCADE screen to link the
level and mute on/off state of
the desired DCA group.
When you turn on the button
for the DCA group that you
want to link, the level and
mute status of that DCA
group will be copied from the
master to the slave. (At this time it does not matter
whether the channels belonging to the DCA groups
match.)
Subsequently, changes made by one system to the level
or mute on/off status of the corresponding DCA group
will be reflected in the other system.
If a scene recall on one system causes the DCA level or
mute status to no longer match, the level and mute status settings of the system that recalled the scene will be
copied to the other system.
While the DCA LEVEL/MUTE button is on, the fade
time setting of that DCA group will be ignored, and you
will be unable to use auto fading and manual fading.
If the DCA LEVEL/MUTE button is turned on while
LINK CUE STACK/SOLO is on, DCA cue will also be
linked between the two systems. However, if the DCA
assignment location (input channel or output channel)
differs between the two systems, cue will not be linked.
If, while cue is being used, the DCA assignment location
of one system changes due to either scene recall or manual operation, cue will be defeated for the DCA that
changed.
■ Linking mute groups
You can use the MUTE MASTER
buttons (1–12) in the CASCADE
screen to link mute on/off operations of the desired mute group.
When you turn on the button for
the mute group that you want to
link, mute on/off operations for
the corresponding mute group
performed on one system will be
reflected in the other system.
■ Sending the master talkback signal to
the slave COMM IN
The talkback signal of the master system can be supplied
to console 1/2 of the slave system as a COMM IN signal.
For example, this is convenient when you want to unidirectionally send the talkback signal from the master
system to the slave system rather than cascading the talkback signal.
To do so, you will use the TALKBACK COMM IN CASCADE SETUP section of the CASCADE screen.
Assignments can be made independently for console 1
and 2 of the master system and console 1 and 2 of the
slave system.
Talkback signals will be sent between the assigned consoles to the COMM IN of the other unit.
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Using GPI (General Purpose Interface)
Using GPI (General Purpose Interface)
PM1D system software V1.5 allows you to use GPI (General Purpose Interface).
The PM1D system engine (DSP1D-EX{DSP1D}) and console (CS1D) have a D-sub 25-pin GPI (General Purpose Interface) connector. This GPI connector combines both GPI IN and GPI OUT, and allows eight channels of control signal to be input and output simultaneously for communication with an external device. For
the pin configuration, refer to page 68 of the Reference manual (Appendices).
The GPI OUT connector is an open collector output. Also GPI IN is pulled-up at 5 V. The power
supply pins must be used at less than MAX 160 mA,
and the GPI IN/OUT pins at less than MAX 40 mA.
The following diagram is an example of using GPI to
create external switches and indicators for them.
14
15
16
17
18
19
20
21
22
23
24
25
1
2
3
4
5
6
7
8
9
10
11
12
13
OUT 1
OUT 2OUT 3OUT 4
919D929E
IN 1
L5
OUT 5OUT 6OUT 7OUT 8
IN 2
06
M7
IN 3
IN 4
A8
K3KFK4KG
IN 5IN 6IN 7IN 8
NCBIOJCJ
You are free to specify how the PM1D system will operate when control signals are received from GPI IN, and
which operations on the PM1D system will cause control signals to be transmitted from GPI OUT.
By connecting a GPI-compatible external device or a
customized external switch etc. to the GPI connector,
you can cause an external device to start running when a
fader is operated, or use an external device to remotely
control talkback operations or select monitor sources.
• When using the PM1D system in Mirror mode,
only the currently selected engine can use its GPI
IN connector. Also, the output from the GPI
OUT connector is always linked for engines A
and B.
• When using the PM1D system in Dual Console
mode (→p.11), only the currently-operated con-
sole can use its GPI connector. You cannot
change the settings of the other GPI connector, or
receive control signals from the other GPI connector. Also, settings for the GPI connector of the
engine can be made only on console 1.
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PM1D System Software V1.5 Supplementary Manual
GPI screen
A GPI screen allowing you to make GPI IN/OUT settings has been added to the MIDI/GPI/TC function.
■ GPI IN
124356
1 INPUT PORT
Selects the GPI IN port for which you will make settings. You can select console ports 1–8 or engine
ports 1–8.
2 GPI IN status
Indicates the input signal status for the corresponding port. The characters L/H indicate whether the
signal level is low (switch is grounded) or high (highlevel signal is input). The background color will be
yellow when active, or gray when inactive. The
TRIGGER (3) field selects whether signal high or
low will be the active state.
Currently active
GPI IN port
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Using GPI (General Purpose Interface)
3 TRIGGER
Selects the GPI IN on/off detection method. You can
choose either Low Active (active when switch is
grounded) or High Active (active when high-level
signal is input, or when open).
TRIGGER=
GPI connector
input signal
Execute a functionExecute a function
TRIGGER=
GPI connector
input signal
Execute a functionExecute a function
4 ASSIGN button
Clicking this button displays the GPI IN SETUP
popup window, where you can assign a function to
each GPI IN port.
5 FUNCTION
Indicates the name of the function assigned in (4).
6 PA RAMETER
Indicates any optional parameters for the function
assigned in (4).
You can select the following functions and their
parameters for GPI IN. (Parameters specific to each
function are enclosed in parentheses.)
• NO ASSIGN
No assignment
• SCENE MEM INC/DEC RECALL (RECALL TYPE:
INC/DEC)
Recall the scene that follows (or precedes) the currently selected scene.
• MONITOR SOURCE SELECT (2TR IN 3-6,
DIRECT, MIX 1-48, MATRIX 1-24, A/B SELECT)
Select the source to be monitored. Use A/B SELECT
to select MONITOR A or B, and use the remaining
buttons to preset up to four monitor sources.
• PAGE SELECT (SELECT TYPE: LAST, PREVIOUS,
NEXT)
Show the desired screen in the display. As parameters, you can choose LAST (the last-selected screen),
PREVIOUS (the preceding screen within the same
function), or NEXT (the next screen within the same
function).
• BOOKMARK
Recalls the last-registered screen. To register a screen,
recall the desired screen and press and hold the corresponding external switch for two seconds or
longer. If the lower part of the screen displays the
console/engine GPI IN test button (→p.10), the cor-
responding switch will show the text “BOOKMARK”
and the title of the registered screen.
• MANUAL FADE ON (TRIGGER TYPE: AUTO/
MANUAL, MANUAL ONLY)
Switch manual fading. If AUTO/MANUAL is selected
as the parameter, the system will switch between auto
fading and manual fading each time a trigger is
received.
If MANUAL ONLY is selected, manual fading will be
enabled if the trigger is received even once.
In either case, enabling manual fading will recall the
FADE TIME screen, and the cursor will move to the
PROGRESS knob. In this state, you can turn the
[DATA] encoder to immediately control manual fading.
• MUTE MASTER/DIRECT RECALL (TRIGGER
TYPE: LATCH, UNLATCH)
Select whether the SCENE MEMORY [1]–[12]
switches on the console front panel will directly
recall the twelve pre-assigned scenes, or whether they
will act as on/off switches for mute groups 1–12.
(This is the same function as the DIRECT RECALL
screen MODE button.) As the switch operation, you
can choose either Latch (change each time the switch
is pressed) or Unlatch (direct recall is enabled only
while the switch remains pressed).
• NAME MODE CH/UNIT (TRIGGER TYPE:
LATCH, UNLATCH)
Select whether the display will show the short name
of the input channel or the unit name assigned to
that input channel. This is the same function as the
NAME MODE button (→p.8) shown in the lower
part of the screen. As the switch operation, you can
choose either Latch (change each time the switch is
pressed) or Unlatch (unit name is shown only while
the switch remains pressed).
• RIGHT SIDE PANEL FLIP (FLIP TYPE: MODULE
FLIP, FADER FLIP)
Perform the Flip operation for INPUT blocks 3/4
located in the right side of the console. If MODULE
FLIP is selected, INPUT blocks 3 and 4 will be
exchanged. If FADER FLIP is selected, the faders and
[MIX] encoders will be exchanged.
If you want to independently perform module
flip for the left and right INPUT blocks, go to
the PANEL ASSIGN screen (a new screen added
in V1.5) and turn off the MODULE FLIP / PATTERN CHANGE LINK button. If you want to
independently perform fader flip for the left and
right INPUT blocks, you must turn off the
FADER FLIP LINK button in the same screen.
• TRACKING RECALL (KEY ASSIGN: ENABLE,
OFFSET LOCK)
Operate the Tracking Recall function. If ENABLE is
selected, tracking recall will be switched between
enabled/disabled. If OFFSET LOCK is selected, the
offset value will be locked/unlocked.
• MMC TRANSPORT (MIDI PORT, MMC ID,
TRANSPORT)
Tr ansmit an MMC transport command to the specified MIDI port. As parameters, you can specify the
destination MIDI port (console or engine), the
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PM1D System Software V1.5 Supplementary Manual
MMC ID (1–127, ALL), and the type of transport
command (<<REW, FF>>, STOP, PLAY>).
Since this is open-loop, the status of the other device
is not monitored.
• MMC LOCATE (MIDI PORT, MMC ID, FRAME,
TIME CODE)
To the specified MIDI port, transmit an MMC locate
command for moving to the desired time code location. As parameters, you can specify the destination
MIDI port (console or engine), the MMC ID (1–127,
ALL), the frame rate (24, 25, 29.97, 30), and the time
code (hours/minutes/seconds/frames).
• REMOTE [RS422] TRANSPORT (RS422 PORT,
FORMAT, TRANSPORT)
Send a transport command to the specified RS422
connector. As parameters, you can specify the destination RS422 port (console or engine), the command format (P2 or DENON), and the type of
transport command. (In P2 format1, the transport
commands are <<REW, FF>>, STOP, PLAY>. In
DENON format2, the transport commands are
<<PREV, NEXT>>, STANDBY, PLAY>.)
Only one REMOTE [RS422] command format
can be specified for each component.
• REMOTE [RS422] LOCATE (RS422 PORT, FOR-
MAT, TIME CODE)
Send a locate command to the specified RS422 connector. As parameters, you can specify the destination RS422 port (console or engine), the command
format (P2 or DENON), and the time code (hours/
minutes/seconds/frames). For DENON format, this
will operate as follows.
• You can also specify the TRACK number.
• TRACK 0 is valid only for CD.
• Frame can be up to 74, but will be changed to up to
86 frames by the MD device.
Only one REMOTE [RS422] command format
can be specified for each component.
• GPI TRANSPORT (GPI PORT, PORT, TRANS-
PORT)
Send a control signal to the specified port of GPI
OUT. As parameters, you can specify the output destination GPI port (console or engine), the GPI OUT
port number (1–8), and the name (<<REW, FF>>,
STOP, PLAY) that will be displayed at the bottom of
the screen.
The TRANSPORT parameter you specify here is
used to select the function name (→p.10) when
the GPI IN test button for the console/engine is
displayed in the lower part of the screen. Please
be aware that regardless of the name that is
selected, the control signal that is actually output will not change at all.
• GPI OUT CONTROL (GPI PORT, PORT)
To the specified GPI OUT port, send a control signal
that is identical to the GPI IN on/off state. As parameters, you can specify the destination GPI port (console or engine), and the GPI OUT port number (1–
8).
• TAP TEMPO
You can manually set the TEMPO parameter of an
internal effect by repeatedly pressing an external
switch connected to GPI IN at the desired tempo
(→p.51).
• TB ON (TRIGGER TYPE: LATCH, UNLATCH)
Talkback can be switched on/off by operating an
external switch connected to GPI IN. As the operating mode of the switch, you can choose either Latch
(change each time the switch is pressed) or Unlatch
(talkback is on only while the switch remains
pressed).
• USER DEFINE LED [TALLY IN] (LED No.)
GPI IN on/off can be used to switch the console’s
USER DEFINE switch LEDs between lit/dark. The
LED No. parameter selects the switch number (1–8).
When the list of USER DEFINE functions is displayed at the bottom of the screen, the buttons in the
screen will also switch between lit/dark in tandem
with this.
Hint
The console’s USER DEFINE LEDs can be used as
indicators. For example if the external device has a
TALLY output function that can indicate the state of
the device itself, you can assign GPI TRANSPORT or
MMC TRANSPORT to USER DEFINE, so that the
USER DEFINE LED will light or go dark according
to the state.
• INPUT/DCA ON (ASSIGN TYPE, CH No.)
Switch a specified input channel or a specified DCA
on/off. Use the ASSIGN TYPE parameter to select
either INPUT or DCA, and the CH No. parameter to
specify the channel.
• ENGINE B SELECT
When using the PM1D system in Mirror mode,
switch to engine B if possible.
Hint
By connecting a signal line from an uninterruptible
power supply etc. to GPI IN, you can construct a system that automatically switches to engine B when a
power failure occurs.
1. P2 format is a command format used by the Yamaha D24, Tascam DA-98HR, and various professional video equipment.
2. DENON format is a command format used by Denon professional CD (DN-C680) and MD (DN-M1050R) devices. Set the
CD or MD to 9600 bps / RS422. In the case of DENON, pressing PLAY while already playing will select PAUSE mode, and
pressing STANDBY while already standing-by will select STOP mode. If you want to change from STOP to STANDBY, press
NEXT. Use a D-sub 9-pin straight cable to connect the REMOTE RS422 connector to the device being controlled in P2 or
DENON format.
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■ GPI OUT
Using GPI (General Purpose Interface)
1 2634578
1 OUTPUT PORT
Selects the GPI OUT port for which you will make
settings. You can select control ports 1–8 or engine
ports 1–8.
2 GPI OUT status
Indicates the output signal status of the corresponding port. The character L or H indicates whether the
signal level is low (switch is grounded) or high
(open). The background color will be yellow when
active, and gray when inactive. Use the POLARITY
(4) field to specify whether a low level or a high
level signal will be output for the Active state.
3 TALLY/TRIGGER/TOGGLE
Indicates the transmission method for the signal that
is output from GPI OUT. If the function of the port
has been set by the DIRECT ASSIGN button (6),
this will indicate TALLY, and it will not be possible to
switch it on/off. In this case, the active/inactive state
of the item selected by ASSIGNED TRIGGER (7)
will be detected, and the tally signal will be sent to
the corresponding GPI OUT port only while active.
The following diagram show an example of transmitting a tally signal from the GPI OUT port in correspondence to on/off operations of a specified [CUE]
switch.
POLARITY=
CUECUECUECUE
GPI connector
output signal
POLARITY=
CUECUECUECUE
If GPI TRANSPORT or GPI OUT CONTROL is
selected as the function assigned to USER DEFINE
or GPI IN, or if GPI is selected as the fader start output destination, a button to switch between TRIGGER and TOGGLE will be displayed here. (For
details on operation →p.49 to 50).
If you want to control GPI OUT from USER
DEFINE, make settings in the UTILITY function
USER DEFINE screen. If you want to control it
from GPI IN, make settings in the GPI IN display
field (→p.36). If you want to control it by fader
start, make sure that in the MIDI/GPI/TC function
FADER START screen (→p.43).
4 POLARITY
Selects the polarity of the signal that is output from
the corresponding port. You can select Low
(grounded when active) or High (open when active).
5 TEST
These buttons let you test the GPI OUT ports. Each
time you click one of these buttons, a control signal
will be output to GPI OUT according to the TALLY/
TRIGGER/TOGGLE (3) and POLARITY (4) settings, just as though a trigger had occurred.
6 DIRECT ASSIGN button
Clicking this button will open the GPI OUT SETUP
popup window, where you can directly specify the
type of trigger that will control the signal output for
each GPI port.
In the GPI OUT SETUP popup window you can
select the following items.
• NO ASSIGN
No assignment.
• GPI IN FUNCTION
A control signal will be output according to the state
of the function that is assigned to the identical port
and port number of GPI IN. If you select this trigger,
the PARAMETER (8) field will indicate the type of
GPI IN port (CONSOLE or ENGINE) and the port
number (1–8).
If an external switch is connected to GPI IN, GPI
OUT can be used as an indicator for that switch.
GPI connector
output signal
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PM1D System Software V1.5 Supplementary Manual
• PREVIEW ON/OFF
Tr ansmit a control signal when PREVIEW mode is
turned on in the SCENE MEMORY block of the console.
• CUE ON/OFF
Tr ansmit a control signal when the DCA [CUE]
switch of a specified input channel or output channel, the EFFECT CUE of a specified internal effect, or
the KEY IN CUE or SUB IN CUE of a specified gate
turns on.
• CUE ON/OFF [INPUT ONLY]
Tr ansmit a control signal when the [CUE] switch of a
specified input channel turns on.
• CUE ON/OFF [DCA ONLY]
Tr ansmit a control signal when the [CUE] switch of a
specified DCA turns on.
• CUE ON/OFF [OUTPUT ONLY]
Tr ansmit a control signal when the [CUE] switch of a
specified output channel turns on.
7 ASSIGNED TRIGGER
Indicates the type of trigger that is assigned in 6.
8 PA RAMETER
Displays more detailed information according to the
type of trigger assigned in 6.
Hint
There are four ways to specify a trigger for GPI OUT,
as follows.
• In the USER DEFINE screen (UTILITY function),
specify GPI TRANSPORT and GPI OUT CONTROL
• Specify GPI TRANSPORT and GPI OUT CON-
TROL as the GPI IN function
• In the FADER START screen (MIDI/GPI/TC func-
tion), specify GPI as the output destination
• Use the DIRECT ASSIGN button (6) to directly
specify the trigger.
It is not possible to simultaneously specify different
types of trigger for the same GPI OUT port. If you
attempt to make conflicting settings, the lower part
of the screen will indicate “GPI OUT SETUP IN
USE WAS STOLEN.” and the previous setting will
be lost.
Conversely, you may simultaneously specify more
than one trigger of the same type, for example by
assigning a GPI OUT CONTROL function from
more than one GPI IN to the same GPI OUT. In
this case, fields 7 and 8 will show “...” to indicate
that more than one trigger is assigned. However,
even if more than one trigger is assigned, only the
most recent trigger will be responded to.
Using GPI IN
Here’s how to send a control signal from an external device to GPI IN and remotely control the operation of the PM1D
system.
1. Connect a GPI compatible external device or external switch to the GPI connector of the engine or
console.
• If you are using the PM1D system in Mirror
mode, only the GPI IN connector of the currently
selected engine can be used.
• If you are using the PM1D system in Dual Con-
sole mode (→p.11), only the GPI connector of
the currently-operated console can be used. It is
not possible to change the GPI connector settings
of the other unit, or to receive control signals
from the GPI connector of the other unit. Furthermore, settings for the GPI connector of the
engine can be made only from console 1.
2. Access the MIDI/GPI/TC function GPI screen.
3. Scroll the GPI IN list to show the INPUT port that
you want to set.
4. According to the character of the signal that is sent
from the external device / external switch, set the
TRIGGER field to Low Active (active when switch is
grounded) or High Active (active when a high-level
signal is input, or when open).
5. At the left of the FUNCTION field, click the
DIRECT ASSIGN button to access the GPI IN
SETUP popup window.
In the GPI IN SETUP popup window, the INPUT
PORT field at the upper left shows the type (CONSOLE/ENGINE) of the currently selected port, and
the port number (GPI1–GPI8).
6. Scroll the list in the left part of the screen, and click
the function that you want to assign.
The PARAMETER field will show the parameters
that are specific for that function.
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Using GPI (General Purpose Interface)
7. As necessary, use the PARAMETER field located at
the right to specify the parameters, and click the
OK button.
The popup window will close.
8. In the same way, make other GPI IN settings as
desired.
Hint
9. Operate the external device / external switch to
send a control signal to the PM1D system.
The function that is assigned to that GPI IN port will
be executed on the PM1D system.
Hint
Of the functions that can be assigned to GPI IN, Tap
Te mpo is explained in detail on page 51, so you may
refer to that section as well.
By displaying GPI IN CONSOLE / GPI IN ENGINE
in the lower part of the screen, you can check the
function that is assigned to each port (→p.10).
Using GPI OUT
Here’s how you can remotely control an external device by sending control signals from GPI OUT when a specific operation is performed on the PM1D system.
1. Connect your GPI compatible external device to
the GPI connector of the engine or console.
• If you are using the PM1D system in Mirror
mode, GPI OUT output always operates in tandem for engines A and B.
• If you are using the PM1D system in Dual Con-
sole mode (→p.11), only the GPI connector of
the currently-operated console can be used. It is
not possible to modify the settings for the GPI
connector of the other unit, or to receive control
signals from the GPI connector of the other unit.
Furthermore, settings for the GPI connector of
the engine can be made only from console 1.
2. Access the MIDI/GPI/TC function GPI screen.
3. Scroll the GPI OUT list to display the OUTPUT
port that you want to set.
4. According to the character of the signal that your
external device is able to receive, set the POLARITY
field to either Low (grounded when active) or High
(open when active).
5. At the left of the ASSIGNED TRIGGER field, click
the DIRECT ASSIGN button to open the GPI
OUT SETUP popup window.
6. Scroll the list shown at the left side, click the trigger
that you want to assign, and click the OK button.
The popup window will close.
7. In the same way, make other GPI OUT settings as
desired.
Hint
You can use the TEST button in the GPI screen to
test-transmit control signals from each GPI OUT
according to the POLARITY and TRIGGER/TOGGLE/TALLY settings. This is a convenient way to verify that the external device will operate as you expect.
8. Execute the operation that is assigned to GPI OUT.
A control signal will be transmitted from the corresponding GPI OUT port.
Hint
If you want to use GPI OUT as a USER DEFINE destination, make settings in the USER DEFINE screen
(→p.52). If you want to use GPI OUT as a destination from GPI IN, make settings in GPI IN (→p.36).
Details on using this as a destination of Fader Start
are given on page 42.
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PM1D System Software V1.5 Supplementary Manual
Fader Start function
PM1D system software V1.5 provides a Fader Start function that can transmit control signals (GPI / MMC /
RS422) to an external device when a specific fader is operated. For example, this is a convenient way by which
an external device (such as a GPI-compatible CD player, RS422-compatible video player, or MIDI sequencer)
located at a distance can be operated remotely.
To use this function, you need to assign the Fader Start
function to the desired fader, and select the type of control signal (GPI / MMC / RS422) that you want to transmit.
A “Fader Start” trigger will occur when this fader is
moved from below –60 dB to above –60 dB, and a “Fader
End” trigger will occur when the fader is moved back to
–∞. When these triggers occur, the control signal you
selected will be sent to the external device.
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Fader end
• If you want to generate a Fader Start trigger when
the fader position is already above –60 dB, move
the fader below –60 dB and then raise it once
again.
• If CONSOLE 1 or ENGINE is selected as the out-
put destination port, fader start will not work
when you operate the fader (or edit the parameter via PC or MIDI) while console 1 is in PREVIEW mode.
Similarly, if CONSOLE 2 is selected as the output
destination port, fader start will not work while
console 2 is in PREVIEW mode.
Fader start will not work even if you cancel PREVIEW mode from the above states.
• If a PC (PM1D Manager) is connected on-line to
the engine by itself, recalling a scene which specifies a fade time will cause Fader Start to operate
immediately after the recall, regardless of the fade
time setting.
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Fader Start function
FADER START screen
A FADER START screen has been added to the MIDI/GPI/TC function, allowing you to make settings for the fader start
function.
1
1 ASSIGN MODE
Selects whether fader start assignments will be made
for individual input channels or in groups of units.
You can select one of the following buttons.
Click one of these buttons to open the FADER
START INITIALIZE popup window, where you can
initialize the fader start settings. To initialize, click
the OK button.
• INPUT CH
When this button is on, you can make fader start
function assignments for individual input channels
and ST IN channels.
• UNIT 1-3 – UNIT 8-10
When one of these buttons are on, you can make
fader start assignments for three input units of consecutive ID numbers. In this case, you can make
assignments for the input channels assigned to each
port of those units. (If multiple input channels are
assigned to one port, the assignment will be valid
only for the highest of those channels in the IN
PATCH function INPUT PATCH screen.)
• In either case, please be aware that you cannot
assign fader start to all channels and all ports.
• If the INPUT CH button is on, you can assign
fader start to odd-numbered input channels (in
vertical pair mode, channels 1–48) and the left
channel of stereo input channels.
• If a UNIT 1-3 – UNIT 8-10 button is on, you can
assign fader start only to an odd-numbered port
of the available ports.
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PM1D System Software V1.5 Supplementary Manual
23456
2 INPUT CH/UNIT (Input channel / unit)
According to the selection for ASSIGN MODE (1),
this will indicate the channel or unit/card/port for
which you will make fader start assignments.
If the INPUT CH button is on, odd-numbered input
channels (in vertical pair mode, channels 1–48) will
be displayed.
If a UNIT 1-3 – UNIT 8-10 button is on, only the
odd-numbered available ports will be displayed.
3 OUTPUT TYPE
Indicates the type of signal that will be output when
you operate the fader of the corresponding input
channel / unit. To change this assignment, click the
button at left to open the FADER START SETUP
popup window.
You can select the following items (parameters specific to that item are enclosed in parentheses).
• NO ASSIGN
No assignment.
• GPI (GPI PORT, START PORT, END PORT)
A control signal will be sent to the GPI connector.
You can specify the GPI port (console 1/2, engine),
start port (the port number that will output the signal when a fader start trigger is received), and end
port (the port number that will output the signal
when a fader end trigger is received).
• RS422 (RS422 PORT, FORMAT)
An RS422 protocol transport command will be sent
to the RS422 connector. You can specify the RS422
port (console 1/2, engine) and the format (P2,
DENON). A PLAY command will be sent when a
fader start trigger occurs, and a STOP command (if
P2 format is selected) or PAUSE command (if
DENON format is selected) will be sent when a fader
end trigger occurs.
Only one type (P2 or DENON) can be selected
as the REMOTE [RS422] command format for
each component.
4 OUTPUT PORT
Indicates the port that will output the signal (console
1/2 or engine).
5 PA RAMETER
According to the type of signal that is selected in
(3), this area displays the optional parameter settings.
6 INITIALIZE
Click this button to open the FADER INITIALIZE
popup window, where you can initialize the fader
start settings. To initialize the settings, click the OK
button.
Hint
If you specify the same GPI port as the start port and
end port, and select TOGGLE in the MIDI/GPI/TC
function GPI screen, fader start will cause GPI OUT
to be in the Active state and fader end will cause it to
be Inactive, allowing you to use fader start as Tally
output.
• MMC (MIDI PORT, MMC ID)
An MMC command will be sent to the MIDI connector. You can specify the MIDI port (console 1/2,
engine) and the MMC ID (1–127, ALL). A PLAY
command will be sent when a fader start trigger
occurs, and a STOP command will be sent when a
fader end trigger occurs.
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Fader Start function
Using the Fader Start function
Here’s how you can use the Fader Start function to remotely control an external device connected to the MIDI OUT connector / RS422 connector / GPI connector.
1. Connect your external device to the MIDI IN connector / RS422 connector / GPI connector of the
engine or console.
• If the PM1D system is being used in Mirror
mode, and the GPI connector is selected as the
output destination for fader start, the output will
always be linked for engine A and B. If the MIDI
connector or RS422 connector is selected as the
output destination, the command will be output
only to the currently-enabled engine.
• If the PM1D system is being used in Dual Con-
sole mode (→p.11), it will make no difference to
the Fader Start function whether you operate the
fader of one or the other console. Also, fader start
settings may be made from either console, and
the MIDI connector / RS422 connector / GPI
connector of either console may be specified as
the output destination.
It will also make no difference to the Fader Start
function whether you operate the fader from the PC
(PM1D Manager). However if you connect a PC to a
system that includes a console, it will not be possible
to make fader start settings from the PC. In this case,
you must make these settings from the console.
2. Access the MIDI/GPI/TC function FADER START
screen.
3. Use the buttons of the ASSIGN MODE area to select
how you will make fader start assignments.
• If you select the INPUT CH button
The INPUT CH/UNIT area will display the oddnumbered input channels (in vertical pair mode,
channels 1–48) and the L channels of ST IN. The
name display field will show the short name of the
channel or the unit name, according to the NAME
MODE you selected at the bottom of the screen.
• If you select UNIT 1-3 – UNIT 8-10
The INPUT CH/UNIT area will display only the
odd-numbered ports of the usable units/cards/ports.
In this case, the name display area will always show
the unit name.
Hint
If you select UNIT 1-3 – UNIT 8-10 as the ASSIGN
MODE, you will be able to make fader start assignments that depend on patch settings.
For example if multiple audio sources are being
input separately to the ports of multiple units, you
can create patch library or scene settings that successively connect different audio sources to the same
fader, so that the same fader can be used for fader
start operation even after recall.
When you click the ASSIGN MODE button, the
FADER START INITIALIZE popup window will
appear, asking you whether it is OK to initialize the
fader start settings.
Hint
• If the INPUT CH button is on, only every other
fader will be usable for the Fader Start function. If
the corresponding input channel is paired, you can
use the other fader to control the Fader Start function.
• If you want to assign the Fader Start function to
the faders of consecutively-numbered input channels, turn on one of the UNIT 1-3 – UNIT 8-10
buttons, and assign consecutive input channels to
each port, or else use Vertical Pair mode.
4. If it is OK to initialize the fader start settings, click
the OK button to close the popup window.
When you click the OK button, all existing settings
will be lost.
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PM1D System Software V1.5 Supplementary Manual
5. Scroll the list to display the channel/unit that you
want to assign, and click the button in the
OUTPUT TYPE field.
The FADER START SETUP popup window will
appear, allowing you to select the type of signal that
will be sent.
6. In the FUNCTION field, select the type of signal
that you want to send: GPI, MMC, or RS422.
7. As necessary, specify parameters in the PARAMETER area at the right.
• If you selected GPI
Use the GPI PORT buttons to select the GPI port
(console 1/2, engine) to which the command will be
sent.
Set START PORT to specify the port number (1–8)
that will output the signal when a fader start trigger
is received. Set END PORT to specify the port number (1–8) that will output the signal when a fader end
trigger is received.
In order to enable GPI, you must go to the
MIDI/GPI/TC function GPI screen, and make
GPI output settings (POLARITY, TRIGGER/
TOGGLE)
• If you selected MMC
Use the MIDI PORT buttons to select the MIDI port
(console 1/2, engine) to which the command will be
sent. Set the MMC ID knob value to match the ID
(1–127, ALL) of the external MIDI device that will
receive the command.
Only one type (P2 or DENON) can be selected
as the REMOTE [RS422] command format for
each component.
• If you selected RS422
Use the RS422 PORT buttons to select the RS422
port (console 1/2, engine) to which the command
will be sent. Use the FORMAT knob to select the format (P2 or DENON) of the RS422 protocol.
46
8. When you have finished making parameter settings, click [OK].
You will return to the FADER START screen.
If another function had already been assigned to
the GPI port you choose as the destination, a message of “GPI OUT SETUP IN USE WAS STOLEN”
will appear at the bottom of the screen when you
click the OK button, and the settings for that port
will be defeated. You can check the assigned function in the MIDI/GPI/TC function GPI screen.
9. Use the same procedure to make settings for other
channels/units.
The following steps will differ slightly depending on
whether you are using MMC/RS422 or GPI.
Page 47
Fader Start function
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RS-422
RS422 protocol
PLAY command
RS422 protocol
STOP/PAUSE command
■ When using MMC/RS422
10. Operate the corresponding fader.
If you selected MMC as the control signal, the MMC
PLAY command and STOP command will be transmitted from the specified MIDI OUT connector
when you raise and lower the fader.
For details on P2 and DENON, refer to the explana-
tion for GPI RS422 (→p.38).
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If you selected RS422 as the control signal, the
RS422 protocol PLAY command and STOP command (if P2 format is selected) or the PLAY command and PAUSE command (if DENON format is
selected) will be transmitted from the specified
RS422 connector when you raise and lower the fader.
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5
MIDI OUT
MMC
PLAY command
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PM1D System Software V1.5 Supplementary Manual
■ When using GPI
11. Access the GPI screen.
For the GPI OUT port to which you assigned fader start, the ASSIGNED TRIGGER field will indicate FADER START.
If you specified different GPI OUT ports as the start port and end port, the display will appear as follows.
If you specified the same GPI OUT port as the start port and end port, the display will appear as follows.
The settings of a GPI OUT port to which you assigned the fader start function cannot be edited in the GPI screen. If
you want to edit these settings, you must return to the FADER START screen.
However if you select a different item in the ASSIGN TRIGGER field of the GPI screen, the bottom of the screen will
indicate “GPI OUT SETUP IN USE WAS STOLEN,” and the FADER START screen settings for that port will be
defeated.
12. Use the button in the OUTPUT PORT field to select either TOGGLE or TRIGGER as the transmission method for
the signal that is output from GPI OUT.
13. Use the buttons in the POLARITY field to select the polarity of the signal that is output from GPI OUT.
14. Operate the appropriate fader.
When GPI is selected as the control signal, the operation will depend on the settings of the GPI screen OUTPUT
PORT field and POLARITY field, and on the parameter settings in the FADER START screen.
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Fader Start function
The following diagram is an example of how trigger signals (low active) are transmitted from GPI OUT ports 1 and 2
to an external device when fader start and fader end occur.
Output signal
of GPI OUT 1
Output signal
of GPI OUT 2
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300m sec
300m sec
To produce this type of operation, first go to the FADER
START screen, select GPI as the control signal for the corresponding faders, and specify START PORT = 1 and END
PORT = 2.
Next, move to the GPI screen, and for GPI OUT ports 1/2, set the OUTPUT PORT button to and the
POLARITY button to (low active).
The interval of the trigger signal is fixed at 300m sec.
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PM1D System Software V1.5 Supplementary Manual
The following diagram is an example of how the low level signal and high level signal are switched for GPI OUT port
1 when a fader start occurs and when a fader end occurs.
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Output signal
of GPI OUT 1
To produce this type of operation, first go to the FADER
START screen, select GPI as the control signal for the corresponding fader, and specify START PORT = 1 and END
PORT = 1.
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Next, move to the GPI screen, and for that GPI OUT port, set the OUTPUT PORT button to and the
POLARITY button to (low active).
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Tap Tempo function
First tapSecond tapThird tapFourth tap
Average value of the intervals will be
input to the parameter
Tap Tempo function
PM1D system software V1.5 provides a “Tap Tempo function” which lets you manually set the TEMPO
parameter of an internal effect by tapping an external switch connected to the GPI connector. Here’s how to
use this function.
1. Connect an external switch to the GPI connector of
the engine or console.
2. Access the MIDI/GPI/TC function GPI screen.
3. Scroll the GPI IN list until you see the INPUT port
to which is connected the switch you will use for
tapping.
4. According to the character of the signal that is sent
from the external switch, set the TRIGGER field to
either low active (On when the switch is grounded)
or high active (On when a high-level signal is input,
or when open).
5. Click at the left of the FUNCTION field to open
the GPI IN SETUP popup window.
6. Scroll the list at the left, and select TAP TEMPO as
the function.
TAP TEMPO has no parameters to set.
9. From the effect library, recall an effect of a type that
contains a TEMPO parameter (e.g., Delay LCR,
Echo, Chorus).
TEMPO is a parameter that lets you specify a timerelated effect parameter (such as DELAY in Delay
LCR or Echo, or FREQ. in Chorus) in terms of BPM
units.
10. At intervals of the desired tempo, press the external
switch that you assigned to the Tap Tempo function.
When you have pressed the switch four times, the
average value (BPM) of the three intervals will be calculated, and that value will be input to the TEMPO
parameter.
7. Click the OK button to close the popup window.
With these settings, you have completed the preparations for using an external switch with the Tap
Te mpo function.
8. Access the desired screen EFFECT 1–EFFECT 8.
• The Tap Tempo function is valid only for the cur-
rently-displayed internal effect. However, it does
nothing if the effect type does not include a
TEMPO parameter.
• If the average value is outside the range of 20–300
BPM, it will be ignored.
• Due to functional limitations, you cannot use the
Tap Tempo function by clicking the GPI IN test
button located at the bottom of the screen.
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PM1D System Software V1.5 Supplementary Manual
Added functions in the USER DEFINE screen
The following functions can now be selected in the UTILITY function USER DEFINE screen.
• MANUAL FADE ON
• MUTE MASTER/DIRECT RECALL
• NAME MODE CH/UNIT
• RIGHT SIDE PANEL FLIP
• TRACKING RECALL
• MMC TRANSPORT
• MMC LOCATE
• REMOTE [RS422] TRANSPORT
• REMOTE [RS422] LOCATE
• GPI TRANSPORT
• GPI OUT CONTROL
The options and parameters of each item are the same as
for the items in the GPI screen GPI IN SETUP popup
window. Refer to page 37 and 38 for details.
Hint
To access the USER DEFINE screen, you can either
press the console [UTILITY] switch (located in the
LCD FUNCTION ACCESS block) several times, or
click the on-screen MENU button → UTILITY button → USER DEFINE tab.
Input channel panel assignments
The layout of the input channels assigned to INPUT blocks 1–4 of the console (CS1D) can now be freely specified in units of twelve consecutive channels. In the same way, the ST IN channels assigned to ST IN block 1/2
can be specified in units of two consecutively-numbered channels.
The panel assign settings can be saved as a user pattern. Furthermore, you can choose any of eight patterns
(two preset, six user patterns) and use a switch such as FADER FLIP to select them successively.
PANEL ASSIGN screen
In the UTILITY function, a PANEL ASSIGN screen has been added, allowing you to make panel assign settings.
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