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).
■
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 (
■
Improvements in the INPUT PATCH /
→
p.85).
→
p.82).
→
p.86).
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
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
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
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
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
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
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
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
DUAL CONSOLE mode added
FunctionScreen
OUTPUT PATCH
OUT PATCH
OUT INSERT
OUT EQ
OUT COMP
OUT DELAY
OUT DCA MUTE
MA TRIX/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
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
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.
15
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.
16
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
17
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.
18
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.
19
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.
20
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).
21
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.
22
■ 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.
■ 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.
25
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.
26
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.
27
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.
28
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
29
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
CONTROL
I/O
ENGINE B
12
121212
CONSOLE
I/O
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
30
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