Yamaha Audio PM1D V1.5 User Manual

PM1D System Software V1.5
Supplementary Manual
EE
2
PM1D System Software V1.5 Supplementary Manual
Copyright
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.

Contents

Contents
Additions/changes in V1.5. . . . . . . . . . . . . . . . 4
Changes to the constantly-displayed screen. . 6
Upper part of the display . . . . . . . . . . . . . . . 6
Lower part of the display. . . . . . . . . . . . . . . . 8
DUAL CONSOLE mode added . . . . . . . . . . . . 11
About Dual Console mode . . . . . . . . . . . . . 11
About scene/library memories. . . . . . . . . . . 13
About the console shutdown function. . . . . 14
DUAL CONSOLE screen . . . . . . . . . . . . . . . 14
Connections in Dual Console mode . . . . . . 17
Establishing communication between con-
soles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Transmitting only the necessary scenes / li-
braries. . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Limitations of Dual Console mode. . . . . . . . 21
Powering-off the consoles . . . . . . . . . . . . . . 26
Cascade connections . . . . . . . . . . . . . . . . . . . 27
About cascade connections. . . . . . . . . . . . . 27
CASCADE screen. . . . . . . . . . . . . . . . . . . . . 27
Cascade connections . . . . . . . . . . . . . . . . . 29
Establishing a cascade connection. . . . . . . . 31
Cautions when using cascade connection . . 33
Using GPI (General Purpose Interface) . . . . . 35
GPI screen. . . . . . . . . . . . . . . . . . . . . . . . . . 36
Using GPI IN . . . . . . . . . . . . . . . . . . . . . . . . 40
Using GPI OUT . . . . . . . . . . . . . . . . . . . . . . 41
Fader Start function . . . . . . . . . . . . . . . . . . . . 42
FADER START screen . . . . . . . . . . . . . . . . . . 43
Using the Fader Start function. . . . . . . . . . . 45
Tap Tempo function. . . . . . . . . . . . . . . . . . . . 51
Added functions in the USER DEFINE screen 52
Input channel panel assignments . . . . . . . . . 52
PANEL ASSIGN screen. . . . . . . . . . . . . . . . . 52
Switching the panel assign setting . . . . . . . 55
Horizontal pair and vertical pair . . . . . . . . . . 56
Mix minus. . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
New functions in the PAN/ROUTING screen 58
Using mix minus . . . . . . . . . . . . . . . . . . . . . 59
Cautions regarding mix minus . . . . . . . . . . 60
Job select . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Mix send on/off . . . . . . . . . . . . . . . . . . . . . 61
Mix send point . . . . . . . . . . . . . . . . . . . . . . 62
Mix send level. . . . . . . . . . . . . . . . . . . . . . . 62
Mix send pan/balance. . . . . . . . . . . . . . . . . 63
Auto Store function . . . . . . . . . . . . . . . . . . . . .64
Using Auto Store from the screen . . . . . . . . 64
Using Auto Store from the [STORE] switch . .65
Global Paste function . . . . . . . . . . . . . . . . . . .66
GLOBAL PASTE screen . . . . . . . . . . . . . . . . 66
Using the Global Paste function . . . . . . . . . .68
Parameter control via CONTROL CHANGE and
NRPN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
MIDI CTRL CHANGE screen . . . . . . . . . . . . 71
Using CONTROL CHANGE / NRPN messag-
es to record/play parameter changes . . . . .74
Manual Fading function . . . . . . . . . . . . . . . . 76
New functions in the FADE TIME screen . . . 76
Using Manual Fading (1) . . . . . . . . . . . . . . 76
Using Manual Fading (2) . . . . . . . . . . . . . . .78
Unit name . . . . . . . . . . . . . . . . . . . . . . . . . . . .79
UNIT NAME screen. . . . . . . . . . . . . . . . . . . 79
Naming a unit/port . . . . . . . . . . . . . . . . . . .81
Matrix send shortcuts . . . . . . . . . . . . . . . . . . .82
DCA mute indicator . . . . . . . . . . . . . . . . . . . . 85
Oscillator improvements . . . . . . . . . . . . . . . . .86
Improvements in the OSCILLATOR screen . 86
Improvements in the INPUT PATCH / OUT-
PUT PATCH screens . . . . . . . . . . . . . . . . . . . .89
USB PC (computer) connection . . . . . . . . . . 89
Automatic scrolling in the CH to MIX screen
and MATRIX/ST ROUTING screen. . . . . . . . 90
ON/OFF button for COMM IN . . . . . . . . . . . .91
Added functions in the PREFERENCE screen. .92
Supplementary explanation for existing func-
tions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
Scene Memory/Effect Library to Program
Change Table. . . . . . . . . . . . . . . . . . . . . . . . .94
MIDI control change NRPN (Non Registered
Parameter Number) assignment table . . . . 94
MIDI control change parameter assignment
table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .97
MIDI Data Format . . . . . . . . . . . . . . . . . . . . .100
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4
PM1D System Software V1.5 Supplementary Manual
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

1 2 3 5 6
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
DUAL Engine 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:
SOLO, EFFECT CUE, SUBIN CUE, INPUT CUE, DCA CUE, OUTPUT CUE, KEY IN CUE
TB/OSC (Talkback / Oscillator)
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.
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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
2 3 4 65 71
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
1 2
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.
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PM1D System Software V1.5 Supplementary Manual
CONSOLE GPI IN
1 2
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
1 2
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.
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PM1D System Software V1.5 Supplementary Manual
Function Screen
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
121↔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
q Only TB OUT is in common
O The 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
Function Screen
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
121↔2
Linked (12).............Screens in which the con-
sole 1/2 settings are linked. However, they can be oper­ated only by console 1.
Linked (12).............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 12, or linked 12).
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.)
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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.
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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.
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.
IN OUT
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
IN OUT
CONTROL
ENGINE A
(DSP1D-EX{DSP1D})
I/O
IN OUT
1212 121212
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]
IN OUT
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
IN OUT
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
IN OUT
CONTROL
I/O
INOUT
IN OUT
CONTROL I/O
CONSOLE
1212 121212
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.
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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.
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).
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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 item Console 1 Console 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 O q 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 1 Console 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.
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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
5 6
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 system Slave 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
IN OUT
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
IN OUT
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 system Slave system
CONSOLE (CS1D)
DIGITAL
I/O
ENGINE B
12
121212
CONSOLE
I/O
CONTROL
I/O
ENGINE B
12 12
INOUT
IN OUT
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
IN OUT
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
IN OUT
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
IN OUT
CONTROL
I/O
ENGINE B
(DSP1D-EX{DSP1D})
IN
I/O
INOUT
[Standard mode + Dual Console mode]
IN OUT
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
IN OUT
CONTROL
I/O
INOUT
CASCADE IN
CASCADE OUT
IN OUT
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.
1212 12121212
DIGITAL I/O
ENGINE A
IN OUT
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
IN OUT
121212
I/O
ENGINE A
CONTROL
I/O
INOUT
IN OUT
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.
1212 12121212
DIGITAL I/O
ENGINE A
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