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-rw-r--r--docs/cue-list.rst93
1 files changed, 46 insertions, 47 deletions
diff --git a/docs/cue-list.rst b/docs/cue-list.rst
index e653ede..b6bda08 100644
--- a/docs/cue-list.rst
+++ b/docs/cue-list.rst
@@ -9,9 +9,9 @@ Here is cue 4.3 representing a 4 second crossfade to a dim lighting wash::
(cue 4.3 ;; Cue number 4.3
(crossfade 4 ;; Cross-fade in 4 seconds
- (lighting-state ;;
- (at washL washR 30) ;; ...to this lighting state
- (at washM 40)) ;;
+ (lighting-state ;; To a lighting state...
+ (at washL washR 30) ;; ... consisting of 'washL' and 'washR' at 30% intensity
+ (at washM 40)))) ;; ... and 'washM' at 40% intensity.
Other types of transition are possible. For example, the simplest transition
of all is a "snap" (a hard, immediate change)::
@@ -84,28 +84,27 @@ You can even make those changes conditional::
Multi-part cues
===============
-Sometimes you need certain fixtures to fade differently during the same cue.
-To achieve this, simply add a separate transition for each part.
-Here's an example (from a real show)::
+To make certain fixtures fade differently during the same cue, simply add a
+separate transition for each part. Here's an example (from a real show)::
(cue 3
- (crossfade 6 #:up-delay 14
- (lighting-state
- (at highsideL intensity 100.0)
- (at highsideR intensity 100.0)
- (at front-leds colour (cmy 0 93 80))
- (at splitL splitR 70)
- (at washL washR 100)
- (at washM 50)))
-
- (crossfade 3
- (lighting-state
- (at portrait-spot 100)))
+ (crossfade 6 #:up-delay 14
+ (lighting-state
+ (at highsideL intensity 100.0)
+ (at highsideR intensity 100.0)
+ (at front-leds colour (cmy 0 93 80))
+ (at splitL splitR 70)
+ (at washL washR 100)
+ (at washM 50)))
+
+ (crossfade 3
+ (lighting-state
+ (at portrait-spot 100)))
- (crossfade 3 #:up-delay 16
- (lighting-state
- (at front-leds 100))))
+ (crossfade 3 #:up-delay 16
+ (lighting-state
+ (at front-leds 100))))
In this example, the ``portrait-spot`` fades up first, in 3 seconds. The main
part of the scene fades up more slowly, in 6 seconds after a delay of 14
@@ -124,33 +123,33 @@ A cue list is simply a list of cues. For example::
(cue-list
(cue 0.5
- ;; Tab warmers
- (snap
- (lighting-state
- (at washL washR 30)
- (at washM 40))))
+ ;; Tab warmers
+ (snap
+ (lighting-state
+ (at washL washR 30)
+ (at washM 40))))
(cue 0.8
- (crossfade 6 blackout))
+ (crossfade 6 blackout))
(cue 1
- ;; Act 1, Scene 1
- (crossfade 3
- (lighting-state
- (at front-wash 80)
- (at moverL colour (cmy 21 0 0))
- (at moverL 25))))
+ ;; Act 1, Scene 1
+ (crossfade 3
+ (lighting-state
+ (at front-wash 80)
+ (at moverL colour (cmy 21 0 0))
+ (at moverL 25))))
(cue 2
- (crossfade 3 4 ;; Separate up/down fade times
- (lighting-state
- (at washM 100))))
+ (crossfade 3 4 ;; Separate up/down fade times
+ (lighting-state
+ (at washM 100))))
(cue 2.5
- (crossfade 2
- (lighting-state
- (apply-state home-state)
- (at moverR 100))))
+ (crossfade 2
+ (lighting-state
+ (apply-state home-state)
+ (at moverR 100)))))
Just so you know, the cue list is represented internally as a Scheme *vector*,
not a real list.
@@ -237,15 +236,15 @@ If you additionally want to track *intensities* into a cue, add
``track-intensities`` as the first thing after the cue number::
(cue 1
- (crossfade 3
- (lighting-state
- (at front-wash 80))))
+ (crossfade 3
+ (lighting-state
+ (at front-wash 80))))
(cue 2
- track-intensities
- (crossfade 3
- (lighting-state
- (at spotC 100))))
+ track-intensities
+ (crossfade 3
+ (lighting-state
+ (at spotC 100))))
In this example, cue 2 will include ``spotC`` at full intensity, **and**
``front-wash`` at 80% intensity.