Concepts/Timing and Playback

Theme

Edit page

Manual

View on GitHub

Try live demo

Download

Timing and Playback ​

Studio runs every cue and chase on one clock, set in BPM. Durations are counted in bars, not seconds, so a whole show speeds up or slows down with the tempo and stays in time. This page explains the units; how to set the tempo and play the show is in Playing a show.

Beats and Bars ​

UnitLength
Beat60 ÷ BPM seconds: 0.5 s at 120 BPM
Bar4 beats: 2 s at 120 BPM, 4 s at 60 BPM

Cue and chase durations are whole numbers of bars. An effect's Freq counts waveform cycles per duration, so its speed follows the tempo too.

At 120 BPMLasts
A scene with Duration 12 s fade
An effect with Duration 2 and Freq 1one cycle every 4 s
A chase with Duration 48 s per pass

In the demo show (120 BPM): Warm wash and Sunset fade in over 1 bar, 2 s. Rainbow runs over 2 bars, one hue cycle every 4 s. Ballyhoo has Freq 2 over 2 bars: two circles in 4 s, twice as fast. The chase Story lasts 8 bars, 16 s. At 60 BPM, every one of those takes twice as long, and the cues still change on the same beats.

Starting on the Bar ​

When you start a chase, its Quantize decides when it actually begins: on the next bar, so chases started a little early or late still land together on the downbeat, or at once. The setting is a chase's (Chases).

How Cues End ​

A cue's Loop Style decides what happens at the end of its duration:

One ShotLoop
SceneFades in over its duration, stops; its look staysStays on after its fade, until stopped
EffectRuns its duration once, stopsRepeats until stopped (the default)

A scene's Start sets where its fade begins, from 0 or from the current values: see How a scene fades.

What Plays Together ​

  • Several cues of a group can play at once; when they set the same channel, the last one to write it wins.
  • A group plays one chase at a time: starting one stops the other.
  • A master row starts a chase in every group at once.
  • Pausing freezes every cue and chase where it is; output keeps running.