Specifications
System 5 Digital Audio Mixing System - InDepth
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Total Automation™ 
As System 5 is a fully digital console, it has been designed with 
Total Automation in mind. Almost all parameters on the console 
may  be  dynamically  automated to  timecode including  faders, 
EQ, pans, Aux sends, dynamics, processor in/out and fader On/
Off. 
The faders are motorized and touch-sensitive, as are the knobs, 
which (with their unique illuminated displays) show automation 
moves  as they  playback,  with  dedicated  LEDs  showing  auto-
mation status. Each switch that can be automated has its own 
automation punch key. 
In  the  center  of  the  console  are  a  set  of  dedicated  automa-
tion  keys.  These are  used to  select objects  for  inclusion into 
the automation and for selecting the object status. Automation 
may be written in small sections, which is more normal for post 
work,  or  can be  written as  continuous moves  throughout the 
length of the Title. 
Automation Status 
Isolate - Object behaves manually. 
Read - Object plays back automated move. When playing back 
an automated move in READ the engineer can manually over-
ride the control or fader by simply touching and moving the con-
trol - nothing is written but the manual moves will be heard. 
Write Absolute - moves are recorded. 
Write Trim - trim moves can be written on top of an existing 
move.
Auto Glide - This is a punch out mode for a soft ramped change 
between the level at punch out and the underlying level. Glide 
time can be user set.
Automation Performance Control 
Several  modes  are  avail-
able  to  modify  the  main 
automation status: 
Preview - When activated 
the  engineer  can  preset  a 
value prior  to punching  an 
object  into  write.  Useful 
for writing an abrupt jump 
in level.
Suspend  Preview  -  Al-
lows the engineer to quick-
ly switch between the new 
value  and  the  underlying 
automated value.
Capture -  Stores in mem-
ory  the  values  of  objects 
which  are  writing.  Punch 
Capture  allows  all  these 
objects to be punched back 
into  record  at  the  stored 
values.
Join  -  Stores  in  memory 
which  objects  were  writ-
ing  when  the  transport 
was  stopped  (i.e.  objects 
that were not punched out 
manually). The join key allows all these objects to be punched 
back into record.
Auto  Join  - Automatically  punch  all  the  objects  that  were 
writing when the transport was stopped back into write at the 
timecode where the transport was stopped.
Fill - Four keys that allow a level or switch state to be writ-
ten from  the punch  out  point to  the start, or  to the  end  of a 
region. Can also write the punch out level or state between two 
points.
All Match - Punches out all objects currently writing. Objects 
will glide back to previously recorded values.
SnapShot Recall™
A SnapShot stores console settings for recall at a  later  date. 
System 5 supports 240 SnapShots per Title. The operator can 
choose which parameters to include in a SnapShot. For exam-
ple, a  SnapShot  may include every setting on  all channels, a 
single channel, or just the EQ or pan settings on a single chan-
nel. SnapShots can be named and can also be modified. When 
a Title is stored the state of the console is stored in that Title so 
when it loads it brings back all console settings. 
SNAPSHOT RECALL & TOTAL AUTOMATION










