User Manual
Table Of Contents
- United States of America — FCC Part 15
- Canada
- Europe
- International
- Contents
- Features
- Clean Feed Output
- Custom Controls
- Device Control
- DVE (Fly Key)
- Effects Dissolve
- General Purpose Interface (GPI)
- LiveEDL
- Matte/Wash Generator
- ME Effect System
- Media-Store
- MediaManager
- MediaWipe
- MemoryAI Recall Mode
- Memory System
- MiniME™
- MultiScreen
- MultiViewer
- Pattern and Matte/Wash Generators
- Tally Outputs
- UltraChrome
- Control Panel Overview
- Menu System
- Switcher Basics
- DashBoard
- ViewControl
- Transitions
- Patterns, Washes, and Mattes
- Keying
- Memory Functions
- Memory Access Mode
- Storing Memories
- Recalling Memories
- Memory Recall Mode
- Memory Attributes
- To Set the Program Bus Source Attribute
- To Set the Preset Bus Source Attribute
- To Set the Transition Type Attribute
- To Set the Next Transition Attribute
- To Set the Run Auto Trans Attribute
- To Set the Shared Pattern Generator Attribute
- To Set the Key Bus Sources Attribute
- To Set the Key On-Air Attribute
- To Set the Key Type Attribute
- To Set the Key Mask Attribute
- To Set the Media-Store Attribute
- To Set the Aux Bus Attribute
- To Set the Camera Shot Attribute
- To Set the Roll GPO Attribute
- To Set the Roll VTR Attribute
- Clear Memories
- Switcher Sets
- Media-Store
- Custom Controls
- Switcher Soft Reset
- Glossary
- Index

Media-Store
Media-Store allows you to load stills, animations, or
audio les from the USB drive and make them available
across all MEs. Two channels of Media-Store with alpha,
or four channels without alpha, are provided.
Keep the following in mind when working with the
Media-Store:
• A still, animation, or audio can be loaded either by
browsing the le system, or by entering the still
number using the pattern buttons.
• You can clear a Media-Store channel by loading
media number 000.
• If you are loading an Auto Key into a Media-Store
channel, you must have another Media-Store channel
associated with the current one to load the alpha into.
• An FTP connection using RossLinq can be created
from an external device directly to a Media-Store
channel on the switcher.
Working With Media-Store
Animations
Media-Store animations are used for things animated
backgrounds, branding "bugs", or media transitions. You
can set up an animation to loop, play automatically when
take on-air, play in reverse, or even play at different
speeds.
You can play an animation manually by selecting the
source button for the Media-Store channel with the
animation you want to play, and pressing Run. The knob
changed to Stop as the animation is playing.
Keep the following in mind when working with
Media-Store animations:
• When you load an animation to an off-air Media-Store
channel, or the animation goes off-air with a
transition, the preview shows the cut point (CutFr)
for that animation, and not the rst frame of the video.
• You can manually cycle through frames by turning
the Run knob while the animation is stopped.
•
Double-pressing the Run knob stops playback and
re-cues the animation to the rst frame.
• You can shuttle forwards and backwards through the
animation by turning the positioner clockwise or
anti-clockwise when the animation is stopped. Shuttle
speed is increased and decreased by turning the
positioner more or less in each direction.
• You can run or stop an animation by pressing the
button on the top of the positioner.
Working With Media-Store Audio
Audio can be added to the playout of a Media-Store
channel either by loading the le directly, or by naming
the audio le the same as the animation or still you want
it to play out with. When you load the still or animation,
the switcher will automatically load the audio le of the
same name.
Keep the following in mind when working with
Media-Store audio:
• Media-Store audio is only available on the AES
output assigned to the Media-Store or MediaWipe
channel.
• Audio les must be 20-bit or 24-bit wav les at a
48kHz sample rate.
• Audio les must be in the same folder and have the
same name as the still or animation they are to be
associated with.
• An audio le does not need to be of the same length
as the animation it is associated with.
• A still with audio or audio only have the Auto Play
and Looping attributes. These apply to the audio
playout.
• The looping time of an animation with audio is the
length of the animation.
• A Media-Store channel can be loaded with Audio
only.
Loading Stills or Animations
Stills or animations can be loaded into Media-Store
channels either from USB or the internal cache using the
media number, or by browsing to the le.
Note: The internal cache is used for sample images only and
cannot be used to store user stills or animations.
Media numbers are 4-digit numbers that are assigned to
stills or animations and allow you to load stills or
animations directly using the pattern buttons. Each media
number is made up of three sections, the Place (0-1), the
Bank (00-99), and the Item Number (0-9). The Place is
either 0 for internal stills, or 1 for external.
Media-Store File Specifications
Media-Store images and animations can be TGA, PNG,
or JPG le formats. For animations, the les must be
numbered to indicate the order they go in, and the name
and the number must be separated with an underscore.
For audio, 20-bit or 24-bit wav les of the same name
as the still or animation are used to associate audio with
a still or animation.
• Anim_001.tga
• Anim_002.tga
44 • Media-Store — Carbonite Black Solo Operation Manual (v1.2)