Specifications

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
Media-Stores:
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 audio:
Audio plays out on Program, Preview, Aux, and
MultiViewer outputs only.
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.
Audio is embedded in the ancillary data of the
output video stream. You must have ancillary data
set to pass to include the audio in the output.
If you are using audio with a MultiViewer, you
must set the ancillary source for the MultiViewer.
This is the only source that audio will be available
for in the MultiViewer output.
A Media-Store channel can be loaded with Audio
only.
Media-Store Modes
Media-Store channels can be set up to operate
independently, or paired, with one channel providing the
key, and the other the alpha.
Swish — Two channels of Media-Store are
available. Each channel can contain an image or
channel 1 can contain an image and an associated
alpha in channel 3. Channels 2 and 4 are reserved
for media transitions.
Swish+ — Four channels of Media-Store are
available. Channel 2 (video) and channel 4 (alpha)
can also be used for media transitions. Channels 2
and 4 are not reserved.
46 Media-Store Carbonite Operation Manual (v8.0)