Instruction manual
Memories 
Page 90      Solution & Solution XL Operating Manual – Issue 1.0 
Memory Data  
Each programmed memory (scene or chase) contains the following data: 
  Number – The number associated with this memory, including upto two 
decimal places as appropriate. 
  Name – User defined name (optional). 
  Trigger – GO button, Automatic, Real Time, SMPTE Time or MIDI Time. 
  Fade and Delay Times – Each memory has a set of fade and delay times 
which are applied to the dimmer and fixture channel data programmed in 
the memory when the memory is triggered. The following times are 
provided  with  each  memory  and  may  be  left  at  their  default  values,  as 
defined in Setup, or adjusted as required: 
o  Intensity    Delay  Up,  Fade  Up,  Delay  Down,  Fade 
Down. 
o  Colour    Colour Delay, Colour Fade. 
o  Beamshape   Beamshape Delay, Beamshape Fade. 
o  Position    Position Delay, Position Fade. 
Chase Memories  
A Chase memory consists of a number of steps (min = 2, max = 99).  Each 
chase step  contains a  set of channel data which  includes dimmer and/or 
fixture parameter levels. 
A Chase memory also has a number of Modifiers which determine how the 
steps  are  output  when  the  chase  is  run  from  the  Playback  X  or  via  a 
submaster. The modifiers can be adjusted via the Memory Setup Window. 
  Direction – The order in which the steps are output (Forward, Backward, 
Bounce or Random) 
  Brightness Attack – The transition of the dimmer and fixture brightness 
channels between steps (Snap, Slow Attack, Slow Decay, or Crossfade) 
  Drive –  The  method by which the next step is triggered (Auto, Manual, 
Bass or Beat) 
  Speed  –  The  rate  at  which  each  step  is output  for  an  automatic  chase 
(Range: 1 – 600 bpm). 
  Colour Action – The transition of colour channels between steps (Snap 
or Fade). 
  Beamshape  Action  –  The  transition  of  beamshape  channels  between 
steps (Snap or Fade). 
  Position Action  – The transition of position channels between steps 
(Snap or Fade). 
  Shots – The number of times that the chase runs when triggered from the 
Playback X or a submaster. Range: 0 –255, where 0 = run continuously, 1 
= run once, 2 = run twice etc. 










