19 SnapShot Recall™

SnapShot Recall™

A SnapShot stores console settings for recall at a later date. S5 Fusion supports 240 SnapShots per Title. The operator can choose which parameters to include in a SnapShot. For example, a SnapShot may include every setting on all channels, a single channel, or just the EQ or pan settings on a single channel. 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.

Total Automation™
As S5 Fusion 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 automation status. Each switch that can be automated has its own automation punch key.

In the center of the console are a set of dedicated automation 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 override the control or fader by simply touching and moving the control – 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 available 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 – Allows the engineer to quickly switch between the new value and the underlying automated value.
  • Capture – Stores in memory 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 writing 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 written 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.