Data Grid Detail

Data Grid Detail

Relative Play

1. Relative Play
The reason we call this method of play relative, is because when playing an asset this way it will not replace any other assets that may be currently playing, instead they play independent above all other layers. This function is handy for times when you need to randomly play an asset on top of everything. Examples are elements like logo animations, lower thirds or even live news or social media feeds.
Control for these is basic you simply only have the ability to play, pause and stop. Also, when played the timeline has no control of them, this means linking to another asset is not possible. Also, any overlay or background assignments will be ignored.  However, most all other properties like looping and holds will still function as well as all transitions, treatments and geometry settings.
The play icon toggles between play and stop. The pause icon toggles between play and pause.
When playing using this method, it’s thumb panel’s outer border as well as its row in the data table will appear green. Also, its current elapsed running time can be viewed in all locations where the asset's TRT are represented.
Note:  These controls are disabled anytime the asset is being played conventionally as well as when sitting in preview. They are also disabled if the primary asset playing in PGM has the same asset assigned to it as one of its overlays.
TIP: The recommended way to control relatives is by programing them as separate buttons on a Stream Deck. Refer to Stream Deck Config Panel to lean how.

Overlay Control Buttons

2. Overlay Control Buttons
If on one asset we will call the base you choose to use other assets has an overlay. These basic transport controls will appear on the base’s thumb panel. One for each of maximum two overlays there is a stop button to the left and a play/pause toggle button on the right. Use these to manually control the overlay. Also, keep in mind that these are only enable while the base asset is playing.

Asset ID

3. Asset ID
When an asset is added to the playlist a simple two-digit index number is assigned. Other than providing simple reference, it is also the characters you type when selecting an asset using a keyboard. It is also the code used in the writing of some external control commands.
The index number is just a default. You are free edit the ID to any alphanumeric combination you like by double clicking this field and typing in what you like. There are some rules though… You can only use letters A to Z and number 0 to 9. No special characters or punctuation marks allowed, and there must always be at least two or more characters. When using only numbers, any single digits most have a zero forward of it. It is also recommended that you limit it to no more than three characters. When done typing press the enter key.
TIP: To perform a selection using a keyboard, simply type the same characters in the ID within 3 seconds. Once the last character is typed that clip will be selected and placed into preview. However, if you miss type a character you will need to wait a few seconds for the buffer to clear before trying again.

Asset Title

4. Asset Title
Displays the asset’s title. By default, this is simply it’s file name. However, you are free to edit the title by double clicking on the cell and then type in a title you prefer. 

Total Running Time

5. Total Running Time
This read only text simply shows the total running time of either a video or audio file minus any trim in and out amounts.
NOTE: If this asset is a video or audio file that is also playing as an overlay for another asset or is playing as a relative asset this will display in real time its own elapsed time.


6. Buffer
Use this checkbox to set whether the asset is open and loaded into memory or not.
NOTE: Before an asset can be played it must first be loaded into memory. If upon selecting an asset that hasn’t already been buffered, the system will open and buffer it at that time. Be aware this process may take a few moments before the asset can be played.
On the flip side, you should also pay close to attention to how much of your system’s memory is available. Do this to ensure that your computer’s memory doesn’t become to saturated and performance suffers.

Link Group Index

7. Link Group Index
A link group is a set of assets that when linked to each other will play sequentially back-to-back. The index number is used to set multiple groups apart from one another.
To setup a group change this number to something other than zero and set the same number on all other assets you want to play as a group. It is not required you have all the assets in a group right next to each other in the list, but the sequence always flows from top to bottom, so consider that when determining an assets placement in the list.
You can also instruct a group to continually repeat its sequence by enabling the loop flag on the last item in the group. Now when the last asset completes, the first will begin playing again and the sequence will continue.
You can setup as many groups as you like, just be sure to use a different number to set them apart.
NOTE: Anytime an asset belonging to a group is playing you will not be able manually select any other asset.


8. Loop
Check to instruct the asset to continually repeat until either the stop button is pressed or if Max Repeat is set to a number greater than zero, it will automatically stop once that number of iterations has been reached.
When enabled, it is assumed you are expecting to perform a seamless loop. To ensure that any, in and out transitions as well as the hold flag will be disabled. However, If you wish to continue using transition effects in between iterations, you will need to first set the repeat delay to at least match the amount of transition time or greater. Once that is done you are free to re-engage the loop feature.
TIP: If you also set the max repeat, you can also go ahead and re-engage the hold feature. Now on the last iteration, the asset will hold at the out trim point instead of stopping. 

Max Iterations

9. Max Iterations
Set this to a number greater than zero if you wish to limit the total number of iterations that will occur when either a single file or a link group is set to loop.
TIP: If you are limiting a linked group, you set this value only on the last asset for that group. The same one that has its loop function enabled.


10. Hold
Check this to instruct the asset to pause and remain visible once play reaches the out trim point. To clear and allow the asset to transition out, simply press the stop button. 


Normally this icon is gray but anytime the asset has edit focus the icon becomes blue. When an asset has edit focus its thumbnail image will appear in the preview monitor, and you are free to make property adjustments using controls found in the assets settings area.
By default, any asset selected to be placed in preview will automatically assume edit focus and will remain even after it is taken to program. Although, if a different asset is taken to preview while the previous one is still playing in program, the newly selected asset will assume edit focus.
Now if you want to give focus back to the one in program simply click anywhere on its thumb panel, but It is extremely important to remember that in order to safely select any other, including the one in preview, you must only click on this icon/button. Otherwise, if you inadvertently click anywhere else on the asset’s thumb panel and it is the one currently in preview, you will end up deselecting it and removing it from the preview slot. Also, If you, do it to any other, then that asset will be taken to preview replacing the one that was already there.


Click on this button to display detailed information of asset's file properties.


Click to permanently remove asset from the playlist.