An exclusive feature of Legion is its ability to mix and match visual and audio sources of a single asset. You can think of an playlist asset more like a preset where multiple sources can be combined and played as one.   



Visual Source Selection

1. Visual Source Selection
In the section you find selectors for each of the three supported visual source types. An asset can only contain one visual source. Selecting from any one of these three types will remove any selection from the other two, this is signified by the word ‘None’ appearing in it place.
Media File:
If the asset’s visual is video or still image this field displays its file name. If for some reason you need to replace it but want to maintain other properties such as its geometry, you can click on the browse button and select a new one.
NDI Source:
If employing NDI as the visual source this drop-down list control will show that source’s title. You can change the feed to another by clicking and then choosing from the list of all other available NDI sources.
Video Capture:
Just like the NDI selector this list contains any available video capture devices. Same rules apply.
NOTE: A change to a visual source will not alter the assets current title or ID code but will change its default thumbnail image.

Apply Video Source Change

2. Apply Video Source Change
Changes above will not go into effect until you apply them using this button.
NOTE: Making a change like this will force stop the playing of any assets currently in program.

Audio File Selection

3. Audio File Selection
Like in the visual source section here we can choose from two different source types.
Media File:
In many cases the audio source would be the embedded audio tracks of a video file. If the visual source is a video file and no other change has been made, this will display the same file name as in the visual section.  If you desire, you can browse for another audio type file and use it instead. You can even select another video file and use the audio tracks from it.
Loop Button:
In cases where the audio file is shorter in running time that of the visual source or the visual is simply a still image, you can instruct the audio file to continually loop until the whole asset is stopped. For this feature to be used, you need to enable it before applying changes.
NOTE: When using a separate audio file other than the actual embedded tracks of the visual source, that file should not contain more than two audio channels. 

Audio Capture Selection

4. Audio Capture Selection
Audio Capture:
Provides a list of all available audio capture sources. Like in the visual section, choosing a capture input will replace any audio media file. 
TIP: In cases where the video source is a live camera feed, and you may want to select a capture source such as a microphone. That way, it will become active anytime the visual asset is taken to program.
ASIO Channel Offset:
Unlike an audio file, you can select an ASIO capture device that may support numinous input channels. However, any source applied here can only utilize a single pair of inputs. So, if let’s say your source is attached to inputs 3 & 4, you will need to instruct the system to offset the connection point by the number of channels between 1 and the first number of your source. In this case the number would be 2.
This property has no effect on conventional mono or stereo sources.

Reset Audio source to Default

5. Reset Audio source to Default
Pressing this button will reset the source assignment back to asset’s default. If the visual source is a video file or NDI stream the reset will return audio output to their embedded audio tracks. Other wise all references will show ‘None’ and audio will be mute.

Apply Audio Source Change

6. Apply Audio Source Change
Changes above will not go into effect until you apply them using this button.
NOTE: Making a change like this require stopping any assets currently playing in program.