Thumb Panel Detail

Thumb Panel Detail

Right Click Popup Menu
Just want to point out that when you right click on any thumbnail panel a popup menu will appear. For the most part the menu emulates many of the functions the icon buttons provide also. Please refer the item bellow for more details


Asset ID

1. Asset ID
This read only text simply displays the asset's ID.


This toggle button allows you 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.


Use 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.
TIP: When enabled, the asset's in and out transitions as well as the hold flag will be disabled. 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.
Another tip is 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. 


Unlike the temp hold which is one time only this toggle button sets whether the asset will always pause and remain visible once play reaches the out trim point. To clear and allow it to transition out, simply press the stop button.  

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 as well as the Play as Relative popup menu item toggles between play and stop. The pause icon / Pause Relative Play item 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.


Normally this icon is gray but anytime the asset has edit focus the icon becomes blue. Also, a blue border will appear around the entire thumb panel. 
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.

Preview Image

9. Preview Image
For typical files types this image is simply the file’s own static thumbnail.
In the case of a live video capture or NDI source this area will have an actual live monitor view of the incoming feed. For audio capture sources and audio only files a generic default image will appear.
Any time a live video capture source is taken to preview, its live monitor feed will now move temporarily to fill the actual preview monitor space. For as long the source remains in preview, a generic image will be seen on the thumb panel. However, when the source is either taken to program or cleared entirely the live monitor feed will return back to the thumb panel.
TIP: As an alternative you can replace the image by way of capturing an image directly from the program output screen. Learn how by referring to the ‘Sources’ topic under ‘Asset Settings Area’. 

Asset Title

10. Asset Title
This read only text displays the asset's title.

Overlay Control Buttons

11. 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.

Link Group Index

12. Link Group Index
If the asset is a member of linked group this text appears to indicate which group number it is part of.

Running Time Label

13. Running Time Label
In most cases this read only text simply shows 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.