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Trim & Behavior


Trim & Behavior

1

Trim Amounts

1. Trim Amounts
Trim In:
Displays the relative time that has been trimmed off the front of the file and the actual point in the file where play will begin.
 
Trim Out:
Display the time point within the file’s overall duration that play will end.
 
Both will allow you to type in an exact time code point. (Hours:Minutes:Seconds;Frames)
When done hit the enter key.
2

Total Running Time

2. 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.
3

Buffer

3. 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.
4

Display Captioning

4. Display Captioning
Allows you choose whether the display any associated SRT based caption file if found.
5

Link Assignment

5. Link Assignment
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.
6

Hold

6. 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.
7

Loop

7. 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. 
8

Loop / Link Delay

8. Loop / Link Delay
This adjust how much pause delay time should occur between loop iteration or transitions between linked group assets.

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