Request parameters from YammieQ?

Hey Andy,

You mentioned requests in the “Unusual application…” thread. Is there a way to do this from YammieQ? I looked through the options but I’m also not in front of a console (CL3) right now.

What I want to do is this: On one trigger, request & save the current fader value of the flute player. Then manually bump the fader so the bird chirping notes are really loud. Then hit the trigger again to restore the flute player to the normal level.


Hi Tim;

That’s an interesting idea.

What you’d need is a couple of triggers, I think. You’d have one trigger to “set” the stored position, and another to recall it.

I’ve created an example that when you press Mute Master 1, stores the value of Fader #1. When you release Mute Master 1, you can move the fader wherever you want. Then if you press Mute Master 2, it recalls the fader to the stored position.

As I don’t have a console in front of me, I did this in the editor, and that’s why I used Mute Groups as a trigger. On the console I would use a momentary trigger like a UDK. Press UDK 1 to set the fader position, UDK 2 to recall it. UDKs can’t be fired from the editor. Also the Request command doesn’t work in the Editor either.

Try it out and see if it works. Change the Triggers to UDK presses. Notice that pressing a UDK creates a message for pressed and another for release. Make sure that the Press message (Setting the fader position) runs the first 2 cues (Request 1 and Play 1) and the Release message (finished setting) fires the Blank Cue.
In the 2nd trigger, the Press message (Recalling the fader position) is the only one that matters, so an immediate cue is fine for that.

I realized as I was creating this that it’s tricky to link cues in different triggers, so I may have to figure out a way to make that easier in the future. I also had to change the way AutoUpdate works, so you’ll need to download the latest YammieQ for this to work properly. (It’s still 0.7.4 - I updated it today, but the version number didn’t change since the change was so minor)

Thanks for the quick turnaround Andy! Unfortunately, it’ll be a couple days until I can fully test it - maintenance & load-in need to happen before I can actually test it on a console.

Also, the more I think about it, I’d probably trigger it off of blank scene changes, one going into the section and one coming out. Then I can just INC Recall as normal and not have to think about doing something else. Our tech time is short enough where we don’t program in band levels, hence the get-a-level & restore-it-later idea.


Sounds good. Just remember that you’ll need 3 cues, a “set level” cue, a “not setting or recalling” cue, and a “recall” cue. Unless you can figure out another way to work this scenario!

Let me know how it goes.

Did you ever get a chance to try this, Tim?


This is a different Tim, however I have been looking through this Post to see about requesting different settings from the console. My question is, in this example, you link Cues, and even make a comment about linking cues in different triggers, but I can’t find any posts where you show how to link cues across triggers. How do you do this, and in this example, you have to link the cues so that the stored value gets carried over to the recall, correct?

Tim Rhoads

Hi Tim;

To link Cues across Triggers, you need to either create both cues in the same trigger or cut/paste the cue from the other trigger and paste it so both cues are in the same trigger.
Once you have both cues within the same trigger, you can link them. After they are linked you can cut the cue from that trigger and paste it into the other trigger. It will stay linked. (For some reason the linked cue count increments, but it doesn’t seem to affect operation. - e.g. if there are 2 cues, when you cut/paste one of them it shows 3 linked cues. Doesn’t seem to matter, just a minor bug)

Here’s an example: