Beste Forum Leden
Ik ben io zoek naar een Start En Stop PAL
Die de ancoder 10 seconden stopt als er dan geen live dj is weer aangaat.
Die dan ook de Deck a of Deck b weer gaat spelen.
Vriendelijke Groeten Dick84
Start En Stop PAL
-
Dick84
Re: Start En Stop PAL
Code: Selecteer alles
PAL.Loop:=True;
Beste Leden.
Weet iemand een oplossing over deze script.
Tussen de tijden 17:00 en 00:00 uur dat de deck A of B niet meer aan gaan.
De rest van de tijden gaat wek goed.
Heb zelf al gekeken maar kan geen fout vinden.
Dit is een sctipt van Dick65
Ik hoor het graag.
Deze is wel getest door me zelf in de sam broadcaster 2017.5
Vriendelijke Groeten Dick84
PAL.LockExecution;
while (Now >= T['23:59:00']) and (Now <= T['23:59:10']) do
begin
PAL.UnLockExecution;
PAL.WaitForTime(T['23:59:55']);
ActivePlayer.FadeToStop;
DeckA.Eject;
DeckB.Eject;
Encoders.StopAll;
PAL.LockExecution;
end;
while (Now >= T['0:00:01']) and (Now <= T['0:00:08']) do
begin
PAL.UnLockExecution;
PAL.WaitForTime(T['0:00:10']);
Encoders.StartAll;
DeckA.Next;
DeckA.Play;
PAL.LockExecution;
end;
PAL.UnLockExecution;
PAL.Loop:=True;
PAL.LockExecution;
while (Now >= T['0:59:00']) and (Now <= T['0:59:10']) do
begin
PAL.UnLockExecution;
PAL.WaitForTime(T['0:59:55']);
ActivePlayer.FadeToStop;
DeckA.Eject;
DeckB.Eject;
Encoders.StopAll;
PAL.LockExecution;
end;
while (Now >= T['1:00:01']) and (Now <= T['1:00:08']) do
begin
PAL.UnLockExecution;
PAL.WaitForTime(T['1:00:10']);
Encoders.StartAll;
DeckA.Next;
DeckA.Play;
PAL.LockExecution;
end;
PAL.UnLockExecution;
PAL.Loop:=True;
PAL.LockExecution;
while (Now >= T['1:59:00']) and (Now <= T['1:59:10']) do
begin
PAL.UnLockExecution;
PAL.WaitForTime(T['1:59:55']);
ActivePlayer.FadeToStop;
DeckA.Eject;
DeckB.Eject;
Encoders.StopAll;
PAL.LockExecution;
end;
while (Now >= T['2:00:01']) and (Now <= T['2:00:08']) do
begin
PAL.UnLockExecution;
PAL.WaitForTime(T['2:00:10']);
Encoders.StartAll;
DeckA.Next;
DeckA.Play;
PAL.LockExecution;
end;
PAL.UnLockExecution;
PAL.Loop:=True;
PAL.LockExecution;
while (Now >= T['2:59:00']) and (Now <= T['2:59:10']) do
begin
PAL.UnLockExecution;
PAL.WaitForTime(T['2:59:55']);
ActivePlayer.FadeToStop;
DeckA.Eject;
DeckB.Eject;
Encoders.StopAll;
PAL.LockExecution;
end;
while (Now >= T['3:00:01']) and (Now <= T['3:00:08']) do
begin
PAL.UnLockExecution;
PAL.WaitForTime(T['3:00:10']);
Encoders.StartAll;
DeckA.Next;
DeckA.Play;
PAL.LockExecution;
end;
PAL.UnLockExecution;
PAL.Loop:=True;
PAL.LockExecution;
while (Now >= T['3:59:00']) and (Now <= T['3:59:10']) do
begin
PAL.UnLockExecution;
PAL.WaitForTime(T['2:59:55']);
ActivePlayer.FadeToStop;
DeckA.Eject;
DeckB.Eject;
Encoders.StopAll;
PAL.LockExecution;
end;
while (Now >= T['4:00:01']) and (Now <= T['4:00:08']) do
begin
PAL.UnLockExecution;
PAL.WaitForTime(T['4:00:10']);
Encoders.StartAll;
DeckA.Next;
DeckA.Play;
PAL.LockExecution;
end;
PAL.UnLockExecution;
PAL.Loop:=True;
PAL.LockExecution;
while (Now >= T['4:59:00']) and (Now <= T['4:59:10']) do
begin
PAL.UnLockExecution;
PAL.WaitForTime(T['4:59:55']);
ActivePlayer.FadeToStop;
DeckA.Eject;
DeckB.Eject;
Encoders.StopAll;
PAL.LockExecution;
end;
while (Now >= T['5:00:01']) and (Now <= T['5:00:08']) do
begin
PAL.UnLockExecution;
PAL.WaitForTime(T['5:00:10']);
Encoders.StartAll;
DeckA.Next;
DeckA.Play;
PAL.LockExecution;
end;
PAL.UnLockExecution;
PAL.Loop:=True;
PAL.LockExecution;
while (Now >= T['5:59:00']) and (Now <= T['5:59:10']) do
begin
PAL.UnLockExecution;
PAL.WaitForTime(T['5:59:55']);
ActivePlayer.FadeToStop;
DeckA.Eject;
DeckB.Eject;
Encoders.StopAll;
PAL.LockExecution;
end;
while (Now >= T['6:00:01']) and (Now <= T['6:00:08']) do
begin
PAL.UnLockExecution;
PAL.WaitForTime(T['6:00:10']);
Encoders.StartAll;
DeckA.Next;
DeckA.Play;
PAL.LockExecution;
end;
PAL.UnLockExecution;
PAL.Loop:=True;
PAL.LockExecution;
while (Now >= T['6:59:00']) and (Now <= T['6:59:10']) do
begin
PAL.UnLockExecution;
PAL.WaitForTime(T['6:59:55']);
ActivePlayer.FadeToStop;
DeckA.Eject;
DeckB.Eject;
Encoders.StopAll;
PAL.LockExecution;
end;
while (Now >= T['7:00:01']) and (Now <= T['7:00:08']) do
begin
PAL.UnLockExecution;
PAL.WaitForTime(T['7:00:10']);
Encoders.StartAll;
DeckA.Next;
DeckA.Play;
PAL.LockExecution;
end;
PAL.UnLockExecution;
PAL.Loop:=True;
PAL.LockExecution;
while (Now >= T['7:59:00']) and (Now <= T['7:59:10']) do
begin
PAL.UnLockExecution;
PAL.WaitForTime(T['7:59:55']);
ActivePlayer.FadeToStop;
DeckA.Eject;
DeckB.Eject;
Encoders.StopAll;
PAL.LockExecution;
end;
while (Now >= T['8:00:01']) and (Now <= T['8:00:08']) do
begin
PAL.UnLockExecution;
PAL.WaitForTime(T['8:00:10']);
Encoders.StartAll;
DeckA.Next;
DeckA.Play;
PAL.LockExecution;
end;
PAL.UnLockExecution;
PAL.Loop:=True;
PAL.LockExecution;
while (Now >= T['8:59:00']) and (Now <= T['8:59:10']) do
begin
PAL.UnLockExecution;
PAL.WaitForTime(T['8:59:55']);
ActivePlayer.FadeToStop;
DeckA.Eject;
DeckB.Eject;
Encoders.StopAll;
PAL.LockExecution;
end;
while (Now >= T['9:00:01']) and (Now <= T['9:00:08']) do
begin
PAL.UnLockExecution;
PAL.WaitForTime(T['9:00:10']);
Encoders.StartAll;
DeckA.Next;
DeckA.Play;
PAL.LockExecution;
end;
PAL.UnLockExecution;
PAL.Loop:=True;
PAL.LockExecution;
while (Now >= T['9:59:00']) and (Now <= T['9:59:10']) do
begin
PAL.UnLockExecution;
PAL.WaitForTime(T['9:59:55']);
ActivePlayer.FadeToStop;
DeckA.Eject;
DeckB.Eject;
Encoders.StopAll;
PAL.LockExecution;
end;
while (Now >= T['10:00:01']) and (Now <= T['10:00:08']) do
begin
PAL.UnLockExecution;
PAL.WaitForTime(T['10:00:10']);
Encoders.StartAll;
DeckA.Next;
DeckA.Play;
PAL.LockExecution;
end;
PAL.UnLockExecution;
PAL.Loop:=True;
PAL.LockExecution;
while (Now >= T['10:59:00']) and (Now <= T['10:59:10']) do
begin
PAL.UnLockExecution;
PAL.WaitForTime(T['10:59:55']);
ActivePlayer.FadeToStop;
DeckA.Eject;
DeckB.Eject;
Encoders.StopAll;
PAL.LockExecution;
end;
while (Now >= T['11:00:01']) and (Now <= T['11:00:08']) do
begin
PAL.UnLockExecution;
PAL.WaitForTime(T['11:00:10']);
Encoders.StartAll;
DeckA.Next;
DeckA.Play;
PAL.LockExecution;
end;
PAL.UnLockExecution;
PAL.Loop:=True;
PAL.LockExecution;
while (Now >= T['11:59:00']) and (Now <= T['11:59:10']) do
begin
PAL.UnLockExecution;
PAL.WaitForTime(T['11:59:55']);
ActivePlayer.FadeToStop;
DeckA.Eject;
DeckB.Eject;
Encoders.StopAll;
PAL.LockExecution;
end;
while (Now >= T['12:00:01']) and (Now <= T['12:00:08']) do
begin
PAL.UnLockExecution;
PAL.WaitForTime(T['12:00:10']);
Encoders.StartAll;
DeckA.Next;
DeckA.Play;
PAL.LockExecution;
end;
PAL.UnLockExecution;
PAL.Loop:=True;
PAL.LockExecution;
while (Now >= T['12:59:00']) and (Now <= T['12:59:10']) do
begin
PAL.UnLockExecution;
PAL.WaitForTime(T['12:59:55']);
ActivePlayer.FadeToStop;
DeckA.Eject;
DeckB.Eject;
Encoders.StopAll;
PAL.LockExecution;
end;
while (Now >= T['13:00:01']) and (Now <= T['13:00:08']) do
begin
PAL.UnLockExecution;
PAL.WaitForTime(T['13:00:10']);
Encoders.StartAll;
DeckA.Next;
DeckA.Play;
PAL.LockExecution;
end;
PAL.UnLockExecution;
PAL.Loop:=True;
PAL.LockExecution;
while (Now >= T['13:59:00']) and (Now <= T['13:59:10']) do
begin
PAL.UnLockExecution;
PAL.WaitForTime(T['13:59:55']);
ActivePlayer.FadeToStop;
DeckA.Eject;
DeckB.Eject;
Encoders.StopAll;
PAL.LockExecution;
end;
while (Now >= T['14:00:01']) and (Now <= T['14:00:08']) do
begin
PAL.UnLockExecution;
PAL.WaitForTime(T['14:00:10']);
Encoders.StartAll;
DeckA.Next;
DeckA.Play;
PAL.LockExecution;
end;
PAL.UnLockExecution;
PAL.Loop:=True;
PAL.LockExecution;
while (Now >= T['14:59:00']) and (Now <= T['14:59:10']) do
begin
PAL.UnLockExecution;
PAL.WaitForTime(T['14:59:55']);
ActivePlayer.FadeToStop;
DeckA.Eject;
DeckB.Eject;
Encoders.StopAll;
PAL.LockExecution;
end;
while (Now >= T['15:00:01']) and (Now <= T['15:00:08']) do
begin
PAL.UnLockExecution;
PAL.WaitForTime(T['15:00:10']);
Encoders.StartAll;
DeckA.Next;
DeckA.Play;
PAL.LockExecution;
end;
PAL.UnLockExecution;
PAL.Loop:=True;
PAL.LockExecution;
while (Now >= T['15:59:00']) and (Now <= T['15:59:10']) do
begin
PAL.UnLockExecution;
PAL.WaitForTime(T['15:59:55']);
ActivePlayer.FadeToStop;
DeckA.Eject;
DeckB.Eject;
Encoders.StopAll;
PAL.LockExecution;
end;
while (Now >= T['16:00:01']) and (Now <= T['16:00:08']) do
begin
PAL.UnLockExecution;
PAL.WaitForTime(T['16:00:10']);
Encoders.StartAll;
DeckA.Next;
DeckA.Play;
PAL.LockExecution;
end;
PAL.UnLockExecution;
PAL.Loop:=True;
PAL.LockExecution;
while (Now >= T['16:59:00']) and (Now <= T['16:59:10']) do
begin
PAL.UnLockExecution;
PAL.WaitForTime(T['16:59:55']);
ActivePlayer.FadeToStop;
DeckA.Eject;
DeckB.Eject;
Encoders.StopAll;
PAL.LockExecution;
end;
while (Now >= T['17:00:01']) and (Now <= T['17:00:08']) do
begin
PAL.UnLockExecution;
PAL.WaitForTime(T['17:00:10']);
Encoders.StartAll;
DeckA.Next;
DeckA.Play;
PAL.LockExecution;
end;
PAL.UnLockExecution;
PAL.Loop:=True;
PAL.LockExecution;
while (Now >= T['17:59:00']) and (Now <= T['17:59:10']) do
begin
PAL.UnLockExecution;
PAL.WaitForTime(T['17:59:55']);
ActivePlayer.FadeToStop;
DeckA.Eject;
DeckB.Eject;
Encoders.StopAll;
PAL.LockExecution;
end;
while (Now >= T['18:00:01']) and (Now <= T['18:00:08']) do
begin
PAL.UnLockExecution;
PAL.WaitForTime(T['18:00:10']);
Encoders.StartAll;
DeckA.Next;
DeckA.Play;
PAL.LockExecution;
end;
PAL.UnLockExecution;
PAL.Loop:=True;
PAL.LockExecution;
while (Now >= T['18:59:00']) and (Now <= T['18:59:10']) do
begin
PAL.UnLockExecution;
PAL.WaitForTime(T['18:59:55']);
ActivePlayer.FadeToStop;
DeckA.Eject;
DeckB.Eject;
Encoders.StopAll;
PAL.LockExecution;
end;
while (Now >= T['19:00:01']) and (Now <= T['19:00:08']) do
begin
PAL.UnLockExecution;
PAL.WaitForTime(T['19:00:10']);
Encoders.StartAll;
DeckA.Next;
DeckA.Play;
PAL.LockExecution;
end;
PAL.UnLockExecution;
PAL.Loop:=True;
PAL.LockExecution;
while (Now >= T['19:59:00']) and (Now <= T['19:59:10']) do
begin
PAL.UnLockExecution;
PAL.WaitForTime(T['19:59:55']);
ActivePlayer.FadeToStop;
DeckA.Eject;
DeckB.Eject;
Encoders.StopAll;
PAL.LockExecution;
end;
while (Now >= T['20:00:01']) and (Now <= T['20:00:08']) do
begin
PAL.UnLockExecution;
PAL.WaitForTime(T['20:00:10']);
Encoders.StartAll;
DeckA.Next;
DeckA.Play;
PAL.LockExecution;
end;
PAL.UnLockExecution;
PAL.Loop:=True;
PAL.LockExecution;
while (Now >= T['20:59:00']) and (Now <= T['20:59:10']) do
begin
PAL.UnLockExecution;
PAL.WaitForTime(T['20:59:55']);
ActivePlayer.FadeToStop;
DeckA.Eject;
DeckB.Eject;
Encoders.StopAll;
PAL.LockExecution;
end;
while (Now >= T['21:00:01']) and (Now <= T['21:00:08']) do
begin
PAL.UnLockExecution;
PAL.WaitForTime(T['21:00:10']);
Encoders.StartAll;
DeckA.Next;
DeckA.Play;
PAL.LockExecution;
end;
PAL.UnLockExecution;
PAL.Loop:=True;
PAL.LockExecution;
while (Now >= T['21:59:00']) and (Now <= T['21:59:10']) do
begin
PAL.UnLockExecution;
PAL.WaitForTime(T['21:59:55']);
ActivePlayer.FadeToStop;
DeckA.Eject;
DeckB.Eject;
Encoders.StopAll;
PAL.LockExecution;
end;
while (Now >= T['22:00:01']) and (Now <= T['22:00:08']) do
begin
PAL.UnLockExecution;
PAL.WaitForTime(T['22:00:10']);
Encoders.StartAll;
DeckA.Next;
DeckA.Play;
PAL.LockExecution;
end;
PAL.UnLockExecution;
PAL.Loop:=True;
PAL.LockExecution;
while (Now >= T['22:59:00']) and (Now <= T['22:59:10']) do
begin
PAL.UnLockExecution;
PAL.WaitForTime(T['22:59:55']);
ActivePlayer.FadeToStop;
DeckA.Eject;
DeckB.Eject;
Encoders.StopAll;
PAL.LockExecution;
end;
while (Now >= T['23:00:01']) and (Now <= T['23:00:08']) do
begin
PAL.UnLockExecution;
PAL.WaitForTime(T['23:00:10']);
Encoders.StartAll;
DeckA.Next;
DeckA.Play;
PAL.LockExecution;
end;
PAL.UnLockExecution; -
Dick84
Re: Start En Stop PAL
Beste Leden
Dit script wat ik al eerder heb geplaatst.
Is al dagen lang getest.
Maar op bepaalde tijden gaan decjs a of b niet meer aan.
Tijden die niet meer aan gaan zijn
08:00 uur
19:00 uur
20:00 uur
Heeft iemand toevallig een idee wat er fout is.
Vriendelijke Groeten Dick84
Dit script wat ik al eerder heb geplaatst.
Is al dagen lang getest.
Maar op bepaalde tijden gaan decjs a of b niet meer aan.
Tijden die niet meer aan gaan zijn
08:00 uur
19:00 uur
20:00 uur
Heeft iemand toevallig een idee wat er fout is.
Vriendelijke Groeten Dick84
-
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