Importing Cue Files into Player
Exporting compositions produces a set of *.cue files — these are the ready-made animations. As long as they sit in a folder on the computer, the object is not controlled by them: the files need to be uploaded to Light Stream Player, and only then will it play them by itself, without a powered-on computer and without the program running.
Cue files are not uploaded from Light Stream, but through the player's web interface — in an ordinary browser. The program itself only sends settings to the player: universes and devices, playlists and calendar events.
Before Uploading
- The compositions have been exported to
*.cuefiles — see Exporting Compositions. There is no need to prepare a separate preview: a GIF animation is already recorded inside each file. - The player is powered on, connected to the network, and has a license uploaded to it.
- The computer is on the same network as the player, and its IP address is known. In the program, a new Light Stream Player has the address 192.168.0.205 filled in by default, but the actual address is set on the player itself — check it there.
- The player's username and password are known. The factory access credentials are administrator / administrator.
Uploading Animations to the Player
- Open a browser and enter the player's IP address in the address bar. The login page will load.
- If the interface opens in the wrong language, click the globe icon and select English.
- Enter the username and password.
- In the menu on the left, select Animations. The player may open directly on the Schedule section — in that case, simply go to Animations.
- Click Upload Animations in the top left corner. A file selection window will open.
- Click the paperclip icon, find the folder the compositions were exported to, and select the needed
*.cuefiles. Multiple files can be selected at once — their list will appear in the Upload Animations window. - Click Upload and wait for the upload to finish.
When the upload finishes, the window closes by itself, and the animations appear in the Animations section — each with its own name and a short GIF preview, the same one that was captured during export.
To check that the project settings also made it to the player, go to the Settings → Universes and Converters section: the universes and converters from your project should be listed there.
If There Are Multiple Players
When a project has more than one Light Stream Player, export sorts the cue files into subfolders named after the players. Upload files to each player only from its own subfolder: the animation is calculated for the universes of a specific player, and the fixtures will behave incorrectly on a different player.
File Names Matter
The program links the project's compositions to the animations on the player by name: it looks on the player for a file whose name matches the composition's name (case does not matter). As long as the names match, playlists and the schedule can be sent to the player — the program understands which animation corresponds to which composition.
This leads to a few simple rules:
- do not rename cue files after export — the program will no longer find a renamed file on the player;
- if you changed the value in the File Name column in the Export window so that it no longer matches the composition's name, playlists and calendar events cannot be sent to the player;
- if you renamed a composition in the project, export it again and upload it to the player under the new name, and remove the old file from the player — otherwise the animation list will end up with two similar clips.
Order of Data Transfer to the Player
Uploading animations is only one of three steps, and the order matters here:
- Universes and Devices. Sent from the program: the Fixtures window → select the Light Stream Player → in the Properties window, in the Authorization group, click Import / Export Settings. The Transfer Data to LS Player window will open; in it, check the Universes and Devices box and click Export.
- Animations. Uploaded through the player's web interface, as described above.
- Playlists and Calendar Events. Sent from the same Transfer Data to LS Player window using the Playlists and Calendar Events checkboxes. This should only be done after the cue files are already on the player — otherwise the program has nothing to match the compositions against.
The Transfer Data to LS Player window is organized as follows:
| Window section | What it sets |
|---|---|
| Select Player to Configure | The project's list of players (with their addresses) and the Universes and Devices, Playlists, Calendar Events checkboxes — which data to transfer |
| Access Data | The player's Username and Password. The eye button shows the password in plain text |
| Network Settings | The player's IP, the HTTPS checkbox, the HTTP Port (80 by default) and the HTTPS Port (443 by default) |
| Buttons at the bottom | Import — pull data from the player into the project, Export — send data from the project to the player, Clear Player — erase everything on the player |
Below the buttons there is a progress bar and a status line: it shows what is currently happening — Authorization, Retrieving CUE, Creating Playlist 2 of 5, and so on. When finished, the message Settings Successfully Updated appears.
Updating and Deleting Animations
- If you changed a composition, export it to cue again and upload it to the player once more.
- If you need to remove unnecessary clips from the player, delete them in the player's interface, in the Animations section.
- The Clear Player button in the Transfer Data to LS Player window erases everything on the player at once: animations, playlists, calendar events, scenes, devices, and universes. The program will always ask for confirmation. Use it when the player needs to be prepared for a new venue from scratch — deleted data cannot be recovered from the program, and the animations will need to be uploaded again.
The Reverse Case: Animations Exist, but There Is No Project
If animations and a schedule are already configured on the player, they can be pulled into the program. In the Transfer Data to LS Player window, check Playlists and Calendar Events and click Import.
Keep two things in mind:
- The program will warn that the playlists and events in the current project will be overwritten with data from the player. If a schedule is already assembled in the project, save the project under a different name first.
- The program will compare the animations on the player against the project's compositions. If some compositions are missing from the project, a question will appear: "The following compositions were not found in the project, they will be created automatically, do you want to continue?" with a list of names. Answering Yes will add the missing entries to the project, and the playlists and events will be imported in full. Such entries are only the names of the animations from the player — they have no ready-made effects or timeline behind them.
Troubleshooting
- The player's page does not open in the browser — check the address, the cable, and that the computer and the player are on the same subnet.
- "Login Failed" appears in the "Transfer Data to LS Player" window — the username, password, address, or port do not match. Check the Access Data and Network Settings sections, including the HTTPS checkbox.
- "These compositions were not found on the player" appears when sending playlists — the message lists the names. This means these animations have not been uploaded to the player, or are stored there under a different name. Upload the missing cue files and resend.
- An animation is in the player's list, but the fixtures do not light up — most likely the universes and devices have not been sent to the player, or the fixtures are not patched into the converter's ports, see Patching Fixtures.
- A license exceeded message appears in the form "The number of universes in the project (…) exceeds the number of universes in the player's license (…)" — the project uses more universes than the player's license allows. Reduce the number of universes or extend the license.
- An animation on the player has a black preview — the GIF was captured from a 3D camera pointed away from the object. Select a different view in the Export window and export the composition again, see Настройки GIF превью.