Regardless of size, format, or capability, all of these consoles are designed, at some level, to be as intuitive as possible, especially for those transitioning from an analogue world. Yamaha made arguably its most significant mark in the digital console market by designing consoles that would make it as easy as possible for end-users to transition from analogue consoles to digital ones the PM5D was designed so that you could run basically all of the console's functions without ever looking at a screen, and its design idiom strongly influenced the MC7L and LS9 which, in turn, evolved into the CL and QL consoles (and, as far as I'm concerned, the X32). PM5D to the present) you will likely have a very different experience with the SD9. If you're primary exposure to digital consoles has been Yamaha consoles released after ~2004 (i.e. The way you do almost anything in the offline software is exactly the same way you'd do things on the console (which is why I've never been brave enough to select "Shutdown" from the "System" menu on the Master Screen I'm pretty sure it would, in fact, turn off my computer!). The three windows you're seeing in the SD9 offline software are literally the three screens you can switch between on the SD9. The actual, physical SD9 runs an embedded version of Windows, and when you turn it on Windows boots up and autoruns "SD9.exe" which is nearly identical to the one the offline installer gives you. Quote from: Russell Ault on February 18, 2021, 12:37:15 AM Just to be clear, the software you're using isn't designed to control the console, or even mimic the console, it effectively is the console. The SD-series design principles tend to lean strongly on power and efficiency, which allows power-users to do amazing things quickly (it's all about the macros) but also makes them somewhat difficult consoles to walk up to for the first time. SD-series consoles assume that the operator will have received a certain degree of console-specific training (which DiGiCo provides), and the documentation is more for reference than instruction (unlike the Yamaha console manuals, one of which, decades ago, accidentally morphed into "The Sound Reinforcement Handbook"). Of course there are other ways to design a console, and, as you're finding, "intuitive" is not the primary guiding idiom of the SD series. Just to be clear, the software you're using isn't designed to control the console, or even mimic the console, it effectively is the console.
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