Ball Game scheduling is available in APEX Plus because it uses the Bridge Switcher for the external game feed and closure inputs. It is not available in APEX Hard Disk or New Wave mode.
Game IDs and liners are stored separately for each game announcer or network. Place .mp3, .mp2, or .wav files in the appropriate folders:
<Audio Library>\Satellite\Game\Jock 1\ID
<Audio Library>\Satellite\Game\Jock 1\Liner 1
<Audio Library>\Satellite\Game\Jock 1\Liner 2
Equivalent folders are available for Jock 1 through Jock 20. When a closure requests an ID or liner, AAE randomly selects a file from the corresponding folder.
Custom Jock Folder names
You may assign custom names to the game jock folders in the Settings screen.
The Ball Game Clock determines which local commercials and other audio will play during game breaks.
It does not matter which hour or day you create the game clock schedule.
Open the Schedule Manager and select the correct station.
Work in the middle Clock column.
Add a Floating Break as the first clock event. This tells AAE to remain on the game feed until the network sends a break closure.
Below that Floating Break, add the commercials, promos, IDs, or other library carts that should play during that break.
Add another Floating Break after the final cart in the break.
Add the carts for the next break.
Continue this pattern for the entire game:
Floating Break
Commercial 1
Commercial 2
Promo
Floating Break
Commercial 3
Commercial 4
Floating Break
The displayed times in a Ball Game Clock primarily establish the event order. At runtime, AAE sorts the game-clock events by their start times.
If the clock begins with an audio cart instead of a Floating Break, that cart will begin immediately when the game starts. Normally, the first item should therefore be a Floating Break.
Click Save Game Clock.
Enter a descriptive name, such as Broncos Football or High School Basketball.
Select Save Ball Game Clock.
If the name already exists, confirm whether you want to overwrite it.
AAE identifies these templates as Ball Game clocks and adds the internal BALL GAME - designation automatically. Use Load Game Clock when you need to open and edit an existing template. The currently disabled Import Game Clock button is not part of the active workflow.
Select the game date and the hour containing the expected start.
In the Play Schedule column, add a Game Start event at the appropriate position.
Select the saved Ball Game Clock.
Select the Bridge source channel carrying the game feed.
Select the appropriate Game Jock folder.
Add the event to the Play Schedule.
Add a Game End event where normal programming should return.
Click Save Changes.
If the Game Start and Game End are in different hours, save the changes in both hours.
Game Start and Game End are playlist actions. They occur when the authoritative On-Air playlist reaches those rows; they are not separate wall-clock timers. The Game End position should therefore be chosen carefully. The game may also be ended manually or by an End Game closure if its actual duration differs from the schedule.
When the On-Air playlist reaches Game Start, AAE automatically:
Loads the selected Ball Game Clock.
Opens the Game Player panel.
Selects the scheduled source and Jock folder.
Routes the external game source through the Bridge.
Suppresses the normal automation audio while allowing normal automation to continue running silently in the background.
Advances the Game Clock to its first event.
When AAE reaches a Floating Break, it waits for the game network’s Break closure. When that closure arrives, AAE plays each following cart in order. After the carts finish and the next Floating Break is reached, AAE returns to the external game feed and waits for the next break.
End Ball Game
To end a ball game, allow the On-Air playlist to reach its scheduled Game End event, press Stop Game in the Game Player, or activate the End Game closure on Pin 8 of the selected game source. AAE will stop any game audio currently playing, close the Game Player when ended by the scheduled event or closure, restore normal automation audio, and return the Bridge Switcher to the appropriate automation source. Use the manual option if the game finishes earlier or later than scheduled.
Closures must arrive from the same Bridge source connector selected for the game. Closures from another connector are ignored while that game is active.
Pin 1 – Break: Starts the carts following the current Floating Break.
Pin 2 – ID: Plays a random file from the selected Jock’s ID folder.
Pin 3 – Liner 1: Plays a random file from Liner 1.
Pin 4 – Liner 2: Plays a random file from Liner 2.
Pin 5 – Delay: Places the game in rain-delay mode and restores normal automation to air.
Pin 6 – Return: Leaves rain-delay mode and returns to the game source.
Pin 7 – Start: Reserved; it currently performs no action.
Pin 8 – End: Ends the game and restores normal automation.
IDs and liners temporarily replace the game feed. When the insert finishes, AAE automatically returns to the game source.
Game Player: Opens or closes the Game Player panel without stopping the game.
Open: Manually loads a saved Ball Game Clock.
Start Game / Stop Game: Manually starts or stops the loaded game.
Source: Selects or changes the Bridge channel carrying the game.
Jock: Selects which Game Jock ID and liner folders will be used.
Next: Manually advances to the next Game Clock event. Use carefully because it can cut a playing break cart.
Play Liner: Plays a random file from the selected Jock’s Liner 1 folder.
Cut / Paste: Moves an upcoming row within the loaded game list.
Delete: Arms delete mode; click an upcoming row to remove it.
FBreak: Adds a Floating Break at the selected location.
Add to Game: Arms the Audio Library so selected carts can be added to the active game list.
Game volume and mute: Control the local audio played by the Game Player, including break carts and liners.
Edits made directly in the On-Air Game Player affect only the currently loaded runtime list. To make an edit permanent for future games, edit the Ball Game Clock in Schedule Manager and save it again.