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reformat more docs with anchors for options
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docs/hardware/spike/config.md

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Some notes on the settings:
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port:
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### port:
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: Use the port of your USB-serial adapter or of the internal serial on
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your computer. On Windows, this will have a name like "COM5".
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Use the port of your USB-serial adapter or of the internal serial on
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your computer. On Windows, this will have a name like "COM5".
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baud:
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### baud:
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: This needs to match the value from Step 3 in the
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[MPF SPIKE bridge instructions](mpf-spike-bridge.md). It is used to initialize the connection to SPIKE only.
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Afterwards, the bridge will switch to `runtime_baud`.
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This needs to match the value from Step 3 in the
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[MPF SPIKE bridge instructions](mpf-spike-bridge.md). It is used to initialize the connection to SPIKE only.
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Afterwards, the bridge will switch to `runtime_baud`.
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flow_control:
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### flow_control:
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: If your hardware supports flow control and you connected "RTS" and
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"CTS" in the previous steps set this to True. It will make the
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connection much more stable at higher speeds. It can be `False` for
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a first test.
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If your hardware supports flow control and you connected "RTS" and
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"CTS" in the previous steps set this to True. It will make the
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connection much more stable at higher speeds. It can be `False` for
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a first test.
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runtime_baud:
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### runtime_baud:
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: Note that since only control and switch information is sent across
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this bus, 115k baud is plenty fast enough if you choose not to use a
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DMD. However, if you want to use a DMD you need more speed (see
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below for details).
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Note that since only control and switch information is sent across
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this bus, 115k baud is plenty fast enough if you choose not to use a
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DMD. However, if you want to use a DMD you need more speed (see
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below for details).
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debug:
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### debug:
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: Set this to true for print more details in the log.
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Set this to true for print more details in the log.
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nodes:
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### nodes:
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: This is a list of the node board addresses that your system has. You
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can get this from the manual. Here's an example from Wrestlemania
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Pro:
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This is a list of the node board addresses that your system has. You
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can get this from the manual. Here's an example from Wrestlemania
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Pro:
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![image](../images/spike_node_table.png)
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docs/hardware/spike/leds.md

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number: 8-47
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```
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The backbox backlight
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### The backbox backlight
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: Stern SPIKE systems have controllable brightness for the white
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lights in the backbox that illuminate the translight. All of those
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LEDs are tied together and controlled as one with the address `0-0`.
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Stern SPIKE systems have controllable brightness for the white
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lights in the backbox that illuminate the translight. All of those
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LEDs are tied together and controlled as one with the address `0-0`.
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GI (General Illumination)
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### GI (General Illumination)
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: GI in Stern SPIKE systems are just regular LEDs. You can tag them
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with the tag `gi` and then turn them on in the attract mode and/or
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use them in shows for special effects. Really there's nothing
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special about them. They're just lights. (Just remember they're
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controlled and defined as "lights", not as "GIs".)
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GI in Stern SPIKE systems are just regular LEDs. You can tag them
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with the tag `gi` and then turn them on in the attract mode and/or
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use them in shows for special effects. Really there's nothing
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special about them. They're just lights. (Just remember they're
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controlled and defined as "lights", not as "GIs".)
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Flashers
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### Flashers
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: Flashers in Stern SPIKE systems are also controlled just like normal
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lights. They just happen to be super bright, but other than that,
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use them like any other LED. (Just remember they're controlled and
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defined as "lights", not as "flashers".)
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Flashers in Stern SPIKE systems are also controlled just like normal
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lights. They just happen to be super bright, but other than that,
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use them like any other LED. (Just remember they're controlled and
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defined as "lights", not as "flashers".)
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## RGB LEDs
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docs/mc/sound/tips_tricks.md

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## Common Digital Audio Terms
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Bit Depth
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### Bit Depth
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: The number of bits used to represent and store a single sample. Bit
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depth (also commonly referred to as sample resolution) determines
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the number of possible levels that can be captured during
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digitalization. 16-bit represents 65,536 (2 to the 16th power)
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possible values. The MPF-MC audio library only supports 16-bit audio
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files.
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The number of bits used to represent and store a single sample. Bit
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depth (also commonly referred to as sample resolution) determines
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the number of possible levels that can be captured during
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digitalization. 16-bit represents 65,536 (2 to the 16th power)
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possible values. The MPF-MC audio library only supports 16-bit audio
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files.
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Brickwall limiter
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### Brickwall limiter
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: A brickwall limiter is used to ensure an audio signal does not
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exceed a certain threshold. Any input value exceeding the threshold
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is set to the threshold value. This is used in the mixing engine to
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ensure 16-bit integers do not exceed their maximum value and wrap
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around (which adds ugly sounding distortion). It is important to set
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sound and track volume levels properly in order to avoid the
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clipping that brickwall limiting adds when mixing signals that are
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too loud.
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A brickwall limiter is used to ensure an audio signal does not
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exceed a certain threshold. Any input value exceeding the threshold
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is set to the threshold value. This is used in the mixing engine to
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ensure 16-bit integers do not exceed their maximum value and wrap
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around (which adds ugly sounding distortion). It is important to set
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sound and track volume levels properly in order to avoid the
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clipping that brickwall limiting adds when mixing signals that are
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too loud.
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[Ducking](ducking.md)
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### [Ducking](ducking.md)
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: Ducking is an audio effect that lowers the level of one audio signal
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based upon the level of another audio signal (one sound "ducks"
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out of the way of another).
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Ducking is an audio effect that lowers the level of one audio signal
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based upon the level of another audio signal (one sound "ducks"
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out of the way of another).
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FLAC
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### FLAC
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: Free Lossless Audio Codec (FLAC) is an audio file format which
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allows digital audio to be losslessly compressed such that file size
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is reduced without any information being lost.
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Free Lossless Audio Codec (FLAC) is an audio file format which
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allows digital audio to be losslessly compressed such that file size
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is reduced without any information being lost.
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Normalization
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### Normalization
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: Normalization is the process of changing an audio recording's
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overall volume by a fixed amount to reach a target level.
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Normalization is the process of changing an audio recording's
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overall volume by a fixed amount to reach a target level.
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Ogg Vorbis (OGG)
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### Ogg Vorbis (OGG)
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: A free and open-source audio coding format. Ogg Vorbis is a lossy
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compressed audio file format.
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A free and open-source audio coding format. Ogg Vorbis is a lossy
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compressed audio file format.
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Sample Rate
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### Sample Rate
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: The number of samples per second taken from a continuous signal to
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make a discrete signal. A common example of sample rate is CD audio
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which is recorded at 44,100 Hz (44,100 samples per second).
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The number of samples per second taken from a continuous signal to
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make a discrete signal. A common example of sample rate is CD audio
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which is recorded at 44,100 Hz (44,100 samples per second).
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WAV
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### WAV
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: Waveform Audio File Format is a Microsoft and IBM audio file format
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standard for storing an audio bitstream on computers. WAV is a
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lossless uncompressed audio file format.
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Waveform Audio File Format is a Microsoft and IBM audio file format
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standard for storing an audio bitstream on computers. WAV is a
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lossless uncompressed audio file format.
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## Preparing your sound files for use in MPF
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docs/mc/widgets/segment_display_emulator/index.md

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The current display flash mode. Options include:
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`off`
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#### `off`:
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: The segment display does not flash (flashing is off). This is the
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default.
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The segment display does not flash (flashing is off). This is the default.
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`all`
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#### `all`:
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: All characters in the display will flash.
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All characters in the display will flash.
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`match`
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#### `match`:
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: Only the last two characters in the display will flash.
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Only the last two characters in the display will flash.
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`mask`
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#### `mask`:
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: The `flash_mask` parameter determines which characters in the
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display will flash.
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The `flash_mask` parameter determines which characters in the display will flash.
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### flash_frequency:
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The type of display (7 segment, 14 segment). Options include:
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`7seg`
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#### `7seg`:
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: The segment display emulates a 7-segment display.
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The segment display emulates a 7-segment display.
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`14seg`
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#### `14seg`:
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: The segment display emulates a 14-segment display. This is the
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default value.
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The segment display emulates a 14-segment display. This is the default value.
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### character_count:
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docs/mc/widgets/video.md

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Sets what happens when the video ends. Options include:
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`loop`
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#### `loop`:
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: The video loops and starts playing again
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The video loops and starts playing again
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`pause`
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#### `pause`:
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: The video stops and stays at the end (so it continues showing the
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final frame)
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The video stops and stays at the end (so it continues showing the final frame)
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`stop`
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#### `stop`:
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: The video stops and the position is reset back to the beginning.
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This is the default.
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The video stops and the position is reset back to the beginning.
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This is the default.
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### control_events:
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Control the playback of this video with MPF events. Options include:
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`play`
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#### `play`:
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: Starts playing the video from its current position.
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Starts playing the video from its current position.
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`pause`
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#### `pause`:
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: Pauses the video at its current position.
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Pauses the video at its current position.
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`stop`
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#### `stop`:
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: Stops the video and resets the position back to the beginning.
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Stops the video and resets the position back to the beginning.
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`seek`
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#### `seek`:
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: Moves the video to a certain position based on a percentage. `0` is
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the beginning of the video, `1` is the end, `0.5` is 50% through,
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etc. (This is similar to `position:`, except it's based on percent
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instead of position.
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Moves the video to a certain position based on a percentage. `0` is
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the beginning of the video, `1` is the end, `0.5` is 50% through,
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etc. (This is similar to `position:`, except it's based on percent
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instead of position.
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This setting does not change the play/stop state.
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This setting does not change the play/stop state.
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`position`
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#### `position`:
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: Moves the video to a certain position based on the time, (in
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seconds). In other words `value: 4.2` here would move the video to
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the 4.2 second mark. (This is similar to `seek:` except it's based
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on seconds instead of percent.)
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Moves the video to a certain position based on the time, (in
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seconds). In other words `value: 4.2` here would move the video to
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the 4.2 second mark. (This is similar to `seek:` except it's based
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on seconds instead of percent.)
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`volume`
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#### `volume`:
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: Sets the volume of the video on a scale from `0` to `1`.
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Sets the volume of the video on a scale from `0` to `1`.
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This setting does not change the play/stop state.
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This setting does not change the play/stop state.
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### Control Events:
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To use control events, add a `control_events:` section to the video
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widget, then create a list (with dashes) of `event:`, `action:` and

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