# Playout

Playout is the Reality Hub module where you can **distribute** and **transmit** your graphics by creating **rundowns** and playing your Form templates.&#x20;

You can either manually input information into your Playout Form Templates or import data from external sources.

### Interface

<figure><img src="/files/HAblPOAgAowcYpFGG1Wn" alt=""><figcaption><p>Playout Module</p></figcaption></figure>

1. **Filter:** The Filter feature enables you to search template forms.
2. **Playout Template Form Area**: It is the area where you can view and filter the forms you have created in the [Form Builder](/docs/reality-5.4/reality-5.4/user-guide/nodegraph-actions/form-builder.md).
3. **Channel Information:** The Channel Information indicator, represented by a circle below a button, displays information about which commands will be sent to a specific Engine through a Channel Assignment.&#x20;

{% hint style="info" %}
The Channel information indicator takes its color from the **Channel Settings**, which you can reach via Configuration > Engines > Channel Settings. See [Channel Assignment](/docs/reality-5.4/reality-5.4/configurations/configuring-reality-hub/engine-module-configuration/channel-assignments.md)&#x20;
{% endhint %}

4. **Rundown Item Button**: You can expose your buttons to be shown inside Rundown Item if you select the **Show in Rundown** checkbox inside a suitable Form Builder component. See [Form Builder Components](/docs/reality-5.4/reality-5.4/user-guide/nodegraph-actions/form-builder/form-builder-components.md)
5. **Edit Keyboard Shortcuts**: This button allows you to assign a shortcut to Rundown buttons. See [Assigning Shortcut](https://docs.zerodensity.tv/docs/v/realityhub-1.3/realityhub-1.3/playout/operating-playout#assigning-shortcut)
6. **Rundown Menu**: You can manage your Rundown(s) via this menu.
7. **Override Channels**: This button enables you to override the channels defined within the Form Builder. See [Channel Assignment](/docs/reality-5.4/reality-5.4/configurations/configuring-reality-hub/engine-module-configuration/channel-assignments.md)
8. **Delete Rundown**: Erases a Rundown Item from the Playout Rundown Area.

{% hint style="warning" %}
The button deletes the Rundown Item from the Rundown Area, but it remains in the database. To entirely remove it, you must do so through the **Rundown Menu**.
{% endhint %}

9. **Jump**: Sends the changed properties (single/multiple) to highlighted engines without interpolation.

{% hint style="warning" %}
This button sends the current state of the **entire Template Form**. Various properties have their own Jump button to send only that property value update to your Engine. &#x20;
{% endhint %}

10. &#x20;**Play**: Sends the changed properties (single/multiple) to highlighted engines. Selected interpolation types will be applied to the changed properties and the defined duration.
11. **Interpolation** allows you to select the interpolation type for the **Play** button. Interpolation can only be used along with the **Play** button.
12. &#x20;**Duration** allows you to define the duration of the interpolation. You can use the Duration only with the Play button.
13. &#x20;The **Reset** button returns the form to the values that were last submitted by the **Jump** or **Play** buttons.
14. &#x20;**Save As**: Saves a duplicate of the current Playout Template Form and creates a new Rundown Item.
15. &#x20;**Save**: Saves the current Playout Template Form.
16. &#x20;**RT**: The acronym RT is an abbreviation for real-time update. This means that any changes made to a property will be immediately visible in the scene without the need for an additional trigger. The real-time update feature can be enabled in the [Field Settings](https://docs.zerodensity.tv/docs/v/realityhub-1.3/realityhub-1.3/glossary#field-settings) of a property, function, or component.
17. **Undo**: Restores the last saved value of the property.
18. &#x20;**Jump**: Sends the changed property value without interpolation.
19. **Engine Border** indicates which Engine(s) will receive the same commands. Borders become visible when you hover your mouse over various entities, such as Play or **Jump** buttons.


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