Can iTunes utilize more than one external hard drive at once?

A couple of years ago we had the bright idea to get a mac mini with an external hard drive and load it up with movies and such, so when we wanted to watch a tv show or movie, we could just scroll through the titles and pick without having to deal with the actual DVD (the mini is hooked up to a flatscreen tv). Needless to say, this monster has grown to epic proportions and we have since upgraded to 2 external hard drives (totaling 5 TB), and we now use another program that utilizes both hard drives without problem.
The issue I am having is that we bought an AppleTV tonight, and have not had any problems getting iTunes to see the movies in the "Movies" External HD, but the tv shows are on another External HD and they take up a little more than 345 GB of space. I kinda liked having the two drives separate, but was wondering if there was a way to make the mini think these two drives were just one? I know it is a strange question, but I can't think of a solution at this point.
Is there a way to tell iTunes to look in two locations for content?

I am wondering if this set-up will work if I daisy chain the external drives. My iTunes library is stored on a 1.5 TB external drive. I have about 350 GB of storage left. I have been trying to find a way to add a drive instead of replacing the drive with a larger drive. If I can daisy chain, this will allow me to add storage without losing another firewire port. I just want to make sure this all works before I attempt any changes. Thank you.

Similar Messages

  • More than one external hard drive....

    I already have a 160G lacie external hard drive and I need another. I want to purchase the Lacie 250G.
    Is there any problem with having two external hard drives connected at the same time?
    Thanks!
    -Jeff in NYC

    Not at all.
    Plug in as many as you have ports for
    If you are using FireWire drives, you probably have additional FireWire ports on the back of each drive. Just plug the next drive into the second port on the back of the drive.
    If you are using USB drives, you may or may not have a second port on the back of the first drive. If you do, use the same method.
    If you don't, then plug them directly into the USB ports on your computer.
    If you need more ports, get a powered USB hub. Make sure you get a powered USB hub (one with it's own power transformer), they are more stable.
    But, whenever possible, go with FireWire drives. The performance difference is quite significant.
    And, just for information, there is no problem mixing USB and FireWire drives if you want one or two of each
    Hope this helps.

  • Is it possible to use more than one external hard drive for Time Machine backups?

    I want to use two hard drives for Time Machine backups.
    Bigger one keep at home and be sure it is safe.
    Second one (very small pocket size) keep with me for travels.
    I want to backup to both drives to be sure I can restore everywhere and to be sure if something bad happened with my small travel disk I can restore from home backup.
    Is there any problem with listed schema? Is it normal for Time Machine to handle backups for different drivers and keep everything consistent and smooth?

    I really need some help!  I have been using an Iomega NAS 1TB HD for the past year.  And I received an error message.  I believe I have ran out of memory on this drive.
    Then recently in the last couple of months I got a ReadyNAS Duo 2TB with 2TB RAID.  Should I switch my back ups to this one and delete the other back up file or keep the old back up image file on the Iomega?
    Can I transfer the old image back up to this new ReadyNAS? How do I do this?
    I appreciate any help.

  • Error 5006:  can't have more than one externally visible definition

    Hi
    I'm getting this error:
    5006: An ActionScript file can not have more than one
    externally visible definition: AMReports, playSound.
    playSound is a function in my main document class
    The error occured after I added a MovieClip and FLV component
    to my the same framemain timeline. This Movie Clip has 3 frames.
    I'll be using cue points added to the FLV component to move this
    from frame to frame in that MovieClip.
    Any one have an idea why this is happening?
    Thanks.

    I fixed this problem: a brace was in the wrong place.

  • Time Machine: Can I backup to more than 1 external hard drive?

    would anyone know about this: i have a TM at home in boston which i use when i am there; however, now i am in taiwan where i will have a second TM to use here: apart from naming the two TMs differently on the laptop (macbookpro, tiger), is there anything i should look out for? with many thanks, steven totosy

    Other users have successfully backed up their Mac to more than one Time Machine drive. As you stated, name them differently. You also need to switch TM drives, but that's only once after you've arrived at your new location. Note that after extended absences, TM may not want to continue with a backup and force you to create a new backup. I don't recall how much time has passed, but someone has stated 10 days, but I cannot confirm that.

  • I can't copy iTunes media files from one external hard drive to another.

    Hi, I am running the latest iTunes and Mavericks software on my MacBook Pro. My iTunes library is stored on an external Seagate 2tb hard drive and it is almost full. I want to transfer the files to a WD Elements 3tb external hard drive and have made that new volume the destination folder for my iTunes library. However, even though I have enabled read/write on both volumes and made the iTunes media folders on both shared folders, I can't copy all the files from the Seagate drive to the WD drive. It comes up with an error message that says "The operation can't be completed because an unexpected error occurred (error code -8058)". I can transfer files from my MacBook hard drive to the new volume, but can't copy files from the old Seagate volume to my MacBook hard drive; it makes the "boing" sound that indicates it is copying but nothing transfers. Files that won't copy include all music files, some video files and all podcast files. Some transferred with no problem. Any ideas out there?

    Hi Limnos, thanks very much for your reply.
    both external drives came preformatted for Windows but I erased each and reformatted them for Mac before using them.
    i made the destination folder on the new WD drive the new iTunes folder using Advanced preferences in iTunes.
    my original iTunes folder on the first drive contained all my iTunes files, as that, also, was the destination folder that was linked via Advanced preferences.
    If I download new content now with the new drive attached, iTunes has no trouble finding where to place the files.
    in Preferences I have both boxes checked (copy files" and "organize") that deal with copying iTunes files.
    When  I first attempted to copy all iTunes files from one media folder to the other on the external drives, I just did a drag and drop of the whole iTunes media folder from one to the other while both were mounted on my desktop. It started copying immediately with no problems, but as it progressed it started skipping files, each time displaying the error message I reported earlier. that included my entire Music folder. When I open, for example, a season folder that contains files that would not copy, eg, Modern Family Season 5, the episodes that won't copy are there and visible but any attempt to drag and drop them into the correct folder on the new drive results in the error message. There is no pattern to it; it will choose some episodes from some seasons but not others, and no music at all.
    when I look at the "missing" files in  iTunes they have the small exclamation mark that indicates the file is missing, but when I locate it through iTunes it doesn't copy the file on the old external drive to the new one. It just plays it having found the file on the old drive.
    originally I had to make the iTunes folder on the old drive into a shared folder using the Get info window after either a software upgrade or an OS upgrade (I can't remember which, it was several years ago). For some reason the upgrade changed the preferences of that folder to a Read Only folder and after researching the problem found the only way to keep using the drive was to make the folder a shared one. I can't remember why and I apologise for that but it was a long time ago.; I can tell you that at the time it was necessary.
    thanks again for your time; I have a good working knowledge of iTunes and Macs in general so I truly believe I have done everything according to how it should be done,, but clearly I've done something wrong!

  • How can I copy files from one external hard drive to another, without erasing anything?

    Hi,
    I have video and photo files on one hard drive. I'd like to keep that one intact but also copy all the files to a second external hard drive. When I try to do so, I can't figure out how to open both hard drives at once. (If I open one, it closes the other window.)
    Thanks for your help!
    CB

    Open a finder window and open up one harddrive. Then go to file>new finder window. This way you can have two finders up and select a different harddrive in each one. Then just copy and paste the files.
    Hope it helps!
    Ryan

  • Can Time Machine back on one external hard drive (work files) to another external hard drive (back up)?

    Can Time Machine on a Mac Book Pro 10.5.8 back up an external hard drive (working files) to another external hard drive (WD dual backup)?

    I have Mountain Lion here ready to upgrade, but I'm scared of what will happen - there's always something when you upgrade, but I guess that's for a different post!
    Yes, it's a different post, but let's make a comment any way.
    Your power pc apps will not work when you upgrade to Mountain Lion. You will have to replace all the apps you use.

  • Can't transfer data from one external hard drive to another?

    I have just purchased my first Mac book Pro a few weeks ago and i seem to be having alot of trouble transfering data between my to hard drives.
    One is a 500gb and the other is a 1tb both with movies and photos on them, i want to tranfer the last data from the 500gb to the 1tb and format the 500gb.
    I have tried to drag and drop and copy and paste but nothing seems to work? The movies are in avi format too so not sure if that makes a differance or not but that is another issue i would like to sort. How to change the complete hard drive to mp4 or do i do them one by one?
    Any help would be great as i dont want to regret this purchase so early in the piece.
    Thanks to all in advance.

    Yes.

  • HT5538 can itunes have more than one apple id attached to it

    I am trying to not have iclouds and itunes sync the same content on different Ipads, yet all ipad connected to the same itunes.  Is that possible?

    I think you can, by signing in and out on the same iTunes
    See this page for more info: http://support.apple.com/kb/HT5622?viewlocale=en_US

  • Actionscript help: can not have more than one externally visable def

    package  {
        // these are flash built in classes
         import flash.display.MovieClip;
         import flash.events.TimerEvent;
        import flash.utils.Timer;
         import flash.events.Event;
        //Our own custom class
        import MainTimer;
        import flash.events.KeyboardEvent;
        public class MainDocument extends MovieClip{
            //initial variable values
             private var currentNumberOfEnemiesOnstage:int;
             private var initialNumberOfEnemiesToCreate:int = 2;
             private var enemyKills:int;
             private var childToRemove:int;
             private var level:int = 1;
             private var makeNewEnemyTimer:Timer = new Timer(3000,1);
             private var finishOffEnemy:Timer = new Timer (500, 1);
             private var gameTimer:MainTimer
             private var thePlayer:Player;
             private var theEnemy:Enemy;
             private var maxEnemies:int = 3;
             private var e:int = 0;
             private var childrenOnStage:int;
             private var lastX:int;// variable to determine where the last x of the player was.
             private var theStageNeedsToScroll:Boolean=false;// flag for scrolling
             private var numChildrenInGameStage:int;
             private var jump:JumpSound = new JumpSound();
             private var slap:SlapSound = new SlapSound();
             private var token:TokenSound = new TokenSound();
            public function MainDocument() {
                // constructor code
                trace("the main document is alive");
                makeNewEnemyTimer.addEventListener(TimerEvent.TIMER_COMPLETE,makeNewEnemyHandler);
                makeNewEnemyTimer.start();
                //new instance of the MainTimer class
                gameTimer = new MainTimer();
                //must add it to the stage
                addChild(gameTimer);
                //adjust its position on the stage
                gameTimer.x = 20;
                gameTimer.y = 20;
                //add the player
                thePlayer = new Player();
                addChild(thePlayer);
                // adjust its position on the stage
                thePlayer.x = stage.stageWidth * 0.5;
                // assign the name property
                thePlayer.name = "player";
                while (e< initialNumberOfEnemiesToCreate){
                    createEnemy();
                    e++;
                } //end while
                // init variable for tracking "kills"
                enemyKills = 0;
                killScoreBox.text = String (enemyKills) + " KILLS ";
                // Update this variable every time a child is added to the stage
                childrenOnStage = this.numChildren;
                //Add event listener to control timing of main game loop
                addEventListener (Event.ENTER_FRAME,mainGameLoop);
                 // Prepare for the keystroke listeners
                 stage.focus = stage;
                stage.addEventListener  (KeyboardEvent.KEY_DOWN, keyDownHandler);
                stage.addEventListener  (KeyboardEvent.KEY_UP, keyUpHandler);
            }  //end public function MainDocument
            private function keyDownHandler(e:KeyboardEvent):void {
                switch ( e.keyCode) {
                    case 37:   // left
                        thePlayer.moveLeft();
                        break;
                    case 38://up
                        jump.play();
                        thePlayer.startJumping();
                        break;
                    case 39:    //right
                        thePlayer.moveRight();
                        break;
                    case 40: //down to attack
                        slap.play();
                        thePlayer.attack();
                        break;                   
                }// end switch
            }// end function keyDownHandler
            private function keyUpHandler(e:KeyboardEvent):void {
                switch (e.keyCode) {
                    case 37:    // left
                    case 39:    // right
                        thePlayer.standStill();
                        break;
                    case 38: //jump
                        break;
                    case 40: // down to attack
                    break;
                    default:
                        //anything
                } //end switch
            } // end function keyUpHandler
            private function createEnemy():void{
                trace("create enemy");
                theEnemy = new Enemy((Math.random() * 5) + 1 );
                addChild(theEnemy);
                // Place in a random spot on stage
                theEnemy.x = (Math.random() * stage.stageWidth);
                theEnemy.y = 0;
                // assign the "name" property
                theEnemy.name = "enemy";
                //Update this variable everytime a child is added to the stage
                childrenOnStage = this.numChildren;
            } //end function createEnemy
            //the main loop for the game!!!!!
            private function mainGameLoop (event:Event):void{
                checkForGameReset();
                removeOrCreateNewEnemies();
                processCollisions();
                scrollStage();
            } //end function mainGameLoop
            private function checkForGameReset():void{
                //define conditions
                if(gameTimer.timerHasStopped == true){
                    resetBoard();
                }else if(thePlayer.y > stage.stageHeight){
                    resetBoard();
                }else if (theGameStage.theFish.hitTestPoint(thePlayer.x,thePlayer.y,true)
                                                        && theStageNeedsToScroll == false){
                    resetBoard();
                }else if (health.width <= 2){
                    resetBoard();
            } //end function CheckForGameReset
            private function resetBoard():void{
                health.width = 300;
                thePlayer.x = stage.stageWidth * 0.5;
                theGameStage.x = stage.stageWidth * 0.5;
                thePlayer.y = 0;
                theGameStage.y = 0;
                enemyKills = 0;
                gameTimer.resetTimer();
            } //end function
            private function processCollisions():void{
                //  set up main loop to look through all collidable objects on stage
                for(var c:int;c < childrenOnStage;c++){
                    //trace ("Children on stage c= " + c +
                    // test for a player or enemy child on stage
                    if (getChildAt(c).name == "player" || getChildAt(c).name == "enemy"){
                        // see if ovject is touching the game stage
                        if( theGameStage.hitTestPoint(getChildAt(c).x,getChildAt(c).y,true)){
                            // while it is still touching inch it up just until it stops
                               while ( theGameStage.hitTestPoint(getChildAt(c).x,getChildAt(c).y,true)==true){
                                   // called from CollisionObject Class, so force the connectioin
                                   CollisionObject (getChildAt(c)).incrementUpward();
                                   if (theGameStage.hitTestPoint(getChildAt(c).x,getChildAt(c).y,true)==false){
                                       CollisionObject(getChildAt(c)).keepOnBoundary(); //make it stick
                                   } // end if
                               } //end while
                        } //end if touching
                    }//end if player or enemy
                    ///////////////////////Collision with Enemies///////////////
                    if (getChildAt(c).name == "enemy"){
                        if(getChildAt(c).hitTestPoint (thePlayer.x, thePlayer.y , true) ){
                            if( thePlayer.isAttacking == false) {
                                // we are being attacked (and not defending)
                                health.width = health.width -2;                           
                                Enemy(getChildAt(c)).makeEnemyAttack();
                            }else{
                                // we are attacking that enemy
                                childToRemove = c;
                                Enemy(getChildAt(c)).makeEnemyDie();
                                finishOffEnemy.start();
                                finishOffEnemy.addEventListener(TimerEvent.TIMER_COMPLETE, finishOffEnemyComplete);
                            } //end else
                        }else if (Enemy(getChildAt(c)).enemyIsAttacking ==true) {
                            // if there isn't a collision between player and enemy,BUT the enemy is attacking
                            Enemy(getChildAt(c)).makeEnemyStopAttacking();
                        } //end else
    import flash.events.TimerEvent;
    // end if
                } //end for loop
                /////////////// token collision detection ///////////////
        numChildrenInGameStage = theGameStage.numChildren;
        for (var d:int = 0; d < numChildrenInGameStage; d++){
            if (theGameStage.getChildAt(d).hasOwnProperty("isToken") &&
                            theGameStage.getChildAt(d).visable == true) {
                if (thePlayer.hitTestObject(theGameStage.getChildAt(d))){
                    trace("hit token");
                    //play sound
                    token.play();
                    theGameStage.removeChildAt ( d );
                    numChildrenInGameStage = theGameStage.numChildren;
                }// end if
            }// end if
        } //end for
        }// end function processCollisions
        private function scrollStage():void{
                if (thePlayer.x != lastX){
                    theStageNeedsToScroll = true;
                }else{
                    theStageNeedsToScroll = false;
                }// end if
                if (theStageNeedsToScroll == true){
                    for (var b:int = 0; b < childrenOnStage; b ++){
                        if (getChildAt (b).name =="enemy"){
                            getChildAt (b).x += (stage.stageWidth * 0.5) - thePlayer.x;
                        }// end if
                    } //end for
                    theGameStage.x += (stage.stageWidth * 0.5) - thePlayer.x;
                } //end if
                thePlayer.x = stage.stageWidth * 0.5;
                lastX = thePlayer.x;
            }//  end function scrollStage
            // figure out logic
         //  end function scrollStage
        private function removeOrCreateNewEnemies():void{
            for (var c:int = 0; c < childrenOnStage; c++){
                if (getChildAt(c).name == "enemy" && getChildAt(c).y > stage.stageHeight){
                    removeChildAt(c);
                    createEnemy();
                } //end if
                if (getChildAt(c).name == "enemy" && getChildAt(c).x < thePlayer.x - stage.stageWidth){
                    removeChildAt(c);
                    createEnemy();
                } //end if
            } // end for loop
        }// end function removeOrCreateNewEnemies
        private function makeNewEnemyHandler(event:TimerEvent):void{
            currentNumberOfEnemiesOnstage = 0;
            for (var c:int = 0; c < childrenOnStage; c++){
                if (getChildAt(c).name == "enemy");
                    currentNumberOfEnemiesOnstage++;
                }// end if
            }// end for
            if(currentNumberOfEnemiesOnstage < maxEnemies){
                trace("not enough enemies onstage, make more");
                createEnemy();
            } //end if
            makeNewEnemyTimer.start();                       
        } //end function
        public function finishOffEnemyComplete(event:TimerEvent):void {
            enemyKills ++;
            killScoreBox.text = String ( enemyKills) + " KILLS ";
            removeChildAt (childToRemove);
            childrenOnStage = this.numChildren;
        }// end functioin
        }// end public class

    You have several problems with syntax. Here is the class that has syntactical integrity:
    package
              // these are flash built in classes
              import flash.display.MovieClip;
              import flash.events.TimerEvent;
              import flash.utils.Timer;
              import flash.events.Event;
              //Our own custom class
              import MainTimer;
              import flash.events.KeyboardEvent;
              public class MainDocument extends MovieClip
                        //initial variable values
                        private var currentNumberOfEnemiesOnstage:int;
                        private var initialNumberOfEnemiesToCreate:int = 2;
                        private var enemyKills:int;
                        private var childToRemove:int;
                        private var level:int = 1;
                        private var makeNewEnemyTimer:Timer = new Timer(3000, 1);
                        private var finishOffEnemy:Timer = new Timer(500, 1);
                        private var gameTimer:MainTimer
                        private var thePlayer:Player;
                        private var theEnemy:Enemy;
                        private var maxEnemies:int = 3;
                        private var e:int = 0;
                        private var childrenOnStage:int;
                        private var lastX:int; // variable to determine where the last x of the player was.
                        private var theStageNeedsToScroll:Boolean = false; // flag for scrolling
                        private var numChildrenInGameStage:int;
                        private var jump:JumpSound = new JumpSound();
                        private var slap:SlapSound = new SlapSound();
                        private var token:TokenSound = new TokenSound();
                        public function MainDocument()
                                  // constructor code
                                  trace("the main document is alive");
                                  makeNewEnemyTimer.addEventListener(TimerEvent.TIMER_COMPLETE, makeNewEnemyHandler);
                                  makeNewEnemyTimer.start();
                                  //new instance of the MainTimer class
                                  gameTimer = new MainTimer();
                                  //must add it to the stage
                                  addChild(gameTimer);
                                  //adjust its position on the stage
                                  gameTimer.x = 20;
                                  gameTimer.y = 20;
                                  //add the player
                                  thePlayer = new Player();
                                  addChild(thePlayer);
                                  // adjust its position on the stage
                                  thePlayer.x = stage.stageWidth * 0.5;
                                  // assign the name property
                                  thePlayer.name = "player";
                                  while (e < initialNumberOfEnemiesToCreate)
                                            createEnemy();
                                            e++;
                                  } //end while
                                  // init variable for tracking "kills"
                                  enemyKills = 0;
                                  killScoreBox.text = String(enemyKills) + " KILLS ";
                                  // Update this variable every time a child is added to the stage
                                  childrenOnStage = this.numChildren;
                                  //Add event listener to control timing of main game loop
                                  addEventListener(Event.ENTER_FRAME, mainGameLoop);
                                  // Prepare for the keystroke listeners
                                  stage.focus = stage;
                                  stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);
                                  stage.addEventListener(KeyboardEvent.KEY_UP, keyUpHandler);
                        } //end public function MainDocument
                        private function keyDownHandler(e:KeyboardEvent):void
                                  switch (e.keyCode)
                                            case 37: // left
                                                      thePlayer.moveLeft();
                                                      break;
                                            case 38: //up
                                                      jump.play();
                                                      thePlayer.startJumping();
                                                      break;
                                            case 39: //right
                                                      thePlayer.moveRight();
                                                      break;
                                            case 40: //down to attack
                                                      slap.play();
                                                      thePlayer.attack();
                                                      break;
                                  } // end switch
                        } // end function keyDownHandler
                        private function keyUpHandler(e:KeyboardEvent):void
                                  switch (e.keyCode)
                                            case 37: // left
                                            case 39: // right
                                                      thePlayer.standStill();
                                                      break;
                                            case 38: //jump
                                                      break;
                                            case 40: // down to attack
                                                      break;
                                            default:
                                            //anything
                                  } //end switch
                        } // end function keyUpHandler
                        private function createEnemy():void
                                  trace("create enemy");
                                  theEnemy = new Enemy((Math.random() * 5) + 1);
                                  addChild(theEnemy);
                                  // Place in a random spot on stage
                                  theEnemy.x = (Math.random() * stage.stageWidth);
                                  theEnemy.y = 0;
                                  // assign the "name" property
                                  theEnemy.name = "enemy";
                                  //Update this variable everytime a child is added to the stage
                                  childrenOnStage = this.numChildren;
                        } //end function createEnemy
                        //the main loop for the game!!!!!
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                                                                // while it is still touching inch it up just until it stops
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