Steinberg Cubase 5 Operation Manual
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231 The Sample Editor Autoscroll Autoscroll and Suspend Autoscroll when Editing activated. When this option is activated in the Sample Editor toolbar, the waveform display will scroll during playback, keeping the project cursor visible in the editor. This setting is independent of the Autoscroll setting in the Project window toolbar or other editors. You can find more information on this function in the section “Autoscroll” on page 57. AudioWarp: Tempo matching audio AudioWarp is the generic name for the realtime time stretching and pitch shifting functions in Cubase. The main AudioWarp features are tempo-matching audio loops to the project tempo and matching up an audio clip with fluctuating tempo to a fixed tempo. If you want to tempo-match an audio loop to the project tempo, you will normally work with loops with straight beats. In this case you will only need to activate the Musi- cal mode on the toolbar. The Musical mode is one of the key AudioWarp features. It allows you to lock audio clips to the project tempo by us- ing realtime time stretching. This is very useful if you want to use loops in your project and do not want to worry too much about timing. When Musical mode is activated, audio events will adapt to any tempo changes in Cubase, just like MIDI events. However, using this function should not be confused with quantizing: the timing, i.e. the rhythmic feeling will be maintained. You can activate Musical mode in the AudioWarp tab, in the Definition tab and in the toolbar. It is also possible to activate/deactivate Musical mode from within the Pool by clicking the corresponding check- box in the Musical mode column. When you have correctly set a tempo or length for an au- dio clip, this information is saved with the project. This al- lows you to import files into the project with Musical mode already activated. The tempo (if set) is also saved when exporting files. Proceed as follows to tempo match an audio loop to the project tempo: 1.Import your loop into the project and double-click it to open it in the Sample Editor. 2.Activate the Musical mode in the toolbar. Your loop will automatically be adapted to the project tempo. As you can see, it is very easy to adapt audio loops to the project tempo. If you want to use an audio file with un- known tempo instead, or if the beat of your loop is not straight, further adjustments could be necessary. These are described in the following section. !Cubase supports ACID® loops. These loops are standard audio files but with embedded tempo/length information. When ACID® files are imported into Cu- base, Musical mode is automatically activated and the loops will adapt to the tempo set in the project.
232 The Sample Editor Manually adjusting grid and tempo If you want to manually adjust the grid and tempo of your audio file, because you have a very special loop and the automatic functions did not lead to satisfying results, pro- ceed as follows: 1.Open the Definition tab in the Sample Editor Inspector and activate the Manual Adjust tool. 2.Select a suitable resolution value from the Grid pop- up menu. With the Manual Adjust tool you can manipulate the time grid for the audio file. If you select the Manual Adjust tool and move the mouse in the Sample Editor, the pointer turns to a flag. Depending on the position, the tool can have the following functions:3.Move the mouse pointer to the beginning of the audio file until the pointer changes to a green flag (Set Grid Start). 4.Click and drag the green flag to the right until it matches the first downbeat in the sample and release the mouse button. Now the ruler grid is offset so that it starts on the first downbeat in the sample. 5.Make sure that the length in bars shown in the toolbar corresponds to your settings. 6.Audition the file to determine where the next downbeat occurs, i.e. the first beat of the second bar in the sample. 7.Place the mouse pointer at the start of the second bar in the waveform display. Function Description Set Grid Start (green)This tool is shown at the clip start. When it is displayed, you can click and drag it with the mouse to the first down- beat in order to set the grid start at this position. Stretch Bars (red)This tool is shown at beat positions when you hold down [Ctrl]/[Command]. When it is displayed, you can click and drag it with the mouse to beat positions in order to set the start of the next bar. All grid positions will be stretched. Stretch Previous - Move Next (pink)This tool is shown at bar positions. When it is displayed, you can click and drag it with the mouse to bar positions in order to set the start of the next bar. The tempo of the last bar will be changed, i.e. the beat/grid positions of the last bar will be stretched, while all following grid positions will be moved. Adjust Beat Position - Single (blue)This tool is shown at beat positions. When it is displayed, you can click and drag it with the mouse to adjust single beat positions. The previous and next beat will be locked. Edited or locked beats are displayed in red. !You can change the modifiers for this in the “Define Audio Grid” category in the Preferences dialog (Edit- ing–Tool Modifiers page).
233 The Sample Editor 8.Hold down [Ctrl]/[Command], click and drag the red flag (Stretch Bars) to the left or right until the second bar in the ruler is aligned with the position of the second downbeat of the sample, and release the mouse button. The start of the next bar is set, and all grid positions will be stretched. 9.Check the other beats and use the pink flag (Stretch Previous - Move Next) if necessary. This flag is shown at bar positions. When you drag it with the mouse, the start of the next bar is set, and the tempo of the last bar will be changed. 10.Now have a look at the single beats in between the bars, and, if necessary, use the blue flag (Adjust Beat Posi- tion - Single) to adjust them. Drag the flag until the single beat position is aligned with the waveform, and release the mouse button. 11.Activate Musical Mode and start playback. If you find that the beat sounds too straight, you can select a resolution for the audio by adjusting the Quantize value on the AudioWarp tab. When you select the “Bar” option, the audio will be synced to tempo without quantizing. The Swing fader lets you offset every second position in the grid creating a swing or shuffle feel. ÖNote that the Quantize pop-up will be only be available if the Musical Mode is activated on the toolbar. The loop will automatically adjust to the project tempo, and follow any further tempo changes you make! In the Project window, the audio event will have a note symbol and a double arrow in the lower right corner. The note symbol indicates Musical mode and the arrow indicates that the file is stretched.
234 The Sample Editor Selecting an algorithm for realtime playback In the Algorithm pop-up in the toolbar you can select the algorithm to be applied on realtime playback. In this pop-up you can find various options that govern the audio quality of the realtime time stretching. There are pre- sets for common types of audio material and an Advanced option which allows you to manually set warp parameters:If you select the Advanced menu item, a dialog opens where you can manually adjust the three parameters that govern the sound quality of the time stretching: Working with hitpoints and slices Hitpoint detection is a special feature of the Sample Edi- tor. It detects attack transients in an audio file and then adds a type of marker, i.e. a “hitpoint”, at each transient. These hitpoints allow you to create “slices”, where each slice ideally represents each individual sound or “beat” in a loop (drum or other rhythmic loops work best with this feature). When you have successfully sliced the audio file, you can do a number of useful things with it: Change the tempo without affecting the pitch. Extract the timing (a groove map) from a drum loop. This can then be applied to quantize other events. Replace individual sounds in a drum loop. Edit the actual playing in the drum loop without affecting the basic feel. Extract sounds from loops. You can further edit these slices in the Audio Part Editor. For example you can: Remove or mute slices. Change the loop by reordering, replacing or quantizing slices. Apply processing or effects to individual slices. Create new files from individual slices using the “Bounce Se- lection” function on the Audio menu. Realtime transpose and stretch slices. Edit slice envelopes. Option Description Drums This mode is best for percussive sounds, because it will not change the timing of your audio. Using this option for pitched audio will lead to noticeable artifacts. In this case, you can try the Mix mode. Plucked This should be used for audio with transients and a relatively stable spectral sound character (e.g. plucked instruments). Pads Use this mode for pitched audio with slower rhythm and a stable spectral sound character. This will minimize sound arti- facts, but the rhythmic accuracy will not be preserved. Vocals This mode was optimized for slower signals with transients and a prominent tonal character (e.g. vocals). Mix This mode will preserve the rhythm and minimize the artifacts for pitched material which does not meet the above criteria (i.e. with a less homogenous sound character). This will be selected by default for audio that is not catego- rized. Advanced This allows for a manual tweaking of the time stretching pa- rameters. By default, the settings that are shown when you open the dialog are those of the last used preset (except if the Solo mode was selected, see below). The Advanced set- tings are described in more detail below this table. Solo This mode will preserve the formants of the audio. It should only be used for monophonic material (solo woodwind/brass instruments or solo vocals, monophonic synths or string in- struments that do not play harmonies). Parameter Description Grain size The realtime time stretching algorithm splits the audio into small pieces called “grains”. This parameter determines the size of the grains. For material with many transients you should use low Grain size values for best results. Overlap Overlap is the percentage of the whole grain that will over- lap with other grains. Use higher values for material with a stable sound character. Variance Variance is also a percentage of the whole length of the grains and sets a variation in positioning so that the overlap- ping area will sound smooth. A Variance setting of 0 will produce a sound akin to time stretching used in early sam- plers, whereas higher settings will produce more (rhythmic) “smearing” effects but less audio artifacts.
235 The Sample Editor ÖThe term “loop” is used throughout this section. Loop in this context usually means an audio file with a musical time base, i.e. the length of the loop represents a certain number of bars and/or beats at a certain tempo. Playing the loop back at the right tempo in a cycle set to the cor- rect length will produce a continuous loop without gaps. Using hitpoints The main functionality of using hitpoints to slice up a loop is to make a loop fit the tempo of a song, or alternatively to create a situation that allows the song tempo to be changed while retaining the timing of a rhythmic audio loop, just like when using MIDI files. Which audio files can be used? Here are some guidelines as to what type of audio files are suited for slicing using hitpoints: Each individual sound in the loop should have notice- able attack. Slow attacks, legato playing, etc. may not produce the desired result. Poorly recorded audio might be difficult to slice correctly. In these cases, try to normalize the files or to remove DC Offset. There may be problems with sounds drowned in smear- ing effects, like short delays. Calculating hitpoints and slicing a loop Before proceeding, find a suitable loop using the criteria above. Proceed as follows: 1.Open the event or clip for editing in the Sample Editor. You can do this by double-clicking an event on an audio track in the Pro- ject window or a clip in the Pool. In this example, we assume you work with an event on a track. 2.Open the Hitpoints tab in the Sample Editor Inspector and select an option from the Use pop-up. The Use pop-up menu on the Hitpoints tab affects which hitpoints are shown and is a useful tool for removing unwanted hitpoints. It contains the following options: 3.Move the sensitivity slider to the right to add hitpoints or to the left to remove unwanted hitpoints until one indi- vidual sound is played between each hitpoint. If your main reason for slicing the loop is to change the tempo, you gener- ally need as many slices as you can get, but never more than one per indi- vidual “hit” in the loop. If you want to create a groove, you should try to get approximately one slice per eighth note, sixteenth note or whatever the loop requires (see “Creating groove quantize maps” on page 237). In the next step, the loop will be adapted to the project tempo set in Cubase. 4.Verify the Tempo and Bars values in the toolbar. 5.On the Hitpoints tab, click on the Slice & Close button or select “Create Audio Slices from Hitpoints” from the Hitpoints submenu on the Audio menu to create audio slices from the hitpoints. The following happens: The Sample Editor closes. The audio event is “sliced” so that the sections between the hitpoints become separate events, all referring to the same original file. !When a selection range is defined, hitpoints will only be detected within this range. !Hitpoints will only be displayed in the waveform if the Hitpoints tab is open. Option Description All All hitpoints are shown (taking the Sensitivity slider into ac- count). 1/4, 1/8, 1/16, 1/32Only hitpoints that are close to the selected note value posi- tions within the loop are shown (e.g. close to exact sixteenth note positions). Again, the Sensitivity slider is taken into ac- count. Metric Bias This is like the “All” mode, but all hitpoints that are close to even meter divisions (1/4, 1/8, 1/16, etc.) get a “sensitivity boost” – they are visible at lower sensitivity slider settings. This is useful if you are working with dense or cluttered ma- terial with a lot of hitpoints, but you know that the material is based on a strict meter. By selecting Metric Bias it will be easier to find the hitpoints close to the meter position (al- though most other hitpoints are also available, at higher sen- sitivity settings).
236 The Sample Editor The audio event is replaced by an audio part, containing the slices (double-click the part to view the slices in the Au- dio Part Editor). If you edited a clip from the Pool, you need to drag it to an audio track to get a part with the slices. The loop is automatically adapted to the project tempo. This takes the loop length you specified into account: e. g., if the loop was one bar long, the part is resized to fit exactly one bar in the Cubase tempo, and the slices are moved ac- cordingly, keeping their relative positions within the part. In the Pool, the sliced clip is shown with a different icon. Dragging the sliced clip from the Pool to an audio track will create an audio part with the slices adapted to the project tempo, just as above. 6.Activate cycle playback on the Transport panel. The loop should now play back seamlessly at the tempo set in the project! Make sure the “Musical time base” button in the Track list or Inspector (the button should show a note symbol – see “Switching between musical and linear time base” on page 40) is activated. This way the loop will follow any fur- ther tempo changes. If the project tempo is lower than the original tempo of the loop, there may be audible gaps between each slice event in the part. This can be remedied by using the Close Gaps function on the Advan- ced submenu of the Audio menu, see “Close Gaps” on page 238. You should also consider activating auto fades for the corresponding audio track – fade-outs set to about 10 ms will help eliminate any clicks be- tween the slices when you play back the part. See “Fades, crossfades and envelopes” on page 88. If the project tempo is higher than the loop’s original tempo, you may want to activate auto crossfades for the track. You can use the Close Gaps functions in this case as well, see “Close Gaps” on page 238. The slices in the Audio Part Editor. Here, the project tempo was higher than the loop’s original tempo – the slice events overlap slightly. Setting hitpoints manually If you cannot get the desired result by adjusting the sensi- tivity, try to set and edit hitpoints manually. 1.Zoom in on the waveform at the point where you wish to add a hitpoint. 2.Select the Edit Hitpoints tool to audition the area and make sure that the start of the sound is in view. Activate Snap to Zero Crossing on the Sample Editor toolbar. By finding zero crossings in the waveform (positions where the amplitude is close to zero), manually added slices won’t introduce any clicks or pops. All hitpoints calculated by the program are automatically placed at zero crossings. 3.Press [Alt]/[Option] so that the mouse pointer changes to a pencil tool and click just before the start of the sound. A new hitpoint appears. Manually added hitpoints are locked by default. If you notice that a hitpoint was either placed too far away from the start of the sound or too far into the sound, you can move it by clicking on the hitpoint handle and dragging it to the new position. 4.Audition the slices by pointing and clicking in any slice area. The pointer changes to a speaker icon and the corresponding slice will be played back from the beginning to the end. !When you create slices, all events containing the ed- ited clip will also be replaced. !Only when the audio tempo has been defined and the audio grid matches the project tempo, your slices will be straight (quantized). !“Snap to Zero Crossing” may alter the timing. In some cases it might be better to deactivate it, espe- cially if you just want to generate a groove quantize map. However, if you create slices afterwards, auto fades will be necessary.
237 The Sample Editor If you hear a single sound split into two slice you can disable an individual slice by pressing [Alt]/[Option] (the pointer turns into a cross) and clicking on the correspond- ing hitpoint handle. The hitpoint handle gets smaller and its line disappears to indicate that it is disabled. To reactivate a disabled hitpoint, [Alt]/[Option]-click on the hitpoint handle again. If you hear “double hits” (e.g. a snare hit being followed by a hi-hat hit within the same slice) you can add further hit- points manually, or you can raise the sensitivity slider until the hitpoint appears, lock this hitpoint by pointing on the handle until it becomes green and click on it. Locked hitpoints are displayed in a darker color. After locking the hitpoint you can drag the sensitivity slider to the original setting and the locked hitpoint will remain shown. You can unlock a locked hitpoint by clicking on its handle. If you want to delete a hitpoint, simply drag it out of the Sample Editor window. Hitpoints that you have created manually can also be deleted by clicking their handle. Match-quantizing audio Hitpoints can have individual Q-points. These are mainly used for audio quantizing. Their function is to define the point to which the quantizing will apply. Sometimes a slice might have a slow attack, and a peak further into the slice which you wish to use as the Q-point. When you apply quantize, the Q-point will define where the warp tab will be added. This also defines the point which will be stretched to a grid position when quantizing.To activate Q-points, open the Preferences (Editing– Audio page) and activate the option “Hitpoints have Q- Points”. Next time you use the Calculate Hitpoints function, the hitpoints will have Q-points. To offset the position of a Q-point in relation to the hit- point, simply click on the “Q” icon and drag it to the right to the desired position. Creating groove quantize maps You can generate groove quantize maps based on the hitpoints you have created in the Sample Editor. Groove quantizing is not meant for correcting errors, but for creat- ing rhythmic feels. This is done by comparing your re- corded music with a “groove” (a timing grid generated from the file) and moving the appropriate notes so that their timing matches the one of the groove. In other words, you can extract the timing from an audio loop and use it for quantizing MIDI parts (or other audio loops, after slicing them). Proceed as follows: 1.Check the audio tempo and define the audio grid as described above. 2.Create and edit hitpoints as described above. You don’t have to create slices – just set up the hitpoints. You should try to get approximately one slice per eighth note, sixteenth note or whatever the loop requires when setting hitpoints for extracting a groove. It can be helpful to use one of the note value-based options on the “Use” pop-up menu when you’re setting up the hitpoints (see “Calculating hit- points and slicing a loop” on page 235). 3.When you have finished setting the hitpoints, click on the Make Groove button in the Hitpoints tab of the Sample Editor Inspector or select “Create Groove Quantize from Hitpoints” from the Hitpoints submenu on the Audio menu. The groove is extracted. 4.If you now pull down the Quantize Type pop-up menu in the Project window you will find an additional item at the bottom of the list, with the same name as the file from which you extracted the groove. This groove can now be selected as a base for quantizing, just like any other quantize value. See “The Quantizing functions” on page 326. 5.If you want to save this groove, open the Quantize Setup dialog and store it as a preset. !Sounds with a slow attack have their rhythmic center at some point before the peak.
238 The Sample Editor ÖYou can also create grooves from a MIDI part by se- lecting the part and dragging it on the grid display in the middle of the Quantize Setup dialog or by selecting “Part to Groove” from the Advanced Quantize submenu on the MIDI menu. Other hitpoint functions On the Hitpoints tab of the Sample Editor Inspector and on the various submenus of the Audio menu, you will also find the following functions: Create Markers If an audio event contains calculated hitpoints, you can click on the Create Markers button in the Hitpoints tab to add a marker for each hitpoint (see “Marker tracks” on page 31). This can be useful to snap to hitpoints, e.g. for locating hitpoints and for using the Time Warp tool (see “The Time Warp tool” on page 408). Create Regions If your audio event contains calculated hitpoints, you can click the Create Regions button on the Hitpoints tab to automatically create regions from hitpoints. This can be useful to isolate recorded sounds, in order to upload them, e.g. to HALion either as velocity or keyzones. When you make a selection, regions will only be calculated from the hitpoints that are contained in the selection. Create Events When you wish to create separate events according to the hitpoints for a file, you can click on the Create Events but- ton in the Hitpoints tab. This means that you do not have to make the same considerations as when slicing for tempo changes. You can use any method you like to set hitpoints. The slices created will appear in the Project window as separate events. Close Gaps This function from the Advanced submenu on the Audio menu is useful if you sliced a loop for tempo changes. Lowering the tempo below the loop’s original tempo will create gaps between the slices. The lower the tempo is in relation to the original tempo, the wider the gaps will be. Close Gaps can be used to remedy this.Proceed as follows: 1.Set the desired tempo. 2.Select the part in the Project window. 3.Select “Close Gaps” from the Advanced submenu on the Audio menu. Time stretch is applied on each slice to close the gaps. Depending on the length of the part and the algorithm set in the Preferences (Editing– Audio page), this can take a little while. 4.The waveform is redrawn and the gaps are closed! Note that this feature creates new clips in the Pool, one for each slice. Close Gaps can also be used when the project tempo is higher than the original loop tempo. This will use the time stretch function to compress the slices to fit. If you decide to change the tempo again after using the Close Gaps function, you should undo the Close Gaps op- eration or start over again, using the original unstretched file. You can also use this function on individual events (in the Audio Part Editor or Project window). The events don’t have to be slices – you can use Close Gaps simply to stretch an audio event to the start position of the next event. Free Warp The Free Warp tool allows you to create Warp tabs. Warp tabs are a kind of marker or anchor that can be attached to musically relevant time positions in an audio event, for ex- ample the first beat of every bar. Warp tabs can be dragged to the corresponding time positions in the project, and the audio will be stretched accordingly.
239 The Sample Editor A typical application of warp tabs is to use them to synchro- nize audio to video. You can also use warp tabs for further tweaking after hav- ing activated Musical mode. Using the Free warp tool Warp tabs are created using the Free Warp tool on the AudioWarp tab of the Sample Editor, but can also be cre- ated from hitpoints (see “Creating warp tabs from hit- points” on page 241). In this example, we will show how a file with slightly varying tempo can be locked to a steady tempo by using warp tabs. 1.Open the audio file you wish to process in the Sample Editor. 2.Activate the “Snap to Zero Crossing” button on the Sample Editor toolbar. When you activate this button, warp tabs will snap to zero crossings and hitpoints (if shown). 3.Determine the length of the file. 4.On the Definition tab, click the Auto Adjust button so that the audio event is stretched to the project tempo. 5.On the AudioWarp tab, select the Free Warp tool. For aligning the tempo, you should use Bars and Beats as ruler resolution. When you place the mouse pointer in the waveform display, it changes to a clock with arrows on either side, and a vertical line in the middle which represents the pointer. When you move the pointer in the waveform win- dow, it shows the position in bars, beats and ticks as well as in seconds. 6.Line up the audio file so that the first beat of the first bar (in the audio event) starts on the first beat of a bar in the project. If the audio file doesn’t start on a downbeat, you can use the Event Start handle in the Sample Editor and adjust the position in the Project window so that the first down- beat in the sample is aligned with the first beat of a bar in the grid. Now the musical first downbeat should be aligned with the first beat of a bar in the project. The next step is to see where the first warp tab needs to be added. It may be useful to hear the metronome click to determine when the tempo of the audio clip drifts from the project tempo. To hear the metronome, activate the Click button on the Transport panel and play back using the transport controls. 7.Play back the audio file, either by auditioning in the Sample Editor or from the Transport panel, and determine where the first beat of a bar in the audio event does not match the corresponding ruler position in the project. If you find it difficult to pinpoint an exact position in the audio event, you can switch to the Scrub tool and/or zoom in the view. Switch back to the Free Warp tool when you have found the position. 8.In our example, the first beat of the third bar in the au- dio event is slightly offset from the corresponding grid po- sition and thus needs to be moved back a bit. 9.Place the pointer at the position of the first beat of the third bar in the audio event and click and hold. When you click, a warp tab is added. If the position where you clicked was off, you can adjust it by dragging the tab in the ruler. !If the AudioWarp tab is open, warp tabs will be dis- played in the waveform and if the VariAudio tab is open, they will be displayed in the ruler. !When you deactivate the Musical mode, select an- other Quantize value or move the Swing slider, all your warp modifications will be lost. The third downbeat in the audio event
240 The Sample Editor 10.With the mouse button still pressed, drag the warp tab so that the position lines up with the first beat of the bar in the ruler. 11.Release the mouse button. Now the first beat in the audio event is perfectly aligned with the corre- sponding position in the project! You can also first add warp tabs at the relevant musical positions and change their positions later, see “Editing warp tabs” on page 240.Next to the warp tab handle in the ruler, a number is shown. This number indicates the warp factor, i.e. the amount of stretch. Warp factor numbers higher than 1.0 indicate that the audio region preceding the warp tab is expanded and will play back slower. Warp factor numbers lower than 1.0 indicate that the audio region preceding the warp tab is compressed and will play back faster. ÖNote that this ratio is limited to a range between 0.1 and 10. This factor is updated when you change the pro- ject tempo with Musical mode enabled or use the Time Warp tool. 12.Continue to use the same method to align the first beat in each bar to the corresponding ruler position. You only have to add warp tabs where the downbeat in the audio file drifts from the ruler position and/or if you want to lock a warp tab so that it is not moved when editing other points. When you are done, the previously varying tempo of the audio event will be metronome-steady and will adapt to any tempo in Cubase. This example illustrates the general methods of using warp tabs and the Free Warp tool. But you can of course use warp tabs for other operations than aligning down- beats to grid positions. With the Free Warp tool, you can literally stretch any region within a sample to any position! Editing warp tabs Moving the destination of existing warp tabs To move a destination position of a warp tab (and thus stretch the audio), select the Free Warp tool and position the pointer on the Warp line in the waveform so that the line in the middle of the pointer becomes blue. Then click and drag to move the position of the warp tab.