Steinberg Cubase 6 Manual
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291 The Sample Editor •You can disable your warp modifications by clicking the Disable Warp Changes button on the AudioWarp tab or by setting up and using the “VariAudio – Disable Warp Changes” key command in the Key Commands dialog, Sample Editor category (see “Key commands” on page 541). Extracting MIDI You can extract a MIDI part from your audio. This is useful if you have an audio event with a certain tune and sound and you want to create an identical second tune with a MIDI instrument or VST instrument. The extracted MIDI part can also be used to print out notes from within the Score Editor or it can be exported as a MIDI file (see “Ex- porting and importing standard MIDI files” on page 527). Furthermore, you can convert the audio to MIDI notes containing Note Expression data which allows you to adopt the modulation data for individual notes (for infor - mation about Note Expression, see the chapter “Note Ex- pression (Cubase only)” on page 428). ÖBefore extracting MIDI from your audio you should correct the segmentation. Otherwise, you will have to cor - rect segmentation errors later in the MIDI part. Transition changes, tilting of the micro-pitch curve, Quantize Pitch settings, and pitch corrections will also be taken into ac - count. ÖIf your audio event references only a section of the au- dio clip, only this section will be extracted. The quality of the resulting MIDI data depends on the quality and the characteristics of your audio. To extract a MIDI part from your audio, proceed as follows: 1.Open the audio file that you want to extract a MIDI part from in the Sample Editor. 2.Open the VariAudio tab. 3.Activate Segments mode (see “Segments mode” on page 283). 4.Click the “Extract MIDI…” button. The “Extract MIDI” dialog opens. 5.On the Pitch Mode pop-up menu, specify which data should be included when extracting the MIDI part. The following options are available: 6.On the Volume Mode pop-up menu, specify how vol- ume information from the audio is extracted to MIDI. The following options are available: 7.On the Destination pop-up menu, specify where the MIDI part will be placed. OptionDescription Just Notes and No Pitchbend DataOnly notes are included in the MIDI part. Notes and Static Pitch-bend Data A pitchbend event is created for each segment. Select a pitchbend value from 1 to 24 in the Pitchbend Range field. When you are working with an external MIDI device, it might be necessary to set it to the same value. Notes and Continuous Pitchbend DataPitchbend events that correspond to the micro-pitch curve are created within the resulting MIDI part. Select a pitch-bend value from 1 to 24 in the Pitchbend Range field. The setting should correspond to the value set on your MIDI device or the controlled VST instrument. Note that although the graphic representation of the pitch-bend curve is smoothed, all pitchbend data is included. Notes and NoteExp Pitch-bend Curve MIDI pitchbend events that correspond to the micro-pitch curve are created as Note Expression data for the resulting MIDI notes (Cubase only). Notes and NoteExp VST3 Tuning CurveVST 3 events for the “Tuning” parameter are created as Note Expression data for the resulting MIDI notes. Note that this works only with a connected VST instrument that is compatible with Note Expression (Cubase only). OptionDescription Fixed VelocityAll created MIDI notes get the same velocity. Select a velocity value in the Velocity field. Dynamic VelocityEach created MIDI note gets an individual velocity value according to the amplitude of the audio signal. Volume Control-ler CurveA continuous volume controller curve is created within the MIDI part. You can select the MIDI controller to be used for the curve in the MIDI Controller field. NoteExp Volume Controller CurveMIDI volume controller events are created as Note Ex-pression data for the resulting MIDI notes (Cubase only). NoteExp VST3 Volume CurveA VST 3 volume curve is created as Note Expression data for the resulting MIDI notes. Note that this works only with a connected VST instrument that is compati -ble with Note Expression (Cubase only).
292 The Sample Editor The following options are available: ÖIf you have opened the Sample Editor from the Pool and the audio file is not part of your project, the MIDI part will be inserted at the beginning of the project. 8.Click OK. A MIDI part is created according to the specified settings. You can also use a key command to extract a MIDI part from your audio. In this case no dialog opens and the set - tings that were used for the previous extraction are used. For further information on how to set up key commands, please refer to the chapter “Key commands” on page 541. Flattening realtime processing You can “flatten” realtime processing at any time. This can be done to serve two purposes: to reduce the CPU load and to optimize the sound quality of the processing. Also use this function before applying any offline processing. When the flatten processing is applied, a copy of the orig - inal file is automatically created in the Pool so that the original audio clip remains intact. The flatten function takes the following into account: •Warp modifications (see “Free Warp” on page 275 and “Warping segments” on page 288), even when Bypass is ac- tivated. After the flattening, your Warp tabs will be lost. How- ever, you can undo this function as usual. • VariAudio pitch modifications (see “Changing the pitch” on page 285), even when Bypass is activated. After the flatten- ing, your VariAudio data will be lost. However, you can undo this operation. • Event transpose (see “Transposing individual parts or events using the info line” on page 135). Proceed as follows: 1.Select the audio events that you want to process. 2.On the Audio menu, open the Realtime Processing submenu and select the Flatten command. A dialog opens where you can select an algorithm for the processing. •If the audio has been transposed, the dialog also con- tains the “Formant Correction” option. You can activate this, for example, if you want to avoid a “chipmunk voice” effect. 3.Select an algorithm preset and click OK. After the processing, any loop that was previously stretched in realtime or had been pitch shifted will play back exactly the same, but Musical Mode will be deactivated and the realtime pitch shifting will be set to 0. ÖInstead of the Flatten menu command, you can click the Flatten button on the Process tab of the Sample Editor. The audio clip is now like any standard audio clip before applying realtime processing, i. e. it does not follow tempo changes. The flattening processing function is best used when you have determined the tempo or key of a project. If you want to adapt the audio to a new key or tempo after flattening, it is better to revert to the original audio clip rather than to process the already processed file again. OptionDescription First Selected TrackThe MIDI part will be placed on the first selected MIDI or instrument track. Note that any MIDI parts from previous extractions that are on this track will be deleted. New MIDI TrackA new MIDI track will be created for the MIDI part. Project ClipboardThe MIDI part is copied into the clipboard so that you can insert it at the desired position on a MIDI or instrument track in the Project window. !This dialog will not open when the time stretching factor is outside the range of 0.5 and 2.
293 The Sample Editor Selecting an algorithm for the flattening When you flatten the realtime processing, you can use the MPEX 4 algorithm or the Realtime algorithm to process the audio. The MPEX 4 algorithm may produce better sound quality than the realtime processing. The Realtime algorithm corresponds to the algorithm preset selected on the Sample Editor toolbar. For a detailed description of the available presets, see “About time stretch and pitch shift algorithms” on page 259. ÖIf you introduced VariAudio pitch modifications, the MPEX presets will not be available and the algorithm pre - set “Standard – Solo” is used automatically. The Realtime presets can be selected from the Algorithm pop-up menu on the Sample Editor toolbar, see “Select- ing an algorithm for realtime playback” on page 271. In the Pool, you can select an algorithm for several se- lected clips at a time. Unstretching audio files By selecting “Unstretch Audio” from the Realtime Pro- cessing submenu of the Audio menu, all realtime time stretching (by sizing or by warp tabs) is removed. ÖNote that realtime transpose (in the info line) and Musi- cal Mode will not be removed by this. Whether the “Unstretch Audio” menu item is available de- pends on whether the time stretching has been applied at event or clip level: •If you have sized an audio event in the Project window using “Sizing Applies Time Stretch” (see “Resizing events using time stretch” on page 64), you can undo the time stretching by selecting the event in the Project window and then applying “Unstretch Audio”. This removes all time stretching and warp tabs. •When you have entered a tempo and/or length on the toolbar, this information is saved for the source clip. These changes cannot be undone using “Unstretch Audio”.
295 The Audio Part Editor Background The Audio Part Editor allows you to view and edit the events inside audio parts. Essentially, this is the same type of edit - ing that you do in the Project window, which means that this chapter contains a lot of references to the chapter “Working with projects” on page 48. Audio parts are created in the Project window in one of the following ways: •By selecting one or several audio events on the same track, and selecting “Events to Part” from the Audio menu. •By gluing together two or more audio events on the same track with the Glue Tube tool. •By drawing an empty part with the Pencil tool. •By double-clicking between the left and right locators on an audio track. With the last two methods, an empty part is created. You can then add events to the part by pasting, or by using drag and drop from the Pool. Opening the Audio Part Editor You open the Audio Part Editor by selecting one or more audio part(s) in the Project window and double-clicking on any one of them (or using the Edit-Open key command, by default [Ctrl]/[Command]-[E]). The Audio Part Editor can display several parts at once, and you can also have more than one Audio Part Editor open at the same time. ÖDouble-clicking on an audio event in the Project window will open the Sample Editor (see “Opening the Sample Editor” on page 262). Window overview The toolbar The tools, settings, and icons on the toolbar have the same functionality as in the Project window, with the fol - lowing differences: • A Solo button (see “Auditioning” on page 296). • Separate tools for auditioning (Speaker) and scrubbing (see “Scrubbing” on page 297). • No Line, Glue Tube or Color tools. • Play and Loop icons and an Audition Volume control (see “Au- ditioning” on page 296). • Independent Track Loop settings (see “The independent track loop function” on page 297). • Part List controls for handling several parts: activating parts for editing, restricting editing to active parts only and showing part borders (see “Handling several parts” on page 297). ÖYou can customize the toolbar by hiding or reordering its items, see “Using the Setup options” on page 534. The ruler and info line These have the same functionality and appearance as their counterparts in the Project window. •You can select a separate display format for the Audio Part Editor ruler by clicking on the arrow button on the right and selecting an option from the pop-up menu. For a list of the available formats, see “The ruler” on page 44.
296 The Audio Part Editor About lanes If you make the editor window larger, this will reveal addi- tional space below the edited events. This is because an audio part is divided vertically in lanes. Lanes can make it easier to work with several audio events in a part. Moving some of the events to another lane can make selection and editing much easier. •To move an event to another lane without accidentally moving it horizontally, press [Ctrl]/[Command] and drag it up or down. For further information about lanes and overlapping events, see the chapter “Working with tracks and lanes” on page 71. Operations Zooming, selecting and editing in the Audio Part Editor are done just as in the Project window (see the chapter “Working with projects” on page 48). ÖIf a part is a shared copy (i. e. you have previously cop- ied the part by [Alt]/[Option]-[Shift] and dragging), any ed- iting you perform will affect all shared copies of this part. Auditioning There are several ways to listen to the events in the Audio Part Editor: By using the Speaker tool If you click somewhere in the editor’s event display with the Speaker tool and keep the mouse button pressed, the part will be played back from the position where you clicked. Playback will continue until you release the mouse button. By using the Audition icon The Audition and Audition Loop icons Clicking the Audition icon on the toolbar plays back the edited audio, according to the following rules: • If you have selected events in the part, only the section bet- ween the first and last selected event will be played back. • If you have made a range selection, only this section will be played back. • If there is no selection, the whole part will be played back. If the project cursor is within the part, playback starts from the current cursor position. If the cursor is outside the part, play - back starts from the beginning of the part. • If the Audition Loop icon is activated, playback will continue until you deactivate the Audition icon. Otherwise, the section will be played back once. •When auditioning with the Speaker tool or Audition icon, audio will be routed directly to the Control Room (Cubase only) or to the Main Mix (the default output bus) if the Control Room is disabled. In Cubase Artist, the Main Mix bus is always used for auditioning. By using regular playback You can of course use the regular playback controls while in the Audio Part Editor. Furthermore, if you activate the Solo Editor button on the toolbar, only the events in the edited part will be played back. Using key commands If you activate the “Playback Toggle triggers Local Pre- view” option in the Preferences dialog (Transport page), you can start/stop auditioning by pressing [Space]. This is the same as clicking the Audition icon on the toolbar.
297 The Audio Part Editor ÖThe Audio Part Editor also supports the key com- mands “Preview start” and “Preview stop” in the Media category of the Key Commands dialog. These key com - mands stop the current playback, no matter if you are in normal playback or in audition mode. The independent track loop function The independent track loop is a sort of “mini-cycle”, affect- ing only the edited part. When the loop is activated, the events in the parts that are within the loop will be repeated continuously and completely independent – other events (on other tracks) are played back as usual. The only “inter - action” between the loop and the “regular playback” is that the loop starts every time the cycle starts over again. To set up the independent track loop, proceed as follows: 1.Turn on the loop by clicking the Independent Track Loop button on the toolbar. If it is not visible, right-click the toolbar and add the Independent Track Loop Settings section – see “Using the Setup options” on page 534. When the loop is activated, the cycle is not shown in the editor’s ruler. Now you need to specify the length of the loop: 2.[Ctrl]/[Command]-click in the ruler to set the start and [Alt]/[Option]-click to set the end of the loop. You can also edit the loop start and end positions numerically in the fields next to the Loop button. The loop is indicated in purple in the ruler. ÖThe events will be looped as long as the Loop button is activated and the Audio Part Editor window is open. Scrubbing In the Audio Part Editor, the Scrub tool has a separate icon on the toolbar. Apart from that, scrubbing works ex - actly as in the Project window (see “Scrubbing audio” on page 59). Handling several parts When you open the Audio Part Editor with several parts se- lected – all on the same track or on different tracks – they might not all “fit” in the editor window, which can make it hard to get an overview of the different parts when editing. Therefore, the toolbar features a few functions to make working with multiple parts easier and more comprehen - sive: •The “Currently Edited Part” pop-up menu lists all parts that were selected when you opened the editor, and lets you select which part is active for editing. When you select a part from the list, it is automatically made active and centered in the display. ÖNote that it is also possible to activate a part by click- ing on it with the Arrow tool. •The button “Edit Active Part Only” lets you restrict edit- ing operations to the active part only. If you for example select “All” from the Select submenu of the Edit menu with this option activated, all events in the active part will be selected but not the events in other parts. “Edit Active Part Only” activated on the toolbar •You can zoom in on an active part so that it fills the screen by selecting “Zoom to Event” from the Zoom sub - menu of the Edit menu. •The button “Show Part Borders” can be used if you want to see clearly defined borders for the active part. When this is activated, all parts except the active one are grayed out, making the borders easily discernible. There are also two “markers” in the ruler with the name of the active part, marking its beginning and end. These can be moved freely to change the part borders. “Show Part Borders” activated on the toolbar
298 The Audio Part Editor •It is possible to cycle between parts, making them ac- tive using key commands. In the Key Commands dialog – Edit category, there are two functions: “Activate Next Part” and “Activate Previous Part”. If you assign key com - mands to these, you can use them to cycle between parts. See “Setting up key commands” on page 542 for instructions on how to set up key commands. Options and Settings The following options and settings are available in the Audio Part Editor: •Snap The Snap functionality in the Audio Part Editor is exactly the same as in the Project window, see “The Snap function” on page 45. •Auto-Scroll When Auto-Scroll is activated on the toolbar, the window will scroll dur- ing playback, keeping the project cursor visible in the editor. This setting can be activated or deactivated individually for each window. •Snap to Zero Crossing When this option is activated, all audio edits are done at zero crossings (positions in the audio where the amplitude is zero). This helps you avoid pops and clicks which might otherwise be caused by sudden amplitude changes.
300 The Pool Background Every time you record on an audio track, a file is created on your hard disk. A reference to this file – a clip – is also added to the Pool. Two general rules apply to the Pool: •All audio and video clips that belong to a project are listed in the Pool. •There is a separate Pool for every project. The way the Pool displays folders and their contents is similar to the way the Mac OS X Finder and the Windows Explorer display folders and lists of files. In the Pool you can, among other things, perform the fol- lowing operations: Operations that affect files on disk • Importing clips (audio files can automatically be copied and/or converted) • Converting file formats • Renaming clips (this will also rename the referenced files on disk) and regions • Deleting clips • Preparing file archives for backup • Minimizing files Operations that only affect clips • Copying clips • Auditioning clips • Organizing clips • Applying audio processing to clips • Saving or importing complete Pool files Opening the Pool You can open the Pool in any of the following ways: •By clicking the “Open Pool Window” button on the Project window toolbar. If this icon is not visible, you need to activate the “Media & Mixer Windows” option on the toolbar context menu first. •By selecting “Pool” on the Project menu or “Open Pool Window” on the Media menu. •By using a key command – by default [Ctrl]/[Command]- [P]. The content of the Pool is divided into the following main folders: •The Audio folder This contains all audio clips and regions currently in the project. •The Video folder This contains all video clips currently in the project. •The Trash folder Unused clips can be moved into the Trash folder for later permanent re- moval from the hard disk. These folders cannot be renamed or deleted from the Pool, but any number of subfolders can be added (see “Organizing clips and folders” on page 308). Window overview Toolbar overview The info line Click the “Show Info” button on the toolbar to show or hide the info line at the bottom of the Pool window. It shows the following information: • Audio Files – the number of audio files in the Pool • Used – the number of audio files in use • Total size – the total size of all audio files in the Pool Audio folder: contains clips and regions Trash folder Video folder Waveform imageToolbar Open/Close all folders View/Attributes pop-up menu Show Info buttonProject Folder path Pool Record Folder path Audition, Audition Loop, and VolumeImport and Search buttons