Steinberg Cubase 7 User Manual
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341 The Sample EditorWa r p i n g a u d i o Warping audio Warping is a term used to describe the realtime time stretching of a selected section of audio. Warping is generally used to correct the tempo or timing of audio. Adjusting loops to the project tempo using Musical Mode Audio loops are normally short audio files containing a defined number of bars with straight beats. These loops can be adjusted to the project tempo by using the Musical Mode function. Proceed as follows: 1.Import an audio loop into a project and double-click it to open the Sample Editor. If you open the Definition tab and take a look at the rulers, you will see that the project tempo grid (upper ruler) and the grid of your audio (lower ruler) do not match. 2.From the Algorithm pop-up menu on the toolbar, select the algorithm preset to be applied during realtime playback. For details about the available options on the submenus, see “About time stretch and pitch shift algorithms” on page 322. 3.Listen to the loop and, if necessary, correct the Bars and Beats values on the toolbar. 4.Activate the Musical Mode button. Your loop is warped and stretched automatically to adapt it to the project tempo. The rulers reflect the change. In the Project window, the audio event is now shown with a note symbol and a warp symbol in the upper right corner to indicate that time stretching has been applied.

342 The Sample EditorWa r p i n g a u d i o Adjusting complex audio material to the project tempo using Musical Mode If you want to use an audio file with unknown tempo or if the beat of your audio file is not straight, you have to change the “definition” of this audio file first. This is done with the Auto Adjust function on the Definition tab of the Sample Editor Inspector. The Auto Adjust function extracts a “local” definition grid that you can then match with the project tempo using Musical Mode. To extract the definition from an audio file, proceed as follows: 1.Open an audio clip or audio event in the Sample Editor. 2.Open the Definition tab and select a suitable value from the Grid pop-up menu. This determines the grid resolution for your audio. 3.Select a range that is covering one or several bars. This selection should cover the section that you want to use in your project. The definition grid will be calculated for this section only. 4.Click the Auto Adjust button. The snap point is moved to the start of the selected range, which is now also the start position of the local definition grid. The lower ruler changes to reflect your edits. The transients, i. e. the bars and beats positions, are marked with vertical lines. 5.Activate the Musical Mode button. Your clip is warped and stretched automatically to adapt it to the project tempo. The rulers reflect the change. !The Auto Adjust function needs to be applied on a section containing complete bars. Therefore you first need to define a range in your audio material that starts and ends at a bar line.

343 The Sample EditorWa r p i n g a u d i o ÖYou can also apply Auto Adjust directly on an audio event or a clip. If no range selection is defined, the grid is calculated for the audio event. If no range selection and no audio event are defined, the grid is calculated for the entire clip. In both cases you need to make sure that the event or clip starts and ends on a bar line. Correcting the local definition grid In some situations, you might not be able to get satisfying results with the “Auto Adjust” function. In this case you can manually modify the grid and tempo of your audio file. Proceed as follows: 1.On the Definition tab, activate the Manual Adjust tool. 2.If the grid start does not correspond with the first main beat, move the mouse pointer to the beginning of the audio clip until the tooltip “Set Grid Start” is displayed. The mouse pointer turns into a double arrow. 3.Click and drag the mouse to the right until you reach the first downbeat. Release the mouse button to move the grid start (and snap point). The lower ruler (for the local grid) changes to reflect your edits. 4.Audition the file to determine where the second bar in the sample begins. 5.In the upper part of the waveform, move the mouse pointer to the vertical line nearest to the second bar so that the tooltip “Stretch Grid” and a blue vertical line are shown. “Stretch Grid” allows you to correct the tempo by stretching or compressing the whole grid. 6.Click and drag the blue vertical line to the left or right to the position of the first downbeat in the second bar and release the mouse button. The beginning of the next bar is set, and all bar positions in the grid are adjusted so that the bars have the same length. 7.Check the positions of the following bars. If you find an incorrect bar position, move the mouse pointer over the grid lines in the lower part of the waveform so that the tooltip “Set Bar Position (Move Following Bars)” and a green vertical line are shown. “Set Bar Position” allows you to adjust a single bar line, thereby changing the tempo of one bar only. The bars to the right are moved accordingly, but the area to the left remains unaffected.

344 The Sample EditorWa r p i n g a u d i o 8.Click and drag the green vertical line to the left or right to the position of the first downbeat of the following bar and release the mouse button. Repeat the last two steps for all bar lines that need to be corrected. 9.Now have a look at the single beats in between the bars. If you find an incorrect beat position, move the mouse pointer over the corresponding grid line so that the tooltip “Set Beat Position” and a blue vertical line are shown. 10.Click and drag the grid line to align the single beat position with the waveform, and release the mouse button. •To remove a misplaced beat edit, press any modifier key so that the Erase tool is shown and click on the adjusted grid line. ÖIf you want to hear your changes immediately, you can activate Musical Mode for this procedure. The warping will be recalculated after each edit. Applying swing If you find that your audio sounds too straight, for example, after having used the “Auto Adjust” function, you can add swing. Proceed as follows: 1.Activate Musical Mode. 2.On the Algorithm pop-up menu on the toolbar, select the algorithm preset that fits the audio material best. For details about the available options, see “About time stretch and pitch shift algorithms” on page 322.

345 The Sample EditorWa r p i n g a u d i o 3.On the AudioWarp tab, select a suitable grid resolution from the Resolution pop- up menu. This defines the positions that the swing is applied to. For example, if you select 1/2, the swing is applied in steps of half notes. 4.Move the Swing fader to the right to offset every second position in the grid. This creates a swing or shuffle feel. Depending on how far you move the fader to the right and what grid resolution you chose, this function offers everything from half-note swing to 64th-note swing. Free Warp The Free Warp tool allows you to change the timing of individual positions in the audio material. The Free Warp tool snaps to hitpoint positions and/or warp markers. The Free Warp tool creates warp markers. Warp markers are a kind of marker or anchor that can be attached to musically relevant time positions in an audio event, for example, the first beat of every bar. Warp markers can be dragged to the corresponding time positions in the project, and the audio will be stretched accordingly. Warp markers are typically used for creative tempo editing or further tweaking after having activated Musical Mode. ÖWarp markers can also be created from hitpoints, see “Create Warp Markers” on page 352. !When you activate or deactivate Musical Mode or select a different Resolution value, all your warp modifications are lost.

346 The Sample EditorWa r p i n g a u d i o To correct the timing using the Free Warp tool, proceed as follows: 1.Open the audio file that you want to process in the Sample Editor. 2.Activate the “Snap to Zero Crossing” button on the Sample Editor toolbar. When this button is activated, warp markers will snap to zero crossings. 3.If you want to use the Free Warp tool for selective timing corrections, you can define the local definition grid and activate Musical Mode. The next step is to find out where a warp marker needs to be added. 4.On the Transport panel, activate the Click button, and play back your audio clip to determine positions where the beat is not on time with the click. If you find it difficult to pinpoint an exact position in the audio event, you can use the Scrub tool and/or zoom in the view. 5.On the AudioWarp tab, select the Free Warp tool, place the pointer at the position of the beat that you want to adjust, click, and hold. The mouse pointer changes to a clock with arrows on either side and a vertical line in the middle. A new warp marker is inserted. 6.With the mouse button still pressed, drag the warp marker to the new position and release the mouse button. The beat should now be perfectly aligned with the corresponding position in the project. You can also first add warp markers at the relevant musical positions and change their positions later, see “Editing Warp markers” on page 363. Next to the warp marker handle in the ruler, a number is shown. This number indicates the warp factor, that is the amount of stretch. Warp factors higher than 1.0 indicate that the audio region preceding the warp marker is expanded and will play back slower. Warp factors lower than 1.0 indicate that the audio region preceding the warp marker is compressed and will play back faster. Editing warp markers •To stretch or compress the audio using a warp marker, select the Free Warp tool and position the pointer on the warp line in the waveform, click and drag. •To change the position of a warp marker in the audio, click and drag the warp marker handle in the ruler. This will change the warping. •To disable all warp modifications, click the “Disable Warp Changes” button on the AudioWarp tab. •To delete a warp marker, hold down [Alt]/[Option] so that the pointer becomes an eraser, and click on the warp marker. To delete several warp markers, hold down [Alt]/[Option] while drawing a selection rectangle. Resetting warp modifications •To reset your Free Warp edits, click the Reset button on the AudioWarp tab. This also resets the “Disable Warp Changes” button on the same tab. ÖIf Musical Mode is activated, only Free Warp edits are reset.

347 The Sample EditorWorking with hitpoints and slices Working with hitpoints and slices Cubase can detect hitpoints, musically relevant positions, by analyzing onsets and melodic changes. At these positions a type of marker is added. Hitpoints allow you to create slices, where each slice ideally represents each individual sound or “beat”. Drum or other rhythmic recordings or loops work best with this feature. Purpose and preparation Hitpoints are useful to slice up audio to make it fit the project tempo or to create a situation that allows the song tempo to be changed while retaining the timing of a rhythmic audio loop. When you have successfully detected the hitpoints for an audio file, you can do a number of useful things: - Change the tempo of the audio material without affecting the pitch and audio quality. - Extract the timing (a groove map) from a drum loop. The groove map can then be used to quantize other events, see “Creating Groove Quantize Presets” on page 142. - Use slices to replace individual sounds in a drum loop. - Extract sounds from loops. You can further edit these slices in the Audio Part Editor. You can, for example: - 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 Selection” function on the Audio menu. - Transpose in realtime and stretch slices. - Edit slice envelopes. Hitpoints can also be used to quantize audio material without creating slices. For details about the quantizing functions, see the chapter “Quantizing MIDI and Audio” on page 134. 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 should have a noticeable attack. Slow attacks, legato playing, etc. may not produce the expected result. •Poorly recorded audio might be difficult to slice correctly. In these cases, try to normalize the files or to remove DC Offset. •The recorded audio should contain as little crosstalk signals as possible. Crosstalk refers to the “bleeding” of a sound into a microphone placed before another instrument during recording. •There may be problems with sounds drowned in smearing effects, like short delays. Adjusting the tempo: warping vs. hitpoints and slices Both the warping features and the hitpoint detection can be used to alter the tempo and timing of audio material. Warping is very useful for continuous audio material without noticeable gaps between the individual sounds, for example, piano or vocal recordings.

348 The Sample EditorWorking with hitpoints and slices Using hitpoints has the advantage that the quality of the sound is not affected and no artifacts are being introduced. The audio is cut up into slices that are then moved on the timeline, making this method especially suited for drums, which contain silence between the individual sounds. Furthermore, hitpoint detection is useful for multi-track drum recordings, because the phase alignment is kept stable. Using hitpoints and slices for continuous audio material is not recommended, as it is difficult to fill the gaps caused by moving the slices. Detecting and filtering hitpoints Hitpoints are calculated when you activate the “Edit Hitpoints” option on the Hitpoints tab. The audio event is analyzed and the hitpoints are shown as vertical lines. Depending on the quality and type of the analyzed audio material, you may have to fine-tune the hitpoint detection using the Threshold slider and the Beats pop-up menu. Furthermore you can manually add, edit, or remove hitpoints. •To filter out hitpoints based on their peaks in dB, use the Threshold slider. The threshold is indicated by horizontal lines on the waveform. This can be used to eliminate hitpoints in crosstalk signals, for example, by keeping the louder bass drum hits and ignoring the quieter crosstalk signals of the snare drum. •To filter out hitpoints by their musical position, use the Beats pop-up menu. Only hitpoints within a certain range of a defined beat value are allowed. The following options are available: ÖWhen hitpoints have been calculated, they are also visible in the Project window for selected events (provided that the zoom factor is high enough). In the Sample Editor, hitpoints are displayed in the waveform when the Hitpoints tab is open. When the AudioWarp tab is open, hitpoint positions are indicated with small triangles at the top of the waveform display and the Range Selection and Free Warp tools snap to them. Auditioning and hitpoints •You can audition the hitpoint slices, that is the area between two hitpoints, by pointing and clicking in any slice area. The pointer changes to a speaker icon and the corresponding slice is played back from the beginning to the end. Navigating between hitpoints •You can navigate between the slices using the arrow keys or by pressing the [Tab] key. •You can select the next or previous hitpoint marker using the “Locate Next/Previous Hitpoint” commands. The default key commands for this are [Alt]/[Option]-[N] and [Alt]/[Option]-[B]. OptionDescription AllAll hitpoints are shown taking the Threshold slider into account. 1/4, 1/8, 1/16, 1/32 Only hitpoints that are close to the selected note value positions within the loop are shown. A second ruler displaying the local definition of the audio file is shown below the ordinary ruler.

349 The Sample EditorWorking with hitpoints and slices Editing hitpoints You can change the state of a hitpoint, insert new hitpoints manually, and move existing hitpoints. Hitpoints can have three different states: enabled, locked, and disabled. “Enabled” is the normal state a hitpoint has immediately after the detection. Hitpoints can be “disabled” so that they are still visible as gray triangles on the timeline, but will not be taken into account for further operations. “Locking” hitpoints is an easy way to make sure that hitpoints are not accidentally filtered out. Locked hitpoints are not affected by the Threshold slider and Beats pop-up menu. An enabled, a disabled, and a locked hitpoint Disabling and locking hitpoints After applying the different hitpoint filters, you may find that you want to keep individual hitpoints that were filtered out or disable hitpoints that you do not need. Furthermore, you may want to lock certain hitpoints. •To lock a hitpoint, move the mouse pointer over the gray triangle on the timeline so that the tooltip “Lock Hitpoint” is shown. Click on the triangle. This way, enabled and disabled hitpoints can be locked. •To lock a disabled hitpoint, you can also press [Alt]/[Option] and move the mouse over the waveform. At positions where a disabled hitpoint can be locked, a gray hitpoint line and the tooltip “Lock Hitpoint” are shown. Click to lock the hitpoint. •To lock multiple hitpoints, press [Shift]-[Alt]/[Option] so that the tooltip “Lock multiple hitpoints” is shown and drag a rectangle over the hitpoints. All enabled and disabled hitpoints within the area defined by the rectangle become locked. •To disable hitpoints, press [Shift] so that the tooltip “Disable Hitpoints” is shown and click on the line of a single hitpoint or drag a rectangle over all the hitpoints that you want to disable. This way, enabled and locked hitpoints can be disabled. •To disable a locked hitpoint, you can also point the mouse at the blue hitpoint triangle on the timeline so that the tooltip “Disable Hitpoint” is shown. Click on the triangle. Resetting hitpoints Sometimes it can be useful to reset hitpoints to their original state, e. g. because you still want them to be affected by the Threshold slider. •To reset hitpoints to their original state, press [Ctrl]/[Command]-[Alt]/[Option] so that the tooltip “Enable/Unlock Hitpoints” is shown and drag a rectangle over the hitpoints. All disabled and locked hitpoints within the area defined by the rectangle are reset. Note that some of the hitpoints may still appear as disabled due to the Threshold slider and Beats pop-up menu settings. Inserting hitpoints If you get too few hitpoints using the filter options, you can insert hitpoints manually.

350 The Sample EditorWorking with hitpoints and slices •To insert a new hitpoint, press [Alt]/[Option] and click at the position where you want to enter the new hitpoint (i. e. at the start of the sound). Manually added hitpoints are locked by default. Moving hitpoints If a hitpoint was either placed too far away from the start of the sound or too far into the sound, you can move it. •To move a hitpoint, press [Alt]/[Option] and point the mouse at the vertical line of the hitpoint. The mouse pointer changes to a double arrow and the tooltip “Move Hitpoint” is shown. You can now drag the hitpoint to its new position. Moved hitpoints are locked by default. Slicing audio Once you have set up the hitpoints as needed, you can slice the audio by clicking the Create Slices button on the Hitpoints tab. Alternatively, you can select the “Create Audio Slices from Hitpoints” command from the Hitpoints submenu of the Audio menu. 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. •The audio event is replaced by an audio part, containing the slices (double-click the part to view the slices in the Audio Part Editor). •The audio is automatically adapted to the project tempo, taking the specified tempo or bars and beats values into account: if the event was one bar long, the part is resized to fit exactly one bar in the Cubase tempo, and the slices are moved accordingly, 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 creates an audio part with the slices adapted to the project tempo, just as above. The audio should now play back seamlessly at the tempo set in the project! Slices and the project tempo The musical time base setting and the project tempo affect how the sliced audio is played back. Make sure that the “Toggle Time Base” button in the track list or Inspector is set to a musical time base (the button shows a note symbol – see “Defining the track time base” on page 90). This way the loop will follow any further tempo changes. If the project tempo is slower than the tempo of the original audio event, there may be audible gaps between the slice events in the part. To remedy this, you can apply the “Close Gaps (Timestretch)” function from the Advanced submenu of the Audio menu on the parts containing the slice events. Time stretch is applied to each slice to close the gaps. Depending on the length of the part and the algorithm set in the Preferences dialog (Editing–Audio page), this can take a while. ÖIf you open the Pool, you will see that new clips were created, one for each slice. If you decide to change the tempo again after using the “Close Gaps (Timestretch)” function, undo the Close Gaps operation or start over again, using the original, unstretched file. !When you create slices, all events referring to the edited clip are also replaced.