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Steinberg Cubase Ai 5 Manual

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    							131
    The Sample Editor
    Selecting Paste copies the data on the clipboard into 
    the clip.
    If there is a selection in the editor, this will be replaced by the pasted 
    data. If there is no selection, the pasted data will be inserted starting at 
    the selection line. The section to the right of the line will be moved to 
    make room for the pasted material.
    The pasted data will be inserted at the selection line.
    Delete
    Selecting Delete (on the Edit menu in the Sample Editor 
    context menu or in the main Edit menu or by pressing 
    [Backspace]) removes the selection from the clip. The 
    section to the right of the selection is moved to the left to 
    fill out the gap.
    Insert Silence
    Selecting “Insert Silence” (in the Range submenu of the 
    main Edit menu) will insert a silent section with the same 
    length as the current selection, at the selection start.
    The selection will not be replaced, but moved to the 
    right to make room. 
    If you want to replace the selection, use the “Silence” function instead 
    (see “Silence” on page 121).
    Processing
    The Processing features (in the Process submenu on the 
    Audio menu) can be applied to selections in the Sample 
    Editor. See the chapter “Audio processing and functions” 
    on page 117. 
    Creating a new event from the selection using drag&drop
    You can create a new event that plays only the selected 
    range, using the following method:
    1.Make a selection range.
    2.Press [Ctrl]/[Command] and drag the selection range 
    to the desired audio track in the Project window.
    Creating a new clip or audio file from the selection
    You can extract a selection from an event and either cre-
    ate a new clip or a new audio file, in the following way:
    1.Make a selection range.
    2.Holding [Alt]/[Option], right-click to open the context 
    menu and select “Bounce Selection” from the Audio sub-
    menu.
    Provided that the “Popup Toolbox on Right Click” option in the Prefer-
    ences dialog (Editing–Tools page) is activated, a right-click holding a 
    modifier key brings up the context menu.
    A new clip is created and added to the Pool, and another 
    Sample Editor window opens with the new clip. This clip 
    refers to the same audio file as the original clip, but only 
    contains the audio corresponding to the selection range.
    Drawing in the Sample Editor
    It is possible to edit the audio clip at sample level by draw-
    ing with the Pencil tool. This can be useful if you need to 
    manually edit out a spike or click, etc.
    1.Zoom in to a zoom value lower than 1.
    This means that there is more than one screen pixel per sample.
    2.Select the Pencil tool.
    3.Click and draw at the desired position in the waveform 
    display.
    When you release the mouse button, the edited section is automatically 
    selected. 
    						
    							132
    The Sample Editor
    Options and settings
    Show Audio Event
    When the Show Audio Event button is activated on the 
    toolbar (or the option “Audio Event” is activated on the 
    Elements submenu of the context menu), the section cor-
    responding to the edited event is highlighted in the wave-
    form and thumbnail displays. The sections of the audio 
    clip not belonging to the event are shown with a dark gray 
    background.
    In this mode, you can adjust the start and end of the 
    event in the clip by dragging the event handles in the 
    waveform display.
    When you move the pointer over the event handles (no matter what tool 
    may be selected), it takes on the shape of an arrow, to indicate that you 
    can click and drag.
    Snap
    Snap activated.
    The Snap function helps you to find exact positions when 
    editing in the Sample Editor. It does this by restricting hor-
    izontal movement and positioning to certain grid positions. 
    You turn Snap on or off by clicking the Snap button in the 
    Sample Editor toolbar.
    ÖThe Sample Editor Snap function is independent of 
    the Snap setting in the Project window toolbar or other 
    editors. It has no effect outside the Sample Editor.
    Snap to Zero Crossing
    Snap to Zero Crossing activated.
    This setting is linked to the Snap to Zero Crossing setting 
    in the Project window, see the section “Snap to Zero 
    Crossing” on page 41.
    ÖIf hitpoints have been calculated, these will also be 
    taken into account when snapping to zero crossings.
    Autoscroll
    Autoscroll and Suspend Autoscroll when Editing activated.
    When this option is activated on the Sample Editor tool-
    bar, 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. For more infor-
    mation on this function, see the section “Autoscroll” on 
    page 41.
    AudioWarp: Tempo matching audio
     In Cubase AI you can use the Musical mode to tempo-
    match audio loops to the project tempo. It allows you to 
    lock audio clips to the project tempo by using 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 AI, just like MIDI events. 
    However, using this function should not be confused with 
    quantizing: the timing, i.e. the rhythmic feeling will be 
    maintained.
    It is also possible to activate/deactivate Musical mode from 
    within the Pool by clicking the corresponding checkbox in 
    the Musical Mode column. 
    !This is only available if you opened the Sample Editor 
    by double-clicking an audio event in the Project win-
    dow or the Audio Part Editor and not, if you opened 
    the audio event from within the Pool. 
    						
    							133
    The Sample Editor
    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.From the Algorithm pop-up in the toolbar, 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:
    3.Activate the Musical Mode button on 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.
    !Cubase AI supports ACID® loops. These loops are 
    standard audio files but with embedded tempo/length 
    information. When ACID® files are imported into Cu-
    base AI, Musical mode is automatically activated and 
    the loops will adapt to the tempo set in the project.
    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 sta-
    ble 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. The settings that are shown when you open the dia-
    log are those of the last used preset. The Advanced settings 
    are described in more detail below this table.
    Parameter Description
    Grainsize 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 Grainsize 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. Option Description 
    						
    							134
    The Sample Editor
    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.
     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 or replacing slices.
     Apply processing to individual slices.
     Create new files from individual slices using the “Bounce Se-
    lection” function on the Audio menu.
     Edit slice envelopes.
    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 beats at a certain tempo. Playing the 
    loop back at the right tempo in a cycle set to the correct 
    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 a 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 
    Project 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. 
    In the next step, the loop will be adapted to the project 
    tempo set in Cubase AI. 
    !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 settings. This is 
    useful if you are working with dense or cluttered material 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 (although most other 
    hitpoints are also available, at higher sensitivity settings). 
    						
    							135
    The Sample Editor
    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.
    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 AI 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 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!
    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 Advanced 
    submenu of the Audio menu, see “Close Gaps” on page 136. You should 
    also consider activating auto fades for the corresponding audio track – 
    fade-outs set to about 10 ms will help eliminate any clicks between the 
    slices when you play back the part. See “Fades, crossfades and envelo-
    pes” on page 62 for details.
    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 136.
    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.
    !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 therefore be better to deactivate 
    it. However, if you create slices afterwards, auto 
    fades will be necessary. 
    						
    							136
    The Sample Editor
    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.
    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 move the Sensitivity slider to the 
    right 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.
    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 19). This can be useful to snap to hitpoints, e.g. for 
    locating hitpoints.
    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 containing the slices in the Project win-
    dow.
    !Sounds with a slow attack have their rhythmic center 
    at some point before the peak. 
    						
    							137
    The Sample Editor
    3.Select “Close Gaps” from the Advanced submenu on 
    the Audio menu.
    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 (Editing–Au-
    dio 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.
    ÖThere are some restrictions concerning the highest 
    and lowest possible note pitch. You cannot choose note 
    pitches above C5 and below E0.
      
    						
    							139
    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 “The 
    Project window” on page 14.
    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 locator 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 win-
    dow will open the Sample Editor (see “Opening the 
    Sample Editor” on page 125).
    Window overview
    The toolbar
    The tools, settings and icons on the toolbar have the same 
    functionality as in the Project window, with the following 
    differences:
     A Solo button (see “Auditioning” on page 141).
     Separate tools for auditioning (Speaker) and scrubbing (see 
    “Scrubbing” on page 141).
     No Line, Glue Tube or Color tools.
     Play and Loop icons and an Audition Volume control (see 
    “Auditioning” on page 141).
     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 141).
    ÖYou can customize the toolbar by hiding or reordering 
    its items.
    See “Using the Setup options” on page 262.
    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 21. 
    						
    							140
    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:
    In the upper figure it is unnecessarily hard to discern, se-
    lect and edit the separate events. In the lower figure, some 
    of the events have been moved to another lower lane, 
    making 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.
    This is the default modifier key for this – you can adjust this in the Prefe-
    rences if you like.
    Overlapping events
    Only one event per track can be played back at the same 
    time! This means that if you have overlapping events (on 
    the same lane or different lanes) these will cut each other 
    off, according to the following rules:
    For events on the same lane, the ones that are on top 
    (visible) will be played.
    To move overlapping events to the front or back, use the Move to Front 
    and Move to Back functions on the Edit menu.
    For events on different lanes, the event on the lowest 
    lane gets playback priority.
    The overlapping sections of the upper event will not be played since the 
    event on the lower lane has playback priority!
    Imagine the following situation: You have two overlapping 
    audio events, with the top event audible during playback. 
    What happens when you mute the audible event?
    By default, you will not hear the overlapped event when 
    muting an event that has playback priority over another 
    event.
    This default behavior ensures that you do not suddenly hear audio events 
    that previously were not part of your mix.
    In the Preferences dialog (Editing–Audio page) you will 
    find the option “Treat Muted Audio Events like Deleted”. 
    When you activate this option, any events overlapped by a 
    muted event will become audible.
    Lanes 
    						
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