Steinberg Cubase Le 4 Manual
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111 The Sample Editor Using the Select submenu The following options on the Select submenu of the Edit menu can be used in the Sample Editor: Editing selection ranges Selections in the Sample Editor can be manipulated in several ways. Please note: If you attempt to edit an event that is a shared copy (i.e. the event refers to a clip that is used by other events in the project), you are asked whether you want to create a new version of the clip or not (if you haven’t made a “perma- nent” choice already – see below). Select “New Version” if you want the editing to affect the selected event only. Select “Continue” if you want the editing to affect all shared copies. Note: If you activate the option “Do not show this message again” in the dialog, any further editing you do will conform to the selected method (“Continue” or “New Version”). You can change this setting at any time with the “On Processing Shared Clips” pop-up menu in the Preferences (Editing–Audio page). Cut, Copy and Paste The Cut, Copy and Paste commands on the Edit menu work according to the following rules: Selecting Copy copies the selection to the clipboard.Selecting Cut removes the selection from the clip and moves it to the clipboard. The section to the right of the selection is moved to the left to fill out the gap. 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 (if the selection length is “0”), 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. Insert Silence Selecting “Insert Silence” from the Range submenu on the 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 105). Delete Selecting Delete from the Edit menu (or pressing [Back- space]) removes the selection from the clip. The section to the right of the selection is moved to the left to fill out the gap. Processing The functions on 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 100. Function Description All Selects the whole clip. None Selects no audio (the selection length is set to “0”). In Loop Selects all audio between the left and right locator. From Start to CursorSelects all audio between the clip start and the project cursor. From Cursor to EndSelects all audio between the project cursor and the end of the clip. For this to work, the project cursor must be within the clip boundaries. Select Event Selects the audio that is included in the edited event only. This is not available if you opened the Sample Editor from the Pool (in which case the whole clip is opened for edit- ing, not an event). Left Selection Side to CursorMoves the left side of the current selection range to the project cursor position. For this to work, the cursor must be within the clip boundaries. Right Selection Side to CursorMoves the right side of the current selection range to the project cursor position (or the end of the clip, if the cursor is to the right of the clip).
112 The Sample Editor Creating a new event from the selection 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.Select “Bounce Selection” from the Audio menu. A new clip is created and added to the Pool, and another Sample Editor window will open with the new clip. The new clip will refer to the same audio file as the original clip, but will only contain the audio corresponding to the selec- tion 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. Options and settings Show audio event When the option “Audio Event” is activated on the Ele- ments submenu on the Quick menu (or the Show Audio Event button is activated on the toolbar), the section corre- sponding to the edited event is highlighted in the waveform display and Thumbnail. The sections of the audio clip not belonging to the event are shown with a grey 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 to Zero Crossing Snap to Zero Crossing activated. 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. This setting affects the Sample Editor only. In the Project window and other editors, the Snap to Zero Crossing setting on the Project menu toolbar or in the Preferences (Editing–Audio page) is used. Autoscroll Autoscroll activated. When this option is activated, the waveform display will scroll during playback, keeping the project cursor visible in the editor. !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.
114 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 editing that you do in the Project window, which means that this chapter contains a lot of references to the chap- ter “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. Note that double-clicking on an audio event in the Project window will open the Sample Editor (see “Ope- ning the Sample Editor” on page 107). 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 116). Separate tools for auditioning (Speaker) and scrubbing (see “Scrubbing” on page 116). No Line, Glue Tube or Color tool. Play and Loop icons and an Audition Volume control (see “Auditioning” on page 116). 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 116). ÖYou can customize the toolbar, hiding or reordering its items. See “The Setup dialogs” on page 244. The ruler and info line These have the same functionality and appearance as their counterparts in the Project window. Note that 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 that appears. For a list of the available formats, see “The ruler” on page 20.
115 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 top figure it is unnecessarily hard to discern, select and edit the separate events. In the bottom figure, some of the events have been moved to a lower lane, making se- lection 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 Prefer- ences 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! Lanes
116 The Audio Part Editor Operations Note that if a part is a shared copy (i.e. you have previ- ously copied the part by [Alt]/[Option]+[Shift]-dragging), any editing you perform will affect all shared copies of this part. To indicate that it is a shared copy, its name is displayed in italics and a symbol is displayed in the lower right corner of the part in the Project window (see “Duplicating events” on page 30). Auditioning There are three 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. 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. Scrubbing In the Audio Part Editor, the Scrub tool has a separate icon on the toolbar. Apart from that, scrubbing works exactly as in the Project window (see “Scrubbing” on page 27). 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 Part List menu lists all parts that were selected when you opened the editor, and lets you select which part should be 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 on 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. !Zooming, selecting and editing in the Audio Part Ed- itor is done just as in the Project window (see “Ope- rations” on page 21).
117 The Audio Part Editor You can zoom in on an active part so that it fills the screen by selecting “Zoom to Event” from the Zoom sub- menu on 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. It is possible to cycle between parts, making them ac- tive, with 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. Please refer to “Setting up key commands” on page 250 for instructions on how to set up key commands. Common methods Assembling a “perfect take” When you record audio in Cycle mode, the events created during each lap are named “Take X”, where “X” is the number of the take. You can create a perfect take by put- ting together sections of the different takes in the Audio Part Editor. ÖThe procedure below will not work if you recorded with “Keep Last” mode selected on the Transport panel. In that case, only the last take will be kept on the track. First, you have to create an audio part from the takes. Creating an audio part from events 1.In the Project window, use the Object Selection tool to draw a rectangle around the recorded events. This is necessary, since clicking on the event may just select the event on top (the last take). If in doubt, check the info line – the info text should be yellow. 2.Pull down the Audio menu and select “Events to Part”. The events are converted to an audio part. Assembling a take 1.Double-click the part to open the Audio Part Editor. Now the different takes will be placed on different lanes, with the last take at the bottom. 2.Use the tools to cut out pieces of the takes and as- semble the final result. This can include splitting with the Scissors tool, resizing events with the Arrow tool or deleting with the Eraser tool. Remember that the events on the lowest lane have play- back priority. Use the Audition icon to audition the result. 3.Close the Audio Part Editor. You have now assembled a “perfect take”! Options and Settings The following options and settings are available in the Audio Part Editor: Snap You can specify an independent Snap mode (and snap value for the Grid mode) in the editor. The functionality is exactly the same as in the Project window. Autoscroll When Autoscroll is activated on the toolbar, the window will scroll during 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.
119 Audio warp realtime processing Background Audio warp is the generic name for the realtime time stretching and pitch shifting functions in Cubase LE. The main audio warp features are as follows: Tempo match any audio loop to the project tempo – see “De- termining the tempo of an audio loop and activating Musical mode” on page 119. Pitch shift any number of audio clips in realtime – see “Real- time pitch shifting of audio events” on page 121. Freeze the realtime processing to optimize the audio sound quality and lessen the CPU load – see “Freezing the realtime processing” on page 121. About Musical mode Musical mode is the key audio warp feature. It allows you to lock audio clips to the project tempo by using realtime time stretching. When you activate Musical mode, you have to specify the tempo for the audio file or loop. In Musical mode, audio events will adapt to any tempo changes in Cubase LE, just like MIDI events. The Musical Mode button is activated on the Sample Editor toolbar. About ACID® loops Cubase LE supports ACID® loops. These loops are stan- dard audio files but with embedded tempo/length informa- tion. When ACID® files are imported into Cubase LE, Musical mode is automatically activated and the loops will adapt to the tempo set in the project. Determining the tempo of an audio loop and activating Musical mode You can adapt the tempo of an audio loop, i.e. an audio clip of a given musical length, to the project tempo in Cu- base LE. Once Musical mode has been set, the loop will follow any tempo variations in realtime. The first step is to import a loop. This could be any loop, just as long as it meets the basic criteria, e.g. a loop that is exactly 2 or 4 bars long at a given tempo (it doesn’t matter if you don’t know the tempo). 1.Import a suitable loop, for example a drum loop. 2.Double-click the loop to open it in the Sample Editor. 3.Click the Musical mode button (the note button) so that it lights up. By default, the warp controls are situated on the far right in the Sample Editor toolbar. 4.In the dialog that appears, enter the original tempo of the loop (this is often part of the loop name, e.g. “SloGroove_105bpm”). On the toolbar, you can find three fields displaying the time signature, audio tempo and bars & beats, allowing you to inspect your settings. If the bar count is wrong for example, you should correct the tempo. This is done in the Tempo column in the Pool window (provided that Musical mode is deactivated in the Sample Editor). If you have not specified the tempo in the Pool or (by activating Musical mode) in the Sample Editor, these fields will display the default setting of “0”. The signature, audio tempo and tempo fields in the Sample Editor. !ACID® loops, other commercial loops, and loops you created yourself containing tempo/length infor- mation will automatically have Musical mode acti- vated when they are imported, and the steps below are not necessary.
120 Audio warp realtime processing When the Musical mode is activated and the tempo is set, the loop is automatically stretched. On the Sample Editor toolbar, you can find a warp setting pop-up menu and a warp icon. The warp icon lights up if the audio clip is stretched or pitch-shifted/transposed. On the “warp setting” pop-up, you can find various warp options that govern the audio quality of the realtime time stretching. There are presets for common types of audio material and an Advanced option where you can manually set warp parameters. See “Warp settings” on page 120 for a description of these parameters. 5.Select the warp setting preset that best corresponds to the audio loop material and close the Sample Editor. 6.Activate playback. Now 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 sym- bol and two arrows in the lower right corner. The note symbol indicates Musical mode and the arrow indicates that the file is stretched. Activating Musical mode from within the Pool It is also possible to activate/deactivate Musical mode from within the Pool by clicking the respective checkbox in the Musical 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.If you import a new file into the Pool, or if a clip in the pool has not had tempo or length set, the tempo is unknown. If you try to activate Musical mode in the Pool for such files, a dialog appears where you have to enter the tempo be- fore Musical mode is activated. The default value is the current project tempo. Warp settings The “warp setting” pop-up menu, which is located on the Sample Editor toolbar, contains various presets affecting the realtime time stretching sound quality. These presets have self-explanatory names like “Drums” and “Mix”, where the parameters involved have been optimized for the corresponding type of audio material. The following warp settings are available: Advanced settings If you select the Advanced menu item, a dialog opens where you can manually change the three parameters that govern the sound quality of the time stretching: Option Description Drums This mode will best preserve the rhythmic accuracy of unpitched audio that contains many transients (e.g. drum loops). Using this option for pitched audio will lead to noticeable arte- facts. Plucked This should be used for audio with transients and a relatively sta- ble spectral sound character (e.g. plucked instruments). Pads Use this mode for pitched audio with slower rhythmics and a stable spectral sound character. This will minimize sound arte- 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 artefacts 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 categorized. Advanced This allows for a manual tweaking of the time stretching parame- ters. 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 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.