Steinberg Cubase Le 8 Manual
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Sample Editor Working with hitpoints and slices 301 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.
Sample Editor Working with hitpoints and slices 302 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. PROCEDURE • 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. RESULT 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. PROCEDURE • 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. PROCEDURE • To move a hitpoint, press [Alt]/[Option] and point the mouse at the vertical line of the hitpoint. RESULT 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. NOTE Moved hitpoints are locked by default.
Sample Editor Working with hitpoints and slices 303 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). IMPORTANTIMPORTANTIMPORTANTIMPORTANT When you create slices, all events referring to the edited clip are also replaced.
Sample Editor Working with hitpoints and slices 304 If the project tempo is higher than the tempo of the original audio event, the slice events are overlapping. Activate auto crossfades for the track to smooth out the sound. Furthermore, you can select the overlapping events inside the part and apply the “Delete Overlaps” function from the Advanced submenu of the Audio menu. The slices in the Audio Part Editor. Here, the project tempo was higher than the clip’s original tempo – the slice events overlap. RELATED LINKS Making global Auto Fade settings on page 182 Making Auto Fade settings for individual tracks on page 183 Other hitpoint functions On the Hitpoints tab of the Sample Editor Inspector, you will also find the following functions. Many of these functions are also available on the Hitpoints submenu of the Audio menu. If selected on the Audio menu, they can be applied on several events and even range selections at the same time. Create Groove You can generate a groove quantize map based on hitpoints that you have created. RELATED LINKS Creating Groove Quantize Presets on page 172 Create Markers If an audio event contains calculated hitpoints, you can click the Create Markers button on the Hitpoints tab to add a marker for each hitpoint. If your project has no marker track, it will be added and activated automatically. Markers can be useful to snap to hitpoints, e. g. for locating hitpoints. RELATED LINKS Markers on page 196
Sample Editor Working with hitpoints and slices 305 Create Regions If your audio event contains calculated hitpoints, you can click the Create Regions button on the Hitpoints tab to automatically create regions from hitpoints. This can be useful to isolate recorded sounds. Create Events If your audio event contains calculated hitpoints, you can click the Create Events button on the Hitpoints tab to automatically create separate events based on the hitpoints. Create MIDI Notes You can export your hitpoints to a MIDI part containing a MIDI note for each hitpoint. For example, you can use this function to double, replace, or enrich drum hits by triggering sounds of a VST instrument at the positions of the hitpoints. To convert the hitpoints into MIDI notes, click the “Create MIDI Notes” button. Make the desired settings in the Convert Hitpoints to MIDI Notes dialog and click OK. The following options are available: Velocity Mode/Velocity • Dynamic Velocity Value – The velocity values of the created MIDI notes vary, according to the peak levels of the corresponding hitpoints. • Fixed Velocity Value – The created MIDI notes get the same velocity value. You can set this value using the Velocity field. Pitch/Length • Hitpoints do not contain any information about pitch or duration. Therefore, all created MIDI notes get the same pitch and note length. Use these fields to specify the desired values. Destination • First Selected Track – The MIDI part is placed on the first selected MIDI or instrument track. Note that any MIDI parts from previous conversions that are on this track will be deleted. • New MIDI Track – A new MIDI track is created for the MIDI part. • Project Clipboard – The MIDI part is copied into the clipboard so that you can insert it at the desired position on a MIDI or instrument track.
306 Audio Part Editor 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. Audio parts are created in the Project window in one of the following ways: • Select one or several audio events on the same track, and select Audio > Events to Part. • Glue together two or more audio events on the same track with the Glue tool. • Draw an empty part with the Draw tool. • Double-click 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. RELATED LINKS Project Window on page 24 Window Overview
Audio Part Editor Window Overview 307 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. • Separate tools for auditioning (Speaker) and scrubbing. • No Line or Glue Tube tools. • Play and Loop icons and an Audition Volume control. • Independent Track Loop settings. • Part List controls for handling several parts: activating parts for editing, restricting editing to active parts only and showing part borders. NOTE You can customize the toolbar by hiding or reordering its items. RELATED LINKS Auditioning on page 309 Scrubbing on page 311 Setting Up the Independent Track Loop on page 310 Handling Several Parts on page 311 Using the Setup options on page 627 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. RELATED LINKS Ruler Display Formats on page 29
Audio Part Editor Opening the Audio Part Editor 308 Opening the Audio Part Editor 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. PROCEDURE 1. Select one or more audio parts in the Project window. 2. Double-click on any one of them or use the Edit-Open key command, by default [Ctrl]/[Command]-[E]. Double-clicking on an audio event in the Project window will open the Sample Editor. RELATED LINKS Opening the Sample Editor on page 282 About 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. If the Snap function is deactivated and you want to move an event to another lane without accidentally moving it horizontally, press [Ctrl]/[Command] while dragging it up or down. RELATED LINKS Track Handling on page 91
Audio Part Editor Operations 309 Operations Zooming, selecting and editing in the Audio Part Editor are done just as in the Project window. NOTE If a part is a shared copy (i. e. you have previously copied the part by [Alt]/[Option]-[Shift] and dragging), any editing you perform will affect all shared copies of this part. RELATED LINKS Project Window on page 24 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 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 between 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, playback 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 Main Mix (the default output bus).
Audio Part Editor Operations 310 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 Preview” 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. NOTE The Audio Part Editor also supports the key commands “Preview start” and “Preview stop” in the Media category of the Key Commands dialog. These key commands stop the current playback, no matter if you are in normal playback or in audition mode. Setting Up the Independent Track Loop The independent track loop is a sort of mini-cycle, affecting 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 interaction between the loop and the regular playback is that the loop starts every time the cycle starts over again. PROCEDURE 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. 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. NOTE You can also edit the loop start and end positions numerically in the fields next to the Loop button. RESULT The loop is indicated in purple in the ruler. NOTE T h e e v e n t s w i l l b e l o o p e d a s l o n g a s t h e L o o p b u t t o n i s a c t i v a t e d a n d t h e A u d i o P a r t Editor window is open.