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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. 
    						
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