Steinberg Cubase LE Operation Manual
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Page 261
CUBASE LEThe Audio Part Editor 13 – 261 • If there is no selection, the whole part will be played back. Note that if the project cursor is within the part, playback starts from the current cursor position. If the project cursor is outside the part, playback starts from the beginning of the part. • If the Loop icon is activated, playback will continue until you deactivate the Play icon. Otherwise, the section will be played back once. Scrubbing In the Audio Part Editor, the Scrub tool has a separate...
Page 262
CUBASE LE13 – 262 The Audio Part Editor Common methods Assembling a “perfect take” When you record audio in Cycle mode an event is created for each re- corded lap (see page 32). These are named “Take X”, where “X” is the number of the take. You can create a perfect take by putting together sections of the different takes in the Audio Part Editor. First, you have to create an audio part from the takes. Creating an audio part 1.In the Project window, use the Object Selection tool to draw a rectan- gle...
Page 263
CUBASE LEThe Audio Part Editor 13 – 263 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 assemble the final result. This could include splitting with the Scissors tool, resizing events with the Arrow tool, muting events with the Mute tool or deleting with the Eraser tool. •Remember that the events on the lowest lane have playback...
Page 264
CUBASE LE13 – 264 The Audio Part Editor 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. •Snap to Zero Crossing The Snap to Zero Crossing setting is global for the project, which means that if you ac- tivate it in the Audio Part Editor, it will also be activated in the Project window and Sample...
Page 266
CUBASE LE14 – 266 Working with hitpoints and slices Background Hitpoint detection is a special feature of the Sample Editor. It auto- matically detects attack transients in an audio file, and then adds a type of marker, a “hitpoint”, at each transient. These hitpoints allow you to create “slices”, where each slice ideally represents each indi- vidual 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...
Page 267
CUBASE LEWorking with hitpoints and slices 14 – 267 Using Hitpoints The basic 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 whilst retaining the timing of a rhythmic audio loop, just like when using MIDI files. What audio files can be used? Here are some guidelines to what type of audio files will render the best results when slicing files using hitpoints: •Each individual...
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CUBASE LE14 – 268 Working with hitpoints and slices 6.Click the Hitpoint Mode button on the Sample Editor toolbar. The program calculates the hitpoints in the event. The Hitpoint Mode button. 7.As you now can see, hitpoints have been set at the beginning of each sound in the loop (or at least at most sounds), and the right half of the toolbar now shows the Sensitivity slider and additional pop-ups. Make sure that the “Use” pop-up is set to “Sense”. 8.If you now move the Hitpoint Sensitivity slider to...
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CUBASE LEWorking with hitpoints and slices 14 – 269 9.Once the hitpoints have been set correctly, enter the length of the loop (using the Bars and/or Beats value fields) and the time signature. The “original” tempo of the loop is now displayed to the right on the Sample Editor toolbar. This tempo is based on the length specified for the loop. Note however that the loop will adapt to the tempo set in Cubase LE in the next step. 10.Pull down the Audio menu, and select “Create Slices” from the Hit-...
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CUBASE LE14 – 270 Working with hitpoints and slices Editing hitpoints In this section, we go back a bit and look at what can be done with hit- points in the Sample Editor. There are three ways to invoke the hitpoint calculation: • Select Calculate from the Hitpoints submenu on the Audio menu. • Click the Hitpoint Mode button in the Sample Editor toolbar. • Select the Hitpoint Edit tool from the toolbar or Quick menu. The last two methods will calculate hitpoints if they haven’t already been calculated....