Steinberg Cubase LE Operation Manual
Here you can view all the pages of manual Steinberg Cubase LE Operation Manual. The Steinberg manuals for Music Production System are available online for free. You can easily download all the documents as PDF.
Page 271
CUBASE LEWorking with hitpoints and slices 14 – 271 Auditioning slices A slice is a section of the waveform, from one hitpoint to the next. The first thing you should do before editing hitpoints is to listen to each slice in the Sample Editor, to determine what they contain. The aim is basically to avoid “double hits”, like a snare hit being followed by a hi-hat hit within the same slice. You also want to determine whether any hitpoints have been added that should be removed: 1.Open a loop in the...
Page 272
CUBASE LE14 – 272 Working with hitpoints and slices Setting the sensitivity The loop is first analyzed to determine where hitpoints should appear (where the individual “beats” in the loop are), then you manually set the sensitivity with the Sensitivity slider to determine how many hitpoints there should be. •Try raising the sensitivity to add “missing” hitpoints, and lowering it to remove unwanted hitpoints. This may or may not work, depending on the situation, but as a general rule you should try...
Page 273
CUBASE LEWorking with hitpoints and slices 14 – 273 Setting hitpoints according to note values The “Use” pop-up menu on the Sample Editor toolbar also features dif- ferent note values for setting hitpoints. 1/4, 1/8, 1/16 and 1/32 notes can be selected. Only hitpoints that are close to the selected note value positions within the loop (e.g. close to exact sixteenth note positions, if you have selected the 1/16 option) will be shown – all other hitpoints will be disabled. • For this to work properly,...
Page 274
CUBASE LE14 – 274 Working with hitpoints and slices Disabling slices You might run into situations where there are too many slices – a single sound may have been split into two slices for example. You could of course reduce the sensitivity to get rid of the hitpoints you don’t want, but then other hitpoints could disappear too, which may be undesirable. What you need to do in a situation like this is to disable an individual slice, using the Hitpoint Edit tool in Disable mode: 1.Select the Hitpoint...
Page 275
CUBASE LEWorking with hitpoints and slices 14 – 275 Locking slices If you lock a hitpoint, by clicking on its handle with the Hitpoints Edit tool in Lock mode, it will stay even if you drag the Sensitivity slider all the way to zero. This can be used in situations where one or several slices contain double hits, but raising the sensitivity adds a lot of un- wanted slices. 1.Find the place where you hear double hits when auditioning. 2.Remember the current slider setting. 3.Raise the sensitivity slider...
Page 276
CUBASE LE14 – 276 Working with hitpoints and slices Setting hitpoints manually If you cannot get the desired result by adjusting sensitivity, disabling or locking, you can add, move and delete hitpoints manually. ❐Note that you should always try to use the hitpoints found by the Calcu- late function before manually moving or adding hitpoints. Adding hitpoints Manually adding hitpoints can be done in situations where a hitpoint is missing at a specific point, but doesn’t appear even if the sensitivity...
Page 277
CUBASE LEWorking with hitpoints and slices 14 – 277 4.Select the Pencil tool from the Sample Editor toolbar and click just be- fore the start of the sound. A new hitpoint appears. Manually added hitpoints are locked by default. •If you click and keep the mouse button pressed, you can adjust the position of the new hitpoint by dragging. Releasing the mouse button adds the hitpoint. 5.Audition the new slice with the Play tool to make sure you got what you wanted.
Page 278
CUBASE LE14 – 278 Working with hitpoints and slices Moving hitpoints If you manually added a hitpoint, and it was either placed too far away from the start of the sound, or too far into the sound, you can manually move the hitpoint. 1.Make sure Snap to Zero Crossing is activated on the Sample Editor toolbar. 2.Select the Hitpoint Edit tool and click the tool icon again to select the Move mode. 3.Click on the tool handle and drag it to the new position. Deleting hitpoints To delete a hitpoint, select...
Page 279
CUBASE LEWorking with hitpoints and slices 14 – 279 Creating slices After you have specified the correct loop length and time signature and worked on the hitpoints in the Sample Editor so that one sound per slice is heard, it is time to actually slice the file. This is done by selecting “Create Audio Slices” from the Hitpoints submenu on the Audio menu. Now the following happens: •The Sample Editor closes. •The audio event is “sliced” so that there is a separate event for each hitpoint. In other...
Page 280
CUBASE LE14 – 280 Working with hitpoints and slices Creating Groove Quantize maps You can generate groove quantize maps based on the hitpoints you have created in the Sample Editor. Groove quantizing is not meant for correcting errors, but for creating rhythmic feels. This is done by com- paring your recorded music with a “groove” (a timing grid generated from the file) and moving the appropriate notes so that their timing matches the one of the groove. In other words, you can extract the timing...