Steinberg Cubase LE Operation Manual
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CUBASE LEFolder tracks 4 – 101 Editing folder parts Folder parts are editable. You can perform most standard editing com- mands like cut, copy, paste and move etc. The difference compared to normal part or event editing is that all tracks in the folder are affected. For example, in the illustration below you can see the result of splitting a folder part using the Scissor tool. Splitting the folder part will split all contained parts or events present at that position. In most respects a folder part can be handled just like other events or parts in the event display. ❐Any editing performed on a folder part affects all tracks within the folder. Resizing folder parts If you resize a folder part, events and parts within the folder part are resized according to the currently selected type of resizing. This is set by clicking the Arrow tool icon on the toolbar and selecting either “Normal Sizing” or “Sizing Moves Contents” from the pop-up menu – see page 79. The third option on the pop-up “Sizing Applies Time Stretch” cannot be used to resize folder parts.
CUBASE LE4 – 102 Folder tracks Editing tracks within folder parts Tracks inside a folder can be edited as one entity, by performing the editing directly on the folder part containing the tracks as explained above. You can also edit individual tracks within the folder, by showing the contained tracks, selecting parts and opening an editor as usual. Double clicking a folder part opens the editors for the corresponding track classes present in the folder. The following applies: •All MIDI parts located on the tracks within the folder, are displayed as if they were on the same track, just like when opening the Key Editor with several MIDI parts selected. In order to easily discern the different tracks in the Editor, give each track a different color in the Project window and use the “Part Colors” option in the Editor (see page 404). •If the folder contains tracks with audio events and/or audio parts, the Sample and/or Audio Part Editors are opened, with each audio event and audio part in a separate window.
CUBASE LE5 – 104 Using Markers About markers Markers are used to quickly locate to any position. If you often find yourself jumping to a specific position, you can set up that position as a marker. There are two types of markers: • Cycle markers, which allow you to store the start and end positions of a range. • Standard markers which store a specific position. Markers can be created and edited in several ways: • By using the Marker window (see page 105). • By using the Marker track (see page 108). About the left and right locators The first two markers are the left and right locators (indicated on the Transport panel by “L” and “R”, respectively). As described on page 22, these are used for specifying punch-in and punch-out positions during recording, and as boundaries for Cycle playback and recording. The locators can be managed in the same way as the other markers, but there are also some special functions for setting locator positions: •To set the left locator, press [Ctrl]/[Command] and click at the desired position in the ruler. Similarly, pressing [Alt]/[Option] and clicking in the ruler sets the right locator. •Holding down [Ctrl]/[Command] and pressing [1] or [2] on the nu- meric keypad sets the left or right locator to the current project cursor position. •By creating cycle markers you can store any number of left and right locator positions, which can be recalled by simply clicking the marker, see page 111. •Selecting “Locators to Selection” from the Transport menu (key com- mand [P]) sets the locators to encompass the current selection. For this to be available, you must have selected one or several events, or made a selec- tion range. •You can also adjust the locator positions numerically in the Transport panel.
CUBASE LEUsing Markers 5 – 105 The Marker Window In the Marker window you can perform most editing operations con- cerning markers. Markers are displayed sequentially starting from the top of the window in the order that they occur in the project. Most functions in the Marker window are also available in the Inspector when the Marker track is selected. To open the Marker window, select “Markers” from the Project menu or use the key command (by default [Ctrl]/[Command]-[M]). The Marker window columns The Marker window is divided into six columns which are used for per- forming the following operations: • The leftmost column is the Locate column. Clicking in this column will move the project cursor to the corresponding Marker posi- tion. A blue arrow indicates the Marker at the project cursor position (or the closest marker before the project cursor). • The ID column is used to edit marker ID-numbers. See “About Marker ID-numbers” below. • The Position column displays the markers’ time positions (or start positions for cycle markers). The marker positions can be edited directly in this column. • The End and Length columns display the end positions and length of cycle markers – see page 108. These values can also be edited directly in the respective column. • The Description column lets you enter names or descriptions for markers. The left and right locator descriptions cannot be changed.
CUBASE LE5 – 106 Using Markers Adding markers in the Marker window You add position markers (in Stop mode, during playback or during recording) by clicking the Add button or by pressing [Insert] on the computer keyboard. Markers are always added at the current project cursor position. • To add a cycle marker, select “Cycle Markers” from the Show pop-up menu and click the Add button. This adds a cycle marker between the left and right locator. You can also draw cycle markers on the Marker track (see page 109). Removing markers in the Marker window To remove a marker, select it and click the Remove button. Moving marker positions in the Marker window The Move button in the Marker window can be used to “reprogram” marker positions. Proceed as follows: 1.Set the project cursor to the position to which you want to move (or re-program) a marker. 2.Select the marker which you want to change in the Marker window. Do not select the marker by clicking in the leftmost column, as this will move the project cursor you set up in the previous step. •If a cycle marker is selected, the Move operation affects the cycle marker start position. The length of the range is not affected. 3.Click the Move button.
CUBASE LEUsing Markers 5 – 107 About marker ID-numbers Each time you add a marker it is automatically and sequentially as- signed an ID-number, starting from ID 3 and onwards. Marker IDs 1 and 2 are always assigned to the left and right locators and cannot be changed, but all other ID-numbers can be changed later. The purpose of changing ID-numbers is to assign specific markers to key com- mands (see below). IDs for cycle markers are shown in brackets and start from [1]. These may also be changed, but as IDs for cycle markers cannot be assigned to key commands, the numbers simply serve to identify a cycle marker. Instead you use the left and right locators to access cycle markers, see page 111. Assigning markers to the numeric keypad As explained earlier, marker ID-numbers are assigned automatically and sequentially each time you add a marker. The (default) numeric pad key commands 3 to 9 always correspond to marker ID-numbers 3 to 9. Hence, if you have more than 6 markers in a project, markers as- signed ID-numbers from 10 and onwards cannot be accessed using the numeric key pad. If you want to keep all current markers, but want to specify which mark- ers are assigned to the numeric key pad, the solution is to reassign the marker ID-numbers. Proceed as follows: 1.First decide which of the current markers with an ID between 3 and 9 you want to reassign to a new ID-number, and thus remove its assign- ment to the numeric key pad. Memorize the ID-number. 2.Type in this ID-number in the ID column of the marker you want to as- sign to a numeric pad key and press enter. The two marker ID-numbers are switched, and the key now locates to the marker se- lected in this step. 3.Repeat as necessary for other markers. •You can also simply remove a marker with an ID-number between 3 to 9 to free up a key – see “Removing markers” on page 106.
CUBASE LE5 – 108 Using Markers Using the Marker track The Marker track is used to view and edit markers. Markers shown on the Marker track are exactly the same as shown in the Marker window, and any changes made on the Marker track are reflected in the Marker window and vice versa. Standard position markers in the Marker track are shown as marker events, vertical lines with the marker name (if as- signed) and number beside it. If you select the Marker track, all mark- ers are shown in the Inspector, much like in the Marker window. About cycle markers Cycle markers are shown on the Marker track as two events joined to- gether by a horizontal line. Cycle markers are ideal for storing sections of a project. By setting cycle markers for sections of a song, for exam- ple “Intro”, “Verse”, “Chorus” etc., this enables you to quickly navigate to the song sections, and also to optionally repeat the section (by ac- tivating Cycle on the Transport bar). In addition, Cycle markers appear on the horizontal Zoom pop-up menu in the Project window. If se- lected the screen is automatically zoomed to encompass the Cycle marker range. Opening the Marker track To open the Marker track, select “Marker” from the Project menu – Add Track submenu. You can only have one Marker track in a project. Markers Markers Cycle marker Locators
CUBASE LEUsing Markers 5 – 109 Editing markers on the Marker track The following basic editing functions can be performed directly on the Marker track: •Add position markers “on the fly”. Use the [Insert] key or the “Add Marker” button in the Track list for the Marker track to add position markers at the current cursor position during playback. •Add a cycle marker at the left and right locator positions. Clicking the “Add Cycle Marker” button in the Track list for the Marker track adds a cy- cle marker spanning the area between the left and right locator. •Selecting markers. You can use standard selection techniques like click dragging to make a selection rectangle or using [Shift] to select separate markers. •Draw position markers. By clicking with the Pencil tool (or pressing [Alt]/[Option] and clicking with the Arrow tool), you can create or “draw” position marker events at any position on the track. If snap is activated on the toolbar, this determines at which positions you can draw markers. •Draw cycle markers. To draw a cycle marker range, you press [Ctrl]/[Command] and use the Pencil tool or the Arrow tool. Snap settings are applied if activated. ❐Cycle markers can freely overlap. Add Marker/Add Cycle Marker buttons
CUBASE LE5 – 110 Using Markers •Resize a cycle marker. Select a cycle marker by clicking on it. As you can see, two handles appear at the bot- tom of the start and end events. If you click and hold one of the handles you can drag the event left or right to resize the cycle marker. This can also be done numerically on the info line. •Move markers. Use usual techniques as object selection and dragging or editing on the info line to move selected markers. As usual, snap is taken into account if activated. •Remove markers. This is done exactly the same way as for other events, i.e selecting and pressing Back- space, using the Erase tool etc. •Naming markers. A selected marker’s name can be edited by clicking the name on the info line.