Steinberg Cubase SE 3 Operation Manual
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CUBASE SE The Audio Part Editor 16 – 301 Common methods Assembling a “perfect take” When you record audio in Cycle mode, an event is created for each recorded lap (see page 48). These events 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 from events 1.In the Project window, use the Object Selection tool to...
Page 302
CUBASE SE 16 – 302 The Audio Part Editor 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 can include splitting with the Scissors tool, resizing events with the Arrow tool or deleting with the Eraser tool. •Remember that the events on the lowest lane have playback priority. Use the Audition icon to...
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CUBASE SE The Audio Part Editor 16 – 303 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. •Autoscroll When Autoscroll is activated on the toolbar, the window will scroll during playback, keeping the project cursor visible in the editor. This setting can be activated or deacti- vated individually...
Page 306
CUBASE SE 17 – 306 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...
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CUBASE SE Working with hitpoints and slices 17 – 307 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...
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CUBASE SE 17 – 308 Working with hitpoints and slices 4.Click the Hitpoint Mode button on the toolbar. Now the Sensitivity slider is added, and the Use menu is activated. The items on this pop-up don’t affect the actual detection but rather which hitpoints will be shown after- wards. If you e.g. know that your loop is based on 1/16th notes, select “1/16”. If you’re uncertain, set this to “All” – you can change this setting afterwards if needed. 5.Select “Calculate Hitpoints” on the Audio menu –...
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CUBASE SE Working with hitpoints and slices 17 – 309 As you now can see, hitpoints have been set at the beginning of each sound in the loop (or at least at most of them). 7.If you now move the hitpoint sensitivity slider to the left, this gradually hides the hitpoints. Moving the slider to the right increases the sensitiv- ity to reveal additional hitpoints detected during the calculate process. The basic aim is to add, remove or in various other ways edit the hitpoints so that one individual sound is...
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CUBASE SE 17 – 310 Working with hitpoints and slices • The loop is automatically adapted to the project tempo. The slices in the Audio Part Editor. Here, the project tempo was higher than the loop’s original tempo – this means the slice events will overlap slightly. •If you opened the Sample Editor for a clip in the Pool, you will find that the icon for the clip changes in the Pool (to indicate that it is sliced). Dragging the sliced clip from the Pool to an audio track will create an audio part with...