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Steinberg Cubase SE 3 Operation Manual

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Page 301

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...

Page 303

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 304

CUBASE SE
16 – 304 The Audio Part Editor 

Page 305

17
Working with hitpoints and
slices 

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...

Page 307

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...

Page 308

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 –...

Page 309

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...

Page 310

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...
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