Steinberg Cubase SX/SL 3 Operation Manual
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CUBASE SX/SLAudio warp realtime processing19 – 441 3.Select an algorithm and click OK. When the processing is finished, any loop that was previously stretched in realtime or had been pitch shifted will play back exactly the same, but Musical mode will be deac- tivated and the realtime pitch shifting will be set to 0. The audio clip is now like any standard audio clip before applying realtime processing, i.e. it will not follow tempo changes. The freeze processing is best used when you have determined...
Page 444
CUBASE SX/SL20 – 444 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 SX/SLWorking with hitpoints and slices 20 – 445 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 SX/SL20 – 446 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 SX/SLWorking with hitpoints and slices 20 – 447 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...
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CUBASE SX/SL20 – 448 Working with hitpoints and slices 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 the slices adapted to the project tempo, just as above....
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CUBASE SX/SLWorking with hitpoints and slices 20 – 449 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 two ways to invoke the hitpoint calculation: • Select Calculate Hitpoints from the Hitpoints submenu on the Audio menu. • Select the Hitpoint Edit tool from the toolbar or Quick menu. The last method will calculate hitpoints if they haven’t already been calculated. As outlined in the previous section, this makes the...
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CUBASE SX/SL20 – 450 Working with hitpoints and slices 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...