Steinberg Cubase SX/SL 3 Operation Manual
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Page 451
CUBASE SX/SLWorking with hitpoints and slices 20 – 451 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...
Page 452
CUBASE SX/SL20 – 452 Working with hitpoints and slices How many slices do I need? If your main reason for slicing the loop is to change the tempo, you generally need as many slices as you can get, but never more than one per individual “hit” in the loop. If you want to create a groove (see page 458), you should try to get approximately one slice per eighth note, sixteenth note or whatever the loop requires. Disabling slices You might run into situations where there are too many slices – a single...
Page 453
CUBASE SX/SLWorking with hitpoints and slices 20 – 453 Locking slices If you lock a hitpoint by clicking on its handle with the Hitpoint Edit tool, 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 unwanted slices. 1.Find the place where you hear double hits when auditioning. 2.Remember the current slider setting. 3.Raise the Sensitivity slider to a higher...
Page 454
CUBASE SX/SL20 – 454 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. 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 is set to full. 1.Zoom in on the waveform at the point where you wish to add a hitpoint. 2.Audition the area with the Hitpoint...
Page 455
CUBASE SX/SLWorking with hitpoints and slices 20 – 455 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. It is also possible to move calculated hitpoints this way. 1.Make sure Snap to Zero Crossing is activated on the Sample Editor toolbar. 2.Select the Hitpoint Edit tool. 3.Click on the hitpoint handle and drag it to the new position. Deleting hitpoints To delete a...
Page 456
CUBASE SX/SL20 – 456 Working with hitpoints and slices About Q-points Optionally, hitpoints can have individual Q-points. These are mainly used for audio quantizing. Their function is to define the point to which the quantizing will apply. Sometimes a slice might have a slow attack, and a peak further into the slice which you wish to use as the Q-point. When you apply quantize, the Q-point will define where the warp tab will be added and thus the point which will be stretched to a grid po- sition...
Page 457
CUBASE SX/SLWorking with hitpoints and slices 20 – 457 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 (if that is what you want to do – there are other uses for hitpoints as well, as described on the following pages). This is done by selecting “Create Audio Slices from Hitpoints” from the Hitpoints submenu on the Audio menu. Now the...
Page 458
CUBASE SX/SL20 – 458 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...
Page 459
CUBASE SX/SLWorking with hitpoints and slices 20 – 459 Other hitpoint functions On the various submenus on the Audio menu you will also find the fol- lowing functions: Create Markers from Hitpoints This is located on the Hitpoints submenu. If an audio event contains calculated hitpoints, this function can be used to add markers – one for each hitpoint – to an automatically created marker track (see page 172). This can be useful for locating to hitpoints, and for using the Timewarp tool (see page 631)...
Page 460
CUBASE SX/SL20 – 460 Working with hitpoints and slices Set Tempo from Event This Advanced submenu function sets the project tempo according to the original tempo of the loop (as calculated by the Audio Tempo Def- inition tool). The result depends on whether you are using the Tempo track or a fixed tempo. • If you are using fixed tempo, you will be asked to confirm that you want to change this – click Yes to set the fixed tempo to the event’s original tempo. • If you are using the Tempo track, but...