Steinberg Cubase SX/SL 3 Operation Manual
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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 try this first. •Audition the slices again to determine if changing the sensitivity has improved matters. The “Use” pop-up menu The “Use” pop-up menu on the toolbar affects which hitpoints are shown and is a useful tool for removing unwanted hitpoints. The op- tions on the pop-up menu are: Option Description All All hitpoints are shown (taking the Sensitivity slider into account). 1/4, 1/8, 1/16, 1/32 Only hitpoints that are close to the selected note value positions within the loop (e.g. close to exact sixteenth note positions, if you have selected the 1/16 option) will be shown. Again, the Sensi- tivity slider is taken into account. Metric Bias This is like the “All” mode, but all hitpoints that are close to even meter divisions (1/4 notes, 1/8 notes, 1/16 notes, etc.) get a “sensitivity boost” – they are visible at lower Sensitivity slider set- tings. This is useful if you are working with dense or cluttered ma- terial with a lot of hitpoints, but you know that the material is based on a strict meter. By selecting Metric Bias it will be easier to find the hitpoints close to the meter position (although most other hitpoints are also available, at higher sensitivity settings).
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 sound may have been split into two slices for example. You could of course reduce the sensitivity to get rid of the hitpoints you don’t want, but then other hitpoints could disappear too, which may be undesirable. What you need to do in a situation like this is to disable an individual slice, using the Hitpoint Edit tool: 1.Select the Hitpoint Edit tool. 2.Press [Alt]/[Option] and move the pointer to the handle (the triangle). The pointer turns into a cross in the Sample Editor window. 3.Click on the handle of the hitpoint you wish to disable. The hitpoint handle is diminished and its line disappears to indicate that it is disabled. 4.Now, the hitpoint won’t be taken into account when you create slices. 5.To reactivate a disabled hitpoint, [Alt]/[Option]-click on the hitpoint handle with the Hitpoint Edit tool.
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 value so that a hitpoint appears, separating the two sounds. Most likely this will add a lot of other unwanted hitpoints as well. 4.Audition to make sure you got what you wanted. 5.Select the Hitpoint Edit tool and point at the handle. The speaker icon changes to a normal arrow pointer. 6.Lock the new slice by clicking on its handle. Locked hitpoints are dark blue in color. 7.Drag the Sensitivity slider to the original setting. The locked hitpoint will remain shown. •You can unlock a locked hitpoint by clicking it again with the Hitpoint Edit tool with [Alt]/[Option] pressed.
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 Edit tool to make sure that the start of the sound is in view. 3.Activate Snap to Zero Crossing on the Sample Editor toolbar. By finding zero crossings in the waveform (positions where the amplitude is close to zero), manually added slices won’t introduce any clicks or pops. All hitpoints found by the Calculate function are automatically placed at zero crossings. 4.Press [Alt]/[Option] with the Hitpoint Edit tool selected so that the mouse pointer changes to a pencil tool and click just before the start of the sound. A new hitpoint appears. Manually added hitpoints are locked by default. •If you click and keep the mouse button pressed, you can adjust the position of the new hitpoint by dragging. Releasing the mouse button adds the hitpoint. 5.Audition the new slice with the Play tool to make sure you got what you wanted.
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 hitpoint, select the Hitpoint Edit tool and drag it to the left out of the Sample Editor window. Hitpoints that you have created manually can also be deleted by clicking its handle with the Hitpoint Edit tool.
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 when quantizing. •To activate Q-points, open the Preferences–Editing–Audio page on the File menu and check the “Hitpoints have Q-Points” option. Next time you use the Calculate Hitpoints function, the hitpoints will have Q-points. Manually added hitpoints do not have Q-points. •To offset the position of a Q-point in relation to the hitpoint, simply point and click on the “Q” icon and drag it to the right to the desired position. For a description of quantizing audio, see page 437.
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 following happens: •If you edited an event on an audio track, the Sample Editor closes. •The audio event is “sliced” so that there is a separate event for each hitpoint. In other words, the sections between the hitpoints become separate events, all refer- ring to the same original file. •On the audio track, the audio event is replaced by an audio part, con- taining the slices. If you edited a clip from the Pool, you need to drag it to an audio track to get a part with the slices. •The loop is automatically adapted to the tempo set in Cubase SX/SL. This takes the loop length settings you made into account: if the loop was e.g. one bar long, the part is resized to fit exactly one bar in the Cubase SX/SL tempo, and the slices are moved accordingly – keeping their relative positions intact within the part. Now, you can change the tempo and have the loop automatically follow (provided that the track is set to musical time base – see page 120). Furthermore, you can double click the part to edit the slices in the Audio Part Editor. You can: • Remove or mute slices. • Change the loop by reordering, replacing or quantizing slices. • Apply processing or effects to individual slices. • Create new files from individual slices using the “Bounce Selection” function on the Audio menu.
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 from an audio loop and use it for quantizing MIDI parts (or other audio loops, after slicing them). Proceed as follows: 1.Create and edit hitpoints as described earlier in this chapter. You don’t have to create slices – just set up the hitpoints. •You should try to get approximately one slice per eighth note, sixteenth note or whatever the loop requires when setting hitpoints for extracting a groove. It can be helpful to use one of the note value-based options on the “Use” pop-up menu when you’re setting up the hitpoints (see page 451). 2.When you have finished setting the hitpoints, select “Create Groove Quantize from Hitpoints” from the Hitpoints submenu on the Audio menu. The groove is extracted. 3.If you now pull down the Quantize pop-up in the Project window you will find an additional item at the bottom of the list, with the same name as the file from which you extracted the groove. This groove can now be selected as a base for quantizing, just like any other quantize value. See page 513. • You can also create grooves from a MIDI part, by selecting the part and selecting “Part to Groove” from the Advanced Quantize submenu on the MIDI menu.
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) to snap to hitpoints. Divide Audio Events at Hitpoints This Hitpoints submenu item can be used when you simply wish to create separate events according to the hitpoints for a file. This means that you do not have to make the same considerations as when slicing for tempo changes. You can use any method you like to set hitpoints, use sensitivity, note values, manually or any combination. •The slices created will appear in the Project window as separate events. Set Audio Event from Loop This Advanced submenu function will resize the event according to the loop range in the Sample Editor. For example, if you have a long loop event and want to “extract” the first bar only, select the Audio Tempo Definition tool and adjust the end loop point handle in the ruler to one bar. Then use Set Audio Event from Loop before calculating hitpoints.
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 there are no tempo changes, you will be asked whether to change the global tempo or not: Click Yes to change the global tempo (the first tempo event on the Tempo track) or No to insert tempo events at the beginning and end of the audio event (i.e. the project tempo will be adapted to the loop tempo but only during the course of the event). • If you are using the Tempo track with tempo changes, new tempo events will be inserted at the beginning and end of the audio event. The project tempo will be adapted to the loop tempo during the course of the event. Stretch to Project Tempo The Stretch to Project Tempo function on the Advanced submenu (Audio menu) makes use of the tempo calculated by the Audio Tempo Definition tool and applies time stretch to the selected event, so that it fits the current project tempo. This can be used for stretching a whole loop (not sliced) to the project tempo. Note: for this function to be available, you must close the Sam- ple Editor and select the audio event in the Project window.