17.0
Table Of Contents
- Copyright
- Preface
- Before you start
- Support
- Serial number
- More about MAGIX
- Introduction
- Tutorial
- Overview of the program interface
- Track window and constant control elements
- Import
- Editing in the track view
- What is an object?
- Project
- Adjust object volume
- Fading objects in and out
- Duplicate objects
- Reducing and increasing the length of objects
- Deleting and moving objects
- Cut objects
- Join and mix objects
- Fading objects
- Change song order
- Automatic insertion of pauses between objects
- Several songs in a single long object
- Object FX
- Draw volume curve
- Quick zoom
- Set track markers
- Automatic track recognition
- Check and move track markers
- Cleaning
- Mastering
- Sound Effects
- Export
- Batch conversion
- File Menu
- Edit Menu
- Effects menu
- CD/DVD menu
- Set track marker
- Set Pause marker
- Set track markers automatically
- Set track marker to object edges
- Split objects at marker positions
- Set auto pause length
- Delete marker
- Delete all markers
- Delete CD track
- Create CD...
- Show CD-R drive information
- Show CD-R disc information
- Create audio DVD
- CD track list/ID3 editor
- MAGIX Xtreme Print Center
- Get CD track information (freedb)
- CD info options
- Open CD track list online
- Audio ID
- Options menu
- Move mouse mode
- Cut Mouse mode
- Zoom mode
- Delete Mouse mode
- Resampling/Timestretch mouse mode
- Draw volume curve mouse mode
- 2 tracks
- Stereo display
- Surround Mode
- Activate Volume Curves
- Play parameter
- Analyzer window
- Video window
- Units of measurement
- Mouse Grid Active
- Auto crossfade mode active
- Display values scale
- Options for automatic track marker recognition
- Path settings
- Show start selection
- Tasks menu
- Online menu
- Help menu
- Keyboard layout and mouse-wheel support
- Index
114 Sound Effects
www.magix.com
For example, if the length of a 44.1 kHz sample is doubled, then the freqency
level of the result will be limited to 11.025 kHz. The sound is the same as
when the playback speed of a record player or tape recorder is changed.
Reverb/Echo (object FX only)
The reverb effect device offers newly developed and very realistic reverb
algorithms to add more room depth to your recording.
Reverb is probably the most important, but also the most difficult effect to
generate.
Fundamentals
Our everyday experience shows that not every room matches every
instrument. Thus we have designed "virtual" rooms. However, it still remains
important to find the correct parameters. Here are some examples of
parameters that are decisive for the sound impression in real and virtual rooms:
Size of room: The larger the room, the longer the sound travels between walls
or objects. Our brain "calculates" the size from the time difference. The size
impression is mainly determined from so-called first reflections and the
discreet echo. We don’t notice a (diffused) reverb.
The reverberation time is mainly influenced by the composition of the walls,
ceilings, and floors. This reverb time is highly frequency-dependent. For
instance, the highs and mids are dampened more in rooms with curtains,
carpets, furniture, and some corners than in an empty, tiled room.
The density of the reflection. The sequence of the first reflection is particularly
important. A room with many individually recognizable echoes feels alive,
especially if they are quite far apart.
The diffusion. Simple reverb machines do not take into account that reflections
become more and more complex as they develop. They blur the first echoes at
the beginning, which sounds artificial and "two-dimensional" for many signals.
Our reverb effect works like a real room instead where individual echoes can
still be heard at the beginning of the reverb but then reflect amongst each
other more and more until they disappear in the signal sustain as a so-called
"diffused hiss".
The presets include many rooms that were designed for certain instruments
and applications and whose internal parameters have been optimized for these










