11.0

Table Of Contents
Object menu 351
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Build loop object
A loop can be defined within an object with this function. An area
which indicates the loop length must be selected in the object first.
The object becomes the loop object, and the number of loops can
simply be “raised” using the “length handles” at the bottom of the
object.
Loop objects generated like this are ideal for generating long drum
sequences from only one drum loop! Loop objects also help to save
memory, since in the VIP only one object is handled rather than
multiple objects or copies of the same material or very long samples!
Hotspot
The current play cursor position is turned into a reference point for
the snap function. Instead of the object’s beginning, the hot spot is
now used when the object is snapped to the grid. Stroked vertical
lines illustrate hot spots, and hot spots may stand outside an object
(in front of or behind the object). This function is very useful for a case
where the portion of an object to be synchronized does not line up
with its beginning.
Delete hotspot
The set hotspot is removed, the object snaps again to the object
start when the object grid is switched on.
Select objects
Selects all objects located partially or entirely in the selected range,
or at the current play cursor position.
Select objects > Switch selection
Selects all objects located partially or entirely in the selected range,
or at the current play cursor position.