11.0

Table Of Contents
SAMPLITUDE QUICKSTART 81
Your recording appears in the project window as a virtual object. Now activate the next
track by clicking on the "R" button in the second track. As you can see from the blue level
bars, the input signal is now selected for this track, which is ready for recording.
Note: For already specified settings you can bypass the dialog window and record straight
into the VIP. Simply click on the "R" key on the keyboard. If a track is activated, the
recording will begin immediately.
Loop recordings
If you would like to record in a loop, select the section in the arranger first where you
would like to make the recording. Activate the "Loop" button in the transport control and
start the recording. The range will repeat until you stop recording. A new take will be
created for every run. If you hold down "Ctrl" and click with the right mouse button on the
last take created for the recorded track, you will be able to see all of the takes produced
using loop recording. To listen to a specific take, select it from the menu that is displayed.
To organize and edit the takes from the looped passes, you can use the take manager
(view page 135). You can also use the take composer (view page 137) to produce the
perfect take.
Punch recording with markers
If the exact range in which a punch recording should take place is known prior to
recording, then punch recording with markers should be used. To do so, use the mouse to
select the area on which you wish to use punch recording and then activate the "In: Set
Punch In Marker" and "Out: Set Punch Out Marker" buttons in the transport control. Then
set the position of the play cursor.
If "Punch" is activated, start the process with the "Record" button on the transport console.
The actual recording occurs within the punch range. While this is happening, the recording
button will flash if the play cursor is found in front of the Punch In marker. During punch
recording, it remains red.
Example: An error between bar 23 and 25 needs to be corrected. Playback starts before
the Punch In position so that the introduction to the recording is made as easy as possible.
During the punch process the "Record" button flashes, the recording will start automatically
from the "Punch In" marker (bar 23). Since the latter part of the object has been executed
successfully already, the recording is ended automatically at the "Punch Out" marker (bar
25).