User manual
Table Of Contents
- Table of Contents
- Part I: Getting into the details
- About this manual
- VST Connections: Setting up input and output busses
- The Project window
- Playback and the Transport panel
- Recording
- Fades, crossfades and envelopes
- The Arranger track
- Folder tracks
- Using markers
- The Transpose functions
- The mixer
- Control Room (Cubase only)
- Audio effects
- VST Instruments and Instrument tracks
- Introduction
- VST Instrument channels vs. instrument tracks
- VST Instrument channels
- Instrument tracks
- Comparison
- Automation considerations
- What do I need? Instrument channel or Instrument track?
- Instrument Freeze
- VST instruments and processor load
- Using presets for VSTi configuration
- About latency
- External instruments (Cubase only)
- Surround sound (Cubase only)
- Audio processing and functions
- The Sample Editor
- The Audio Part Editor
- The Pool
- VST Sound
- The MediaBay
- Track Presets
- Track Quick Controls
- Automation
- MIDI realtime parameters and effects
- MIDI processing and quantizing
- The MIDI editors
- The Logical Editor, Transformer and Input Transformer
- The Project Logical Editor
- Working with System Exclusive messages
- Working with the Tempo track
- The Project Browser
- Export Audio Mixdown
- Synchronization
- Video
- ReWire
- File handling
- Customizing
- Key commands
- Part II: Score layout and printing
- How the Score Editor works
- The basics
- About this chapter
- Preparations
- Opening the Score Editor
- The project cursor
- Page Mode
- Changing the Zoom factor
- The active staff
- Making page setup settings
- Designing your work space
- About the Score Editor context menus
- About dialogs in the Score Editor
- Setting key, clef and time signature
- Transposing instruments
- Working order
- Force update
- Transcribing MIDI recordings
- About this chapter
- About transcription
- Getting the parts ready
- Strategies: Preparing parts for score printout
- Staff settings
- The Main tab
- The Options tab
- The Polyphonic tab
- The Tablature tab
- Situations which require additional techniques
- Inserting display quantize changes
- Strategies: Adding display quantize changes
- The Explode function
- Using “Scores Notes To MIDI”
- Entering and editing notes
- About this chapter
- Score settings
- Note values and positions
- Adding and editing notes
- Selecting notes
- Moving notes
- Duplicating notes
- Cut, copy and paste
- Editing pitches of individual notes
- Changing the length of notes
- Splitting a note in two
- Working with the Display Quantize tool
- Split (piano) staves
- Strategies: Multiple staves
- Inserting and editing clefs, keys or time signatures
- Deleting notes
- Staff settings
- Polyphonic voicing
- About this chapter
- Background: Polyphonic voicing
- Setting up the voices
- Strategies: How many voices do I need?
- Entering notes into voices
- Checking which voice a note belongs to
- Moving notes between voices
- Handling rests
- Voices and display quantize
- Creating crossed voicings
- Automatic polyphonic voicing - Merge All Staves
- Converting voices to tracks - Extract Voices
- Additional note and rest formatting
- Working with symbols
- Working with chords
- Working with text
- Working with layouts
- Working with MusicXML
- Designing your score: additional techniques
- Scoring for drums
- Creating tablature
- The score and MIDI playback
- Printing and exporting pages
- Frequently asked questions
- Tips and Tricks
- Index
249
The Sample Editor
If you select the Advanced menu item, a dialog opens
where you can manually adjust the three parameters that
govern the sound quality of the time-stretching:
6. If you are satisfied with the result, i.e. the vertical lines
match bars and beats positions, close the Sample Editor
and activate playback.
If your audio file contained an upbeat and you resized the audio event to
a smooth loop with the event handles, you might want to move the audio
event to the beginning of the project:
The loop will now automatically adjust to the project
tempo, and follow any further tempo changes you make! In
the Project window, the audio event will have a note sym-
bol and two arrows in the upper right corner. The note
symbol indicates Straighten Up mode and the arrow indi-
cates that the file is stretched.
About the Straighten Up mode
The Straighten Up mode is one of the key audio warp fea-
tures. It allows you to lock audio clips to the project tempo
by using realtime time-stretching. This is very useful if you
want to use loops in your project and do not want to worry
too much about timing.
Straighten Up mode is automatically activated if the Pre-
view button on the Definition tab is activated and the
tempo of the audio file or loop has been specified either
automatically by clicking the Auto Adjust button or manu-
ally by using the Manual Adjust tool.
When this mode is activated, audio events will adapt to
any tempo changes in Cubase, just like MIDI events. How-
ever, using Straighten Up function should not be confused
with quantizing: the timing, i.e. the rhythmic feeling will be
maintained.
The Straighten Up mode in the Playback tab is automatically activated,
when the audio tempo (time positions) is specified and the internal au-
dio quantization (musical positions) has been defined.
It is also possible to activate/deactivate Straighten Up
mode from within the Pool by clicking the respective
checkbox in the Straighten Up column.
Parameter Description
Grainsize The realtime time-stretching algorithm splits the audio into
small pieces called “grains”. This parameter determines the
size of the grains. For material with many transients you
should use low Grainsize values for best results.
Overlap Overlap is the percentage of the whole grain that will over-
lap with other grains. Use higher values for material with a
stable sound character.
Variance Variance is also a percentage of the whole length of the
grains and sets a variation in positioning so that the overlap-
ping area will sound smooth. A Variance setting of 0 will
produce a sound akin to time-stretching used in early sam-
plers, whereas higher settings will produce more (rhythmic)
“smearing” effects but less audio artefacts.