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
253
The Sample Editor
Calculating hitpoints and slicing a loop
Before proceeding, find a suitable loop using the criteria
above. Proceed as follows:
1. Open the event or clip for editing in the Sample Editor.
You can do this by double-clicking an event on an audio track in the
Project window or a clip in the Pool. In this example, we assume you
work with an event on a track.
2. Open the Hitpoints tab in the Sample Editor Inspector
and select an option from the Use pop-up.
These settings don’t affect the actual detection but rather which hit-
points will be shown afterwards. If you e.g. know that your loop is based
on 1/16th notes, select “1/16”. If you’re uncertain, set this to “All” – you
can change this setting afterwards if needed (see “Setting the sensiti-
vity” on page 255).
The Use pop-up menu
3. Adjust the sensitivity slider.
Now, as you can see, hitpoints have been set at the beginning of each
sound in the loop.
4. If you now move the hitpoint sensitivity slider to the
left, this gradually hides the hitpoints. Moving the slider to
the right increases the sensitivity to reveal additional hit-
points detected during the calculate process.
The basic aim is to add, remove or edit the hitpoints in various other ways
so that one individual sound is played between each hitpoint. For details,
see “Editing hitpoints” on page 254.
5. Verify the tempo and bars in the Definition tab.
In the next step, the loop will adapt to the project tempo
set in Cubase.
6. In the Hitpoints tab, click on the Slice & Close button
to create audio slices from hitpoints. (You can also use the
option “Create Audio Slices from Hitpoints” from the Au-
dio menu.)
The following happens:
• The Sample Editor closes.
• The audio event is “sliced” so that there is a separate event for
each hitpoint.
• The audio event is replaced by an audio part, containing the
slices (double-click the part to view the slices in the Audio
Part Editor).
• The loop is automatically adapted to the project tempo.
The slices in the Audio Part Editor. Here, the project tempo was higher
than the loop’s original tempo – the slice events overlap slightly.
• Sliced clips are represented by a different icon in the
Pool.
Dragging the sliced clip from the Pool to an audio track will create an
audio part with the slices adapted to the project tempo, just as above.
7. If you activate cycle playback on the Transport panel,
the loop should now play back seamlessly at the tempo
set in the program!