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
254
The Sample Editor
8. To make the loop follow any further tempo changes,
make sure the track is set to “Musical time base” by using
the respective button in the Track list or Inspector (the
button should show a note symbol – see “Switching bet-
ween musical and linear time base” on page 42).
• Note that if the project tempo is lower than the original
tempo of the loop, there may be audible gaps between
each slice event in the part.
This can be remedied by using the Close Gaps function on the Ad-
vanced submenu of the Audio menu, see “Close Gaps” on page 258.
You should also consider activating auto fades for the respective audio
track – fade-outs set to about 10 ms will help eliminate any clicks be-
tween the slices when you play back the part. See “Fades, crossfades
and envelopes” on page 87.
• If the project tempo is higher than the loop’s original
tempo, you may want to activate auto crossfades for the
track.
You can use the Close Gaps functions in this case as well, see “Close
Gaps” on page 258.
Editing hitpoints
In this section, we go back a bit and look at what can be
done with hitpoints in the Sample Editor. There are two
ways to invoke the hitpoint calculation:
• Use the sensitivity slider on the Hitpoints tab of the
Sample Editor Inspector.
• Select Calculate Hitpoints from the Hitpoints submenu
on the Audio menu.
For some loops, this may be all that is needed to set the
hitpoints so that each slice to be created will contain a
single “hit” or sound. However, there will almost certainly
be cases when the automatic calculation may add a hit-
point where there shouldn’t be one, and fail to add a hit-
point where one is needed, even if the sensitivity slider is
set to maximum. If there are too many or too few hitpoints
in a loop, it will most probably not play back properly.
When this occurs, you have to edit the hitpoints manually
in the Sample Editor.
Auditioning slices
A slice is a section of the waveform, from one hitpoint to
the next.
The first thing you should do before editing hitpoints is to
listen to each slice in the Sample Editor to determine what
they contain. The aim is to avoid “double hits”, like a snare
hit being followed by a hi-hat hit within the same slice. You
also want to determine whether any hitpoints have been
added that should be removed:
1. Open a loop in the Sample Editor.
If you have already created slices, you can open them in the Sample Ed-
itor by double-clicking any event in the Audio Part Editor. If it is a new
loop, follow the instructions below.
2. Open the Hitpoints tab and select the Edit Hitpoints
tool.
When you point in the waveform display, the pointer changes to a
speaker icon.
Click on this button to edit hitpoints