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
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The Sample Editor
Locking slices
If you lock a hitpoint by clicking on its handle with the Edit
Hitpoints tool, it will stay even if you drag the sensitivity
slider all the way to zero. This can be used in situations
where one or several slices contain double hits, but raising
the sensitivity adds a lot of unwanted slices.
1. Find the place where you hear double hits when audi-
tioning.
2. Remember the current slider setting.
3. Raise the sensitivity slider to a higher value so that a
hitpoint appears, separating the two sounds.
Most likely this will add a lot of other unwanted hitpoints as well.
4. Audition to make sure you got what you wanted.
5. Point at the handle with the Edit Hitpoints tool.
The speaker icon changes to a normal arrow pointer.
6. Click on the handle to lock the new slice.
Locked hitpoints are displayed in a darker color.
7. Drag the sensitivity slider to the original setting.
The locked hitpoint will remain shown.
• You can unlock a locked hitpoint by clicking it again
with the Edit Hitpoints tool.
Setting hitpoints manually
If you cannot get the desired result by adjusting sensitivity,
disabling or locking, you can add, move and delete hit-
points manually.
Manually adding hitpoints can be done in situations where
a hitpoint is missing at a specific point, but doesn’t appear
even if the sensitivity is set to full.
1. Zoom in on the waveform at the point where you wish
to add a hitpoint.
2. Select the Edit Hitpoints tool to audition the area and
make sure that the start of the sound is in view.
3. Activate Snap to Zero Crossing on the Sample Editor
toolbar.
By finding zero crossings in the waveform (positions where the amplitude
is close to zero), manually added slices won’t introduce any clicks or
pops. All hitpoints found by the Calculate function are automatically
placed at zero crossings.
4. With the Edit Hitpoints tool selected press [Alt]/[Op-
tion] so that the mouse pointer changes to a pencil tool
and click just before the start of the sound.
A new hitpoint appears. Manually added hitpoints are locked by default.
• If you click and keep the mouse button pressed, you can
adjust the position of the new hitpoint by dragging.
Releasing the mouse button adds the hitpoint.
5. Audition the new slice with the Audition tool to make
sure you got what you wanted.
If you manually added a hitpoint, and it was either placed
too far away from the start of the sound or too far into the
sound, you can manually move the hitpoint. It is also pos-
sible to move calculated hitpoints this way.
1. Make sure Snap to Zero Crossing is activated on the
Sample Editor toolbar.
2. Select the Edit Hitpoints tool.
3. Click on the hitpoint handle and drag it to the new
position.
To delete a hitpoint, select the Edit Hitpoints tool and drag
the hitpoint out of the Sample Editor window. Hitpoints
that you have created manually can also be deleted by
clicking their handle.
!
“Snap to Zero Crossings” may alter the timing. In
some cases it might be better to deactivate it, espe-
cially if you just want to generate a groove quantize.
However, if you create slices afterwards, auto fades
will then be necessary.