User manual

Table Of Contents
237
The Sample Editor
If you hear a single sound split into two slice you can
disable an individual slice by pressing [Alt]/[Option] (the
pointer turns into a cross) and clicking on the correspond-
ing hitpoint handle.
The hitpoint handle gets smaller and its line disappears to indicate that it
is disabled. To reactivate a disabled hitpoint, [Alt]/[Option]-click on the
hitpoint handle again.
If you hear “double hits” (e.g. a snare hit being followed
by a hi-hat hit within the same slice) you can add further hit-
points manually, or you can raise the sensitivity slider until
the hitpoint appears, lock this hitpoint by pointing on the
handle until it becomes green and click on it.
Locked hitpoints are displayed in a darker color. After locking the hitpoint
you can drag the sensitivity slider to the original setting and the locked
hitpoint will remain shown. You can unlock a locked hitpoint by clicking
on its handle.
If you want to delete a hitpoint, simply drag it out of the
Sample Editor window.
Hitpoints that you have created manually can also be deleted by clicking
their handle.
Match-quantizing audio
Hitpoints can have individual Q-points. These are mainly
used for audio quantizing. Their function is to define the
point to which the quantizing will apply. Sometimes a slice
might have a slow attack, and a peak further into the slice
which you wish to use as the Q-point. When you apply
quantize, the Q-point will define where the warp tab will
be added. This also defines the point which will be
stretched to a grid position when quantizing.
To activate Q-points, open the Preferences (Editing–
Audio page) and activate the option “Hitpoints have Q-
Points”.
Next time you use the Calculate Hitpoints function, the hitpoints will have
Q-points.
To offset the position of a Q-point in relation to the hit-
point, simply click on the “Q” icon and drag it to the right
to the desired position.
Creating groove quantize maps
You can generate groove quantize maps based on the
hitpoints you have created in the Sample Editor. Groove
quantizing is not meant for correcting errors, but for creat-
ing rhythmic feels. This is done by comparing your re-
corded music with a “groove” (a timing grid generated
from the file) and moving the appropriate notes so that
their timing matches the one of the groove. In other words,
you can extract the timing from an audio loop and use it for
quantizing MIDI parts (or other audio loops, after slicing
them).
Proceed as follows:
1. Check the audio tempo and define the audio grid as
described above.
2. Create and edit hitpoints as described above.
You don’t have to create slices – just set up the hitpoints.
You should try to get approximately one slice per eighth
note, sixteenth note or whatever the loop requires when
setting hitpoints for extracting a groove.
It can be helpful to use one of the note value-based options on the “Use”
pop-up menu when you’re setting up the hitpoints (see “Calculating hit-
points and slicing a loop” on page 235).
3. When you have finished setting the hitpoints, click on
the Make Groove button in the Hitpoints tab of the Sample
Editor Inspector or select “Create Groove Quantize from
Hitpoints” from the Hitpoints submenu on the Audio menu.
The groove is extracted.
4. If you now pull down the Quantize Type pop-up menu
in the Project window you will find an additional item at the
bottom of the list, with the same name as the file from
which you extracted the groove.
This groove can now be selected as a base for quantizing, just like any
other quantize value. See “The Quantizing functions” on page 326.
5. If you want to save this groove, open the Quantize
Setup dialog and store it as a preset.
!
Sounds with a slow attack have their rhythmic center
at some point before the peak.