5.0
Table Of Contents
- Table of Contents
- 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 mixer
- Audio effects
- VST Instruments and Instrument tracks
- Automation
- Audio processing and functions
- The Sample Editor
- The Audio Part Editor
- The Pool
- Working with Track Presets
- Remote controlling Cubase AI
- MIDI realtime parameters
- MIDI processing and quantizing
- The MIDI editors
- Introduction
- Opening a MIDI editor
- The Key Editor - Overview
- Key Editor operations
- The Drum Editor - Overview
- Drum Editor operations
- Working with drum maps
- Using drum name lists
- The List Editor - Overview
- List Editor operations
- Working with System Exclusive messages
- Recording System Exclusive parameter changes
- Editing System Exclusive messages
- The Score Editor - Overview
- Score Editor operations
- Editing tempo and signature
- Export Audio Mixdown
- Synchronization
- Video
- File handling
- Customizing
- Key commands
- Index
142
The Audio Part Editor
• The button “Show Part Borders” can be used if you
want to see clearly defined borders for the active part.
When this is activated, all parts except the active one are grayed out,
making the borders easily discernible. There are also two “markers” in
the ruler with the name of the active part, marking its beginning and end.
These can be moved freely to change the part borders.
“Show Part Borders” activated on the toolbar.
• It is possible to cycle between parts, making them ac-
tive using key commands.
In the Key Commands dialog – Edit category, there are two functions:
“Activate Next Part” and “Activate Previous Part”. If you assign key com-
mands to these, you can use them to cycle between parts. See “Setting
up key commands” on page 269 for instructions on how to set up key
commands.
Common methods
Assembling a “perfect take”
When you record audio in Cycle mode, an event is cre-
ated for each recorded lap (see “Recording audio in cycle
mode” on page 54). These events are named “Take X”,
where “X” is the number of the take. You can create a per-
fect take by putting together sections of the different takes
in the Audio Part Editor.
Ö The procedure below will not work if you recorded
with “Keep Last” mode selected on the Transport panel.
In that case, only the last take will be kept on the track.
First, you have to create an audio part from the takes.
Creating an audio part from events
1. In the Project window, use the Object Selection tool to
draw a rectangle around the recorded events.
This is necessary, since clicking on the event may just select the event on
top (the last take). If in doubt, check the info line – the info text should be
yellow.
2. Pull down the Audio menu and select “Events to Part”.
The events are converted to an audio part.
Assembling a take
1. Double-click the part to open the Audio Part Editor.
Now, the different takes will be placed on different lanes, with the last
take at the bottom.
2. Use the tools to cut out pieces of the takes and as-
semble the final result.
This can include splitting with the Scissors tool, resizing events with the
Arrow tool or deleting with the Erase tool.
• Remember that the events on the lowest lane have play-
back priority.
Use the Audition icon to audition the result.
3. Close the Audio Part Editor.
You have now assembled a “perfect take”!
Options and Settings
The following options and settings are available in the
Audio Part Editor:
• Snap
You can specify an independent Snap mode (and snap value for the Grid
mode) in the editor. The functionality is exactly the same as in the Project
window.
• Autoscroll
When Autoscroll is activated on the toolbar, the window will scroll during
playback, keeping the project cursor visible in the editor. This setting can
be activated or deactivated individually for each window.
• Snap to Zero Crossing
When this option is activated, all audio edits are done at zero crossings
(positions in the audio where the amplitude is zero). This helps you avoid
pops and clicks which might otherwise be caused by sudden amplitude
changes.