6.0
Table Of Contents
- Table of Contents
- About this manual
- Setting up your system
- VST Connections
- The Project window
- Working with projects
- Creating new projects
- Opening projects
- Closing projects
- Saving projects
- The Archive and Backup functions
- Startup Options
- The Project Setup dialog
- Zoom and view options
- Audio handling
- Auditioning audio parts and events
- Scrubbing audio
- Editing parts and events
- Range editing
- Region operations
- The Edit History dialog
- The Preferences dialog
- Working with tracks
- Playback and the Transport panel
- Recording
- Quantizing MIDI and audio
- Fades and crossfades
- The arranger track (Cubase Elements only)
- Using markers
- The Mixer
- Audio effects
- VST instruments and instrument tracks
- Automation
- Audio processing and functions
- The Sample Editor
- The Audio Part Editor
- The Pool
- The MediaBay
- Working with track presets
- Remote controlling Cubase
- MIDI realtime parameters
- Using MIDI devices
- MIDI processing
- 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
- Working with SysEx messages
- Recording SysEx parameter changes
- Editing SysEx messages
- The Score Editor – Overview
- Score Editor operations
- Editing tempo and signature
- Export Audio Mixdown
- Synchronization
- Video
- ReWire (not in Cubase LE)
- File handling
- Customizing
- Key commands
- Index
177
The Sample Editor
Window overview
The Sample Editor allows you to view and manipulate audio
by cutting and pasting, removing, or drawing audio data,
and by processing audio (see the chapter
“Audio process-
ing and functions” on page 165). This editing is “non-de-
structive”: The actual file will remain untouched so that you
can undo modifications or revert to the original settings at
any time.
The Sample Editor also contains most of the realtime time
stretching functions in Cubase. These can be used to
match the tempo of audio to the project tempo (see “Warp-
ing audio” on page 185).
Another special feature of the Sample Editor is hitpoint
detection. Hitpoints allow you to create audio slices,
which can be useful in many situations, for example, if you
want to change the tempo without introducing artifacts
(see
“Working with hitpoints and slices” on page 186).
Ö The term “loop” is used throughout this chapter and in
this context usually means an audio file with a musical time
base. That means that the length of the loop represents a
certain number of bars and beats at a certain tempo. Play
-
ing the loop back at the right tempo in a cycle set to the
correct length will produce a continuous loop without gaps.
Opening the Sample Editor
To open the Sample Editor, double-click an audio event in
the Project window or the Audio Part Editor, or double-
click an audio clip in the Pool. You can have more than
one Sample Editor window open at the same time.
Ö Double-clicking an audio part in the Project window
opens the Audio Part Editor, even if the part contains a sin
-
gle audio event only. The Audio Part Editor is described in a
separate chapter, see “The Audio Part Editor” on page 190.
The toolbar
The toolbar contains various tools for selecting, manipulat-
ing and playing back audio, as well as options that affect
the appearance and behavior of the Sample Editor.