Samplitude11 Manual
Samplitude11 Manual
COPYRIGHT
Copyright
This documentation is protected by copyright law.
All rights, especially rights to reproduction, distribution, and to the translation, are reserved.
No part of this publication may be reproduced in form of copies, microfilms or other
processes, or transmitted into a language used for machines, especially data processing
machines, without the express written consent of the publisher.
MAGIX and Samplitude are registered trademarks of MAGIX AG.
ASIO & VST are registered trademarks of Steinberg Media Technologies GmbH. All other
mentioned product names are trademarks of their respective owners.
Errors and changes to the contents as well as program modifications reserved.
This product uses MAGIX patented technology (USP 6518492) and MAGIX patent pending
technology.
Copyright MAGIX AG, 1990-2009. All rights reserved.
WELCOME
Welcome
Thank you for choosing Samplitude!
You now have in your possession one of the most successful all-around solutions for
professional audio editing. As a PC-based Digital Audio Workstation (DAW), this software
supplies comprehensive application options for recording, editing, mixing, media authoring,
and mastering. The current version was developed in close collaboration with musicians,
sound engineers, producers, and users. It has lots of innovative functions and incorporates
the comprehensive and advanced development of tried and tested performance features
unique functionality & sound neutrality, outstanding cutting & editing options, perfect
CD/DVD mastering, and the flexible customization of individual workflows.
There are various tools available to you for every work step all completely in 32-bit and
available at up to 384 KHz. Outstanding sound based on highly-developed digital
algorithms, absolute phase stability, and the universal use of floating-point calculations
belong to the professional standard boasted by Samplitude.
Supplementary to this print manual, we also recommend the program's help file to find out
about the individual functions in more detail.
You can also visit our support area and the user forum online at
http://www.samplitude.com to learn more.
The Samplitude team
CONTENTS
Contents
Copyright
Welcome
System Requirements
General system requirements
Hard disk
19
19
19
Contact
Product activation:
Support
Sales
20
20
20
20
Installation
Automatic registration directly from within the program
Activating Samplitude 11
Code Meter licence update for version 11
Introduction to Samplitude network installation
Tips for using the CodeMeter stick:
21
21
22
23
25
25
System settings
Audio setup
Monitoring settings
Audio devices
MIDI settings
Project options - general
27
27
28
32
32
34
37
37
37
38
38
40
41
41
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42
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CONTENTS
Color mode
AAF / OMF import and export
Manager
New commands
45
46
47
47
47
47
47
48
48
48
48
48
48
49
49
49
50
51
51
52
52
52
53
53
54
54
54
Screen elements
What is a VIP?
Program interface Overview
Toolbars Overview
55
55
55
68
Samplitude quickstart
Initial navigation in the virtual project (VIP)
Tutorial: Recording
Multi-track recording
MIDI recording
Objects in the virtual project (VIP)
Mixer
Effects
CD mastering
77
77
78
82
83
85
86
87
89
92
CONTENTS
Section
Zooming
Scrolling
Ranges
Working with ranges
Markers
Scrubbing
Samplitude as Wave Editor
Hints & Tips
92
93
94
95
95
98
100
102
103
106
106
Object editor
Basic functions
Object effects
Position/Fades
Pitchshifting/Timestretching
107
108
109
111
113
115
115
115
115
116
116
116
117
117
118
118
118
119
119
119
119
120
120
121
121
123
123
124
124
124
Managers
125
CONTENTS
File manager
Object Manager
Track Manager
Marker manager
Range Manager
Take manager
Take composer
Comping
VSTi manager
Routing Manager
125
129
131
132
134
135
137
139
140
141
Mixer
Mixer Overview
Operating the Mixer
Channel strips
Master section
Global buttons
Busses and Routing
Effect routing/Plug-ins dialog
142
142
142
145
149
151
155
157
161
162
162
163
163
166
166
167
167
167
167
168
168
184
195
Remix Agent
199
Stereo Editor
Stereo dialog options
Mid / Side Processing
200
200
201
Surround Sound
203
Creating a New VIP with the Mixer in Surround Format
203
Converting an existing stereo VIP into a VIP with mixer in surround format 204
CONTENTS
204
206
207
209
212
214
215
216
216
218
218
MIDI in Samplitude
MIDI Options
Import, Record, Edit
MIDI object editorCtrl + O
220
220
220
221
MIDI Editors
Open MIDI Editor
Working with the MIDI Editor
MIDI functions
Quantize to grid
Step recording via keyboard or controller keyboard
Cell edit mode
Velocity mode
Piano Roll (Matrix Editor)
Drum Editor
Controller Editor
List Editor (event list)
Multi-object editing (MO editing)
Score Editor
MIDI editor shortcut keys
224
224
224
226
229
235
236
236
236
240
244
248
249
251
266
Software-Instrumente/VST-Plug-ins/ReWire
Installation of VST plug-ins
Load software instruments
Apply plug-ins at wave level
Load plug-ins at object level
Load plug-ins at track level
Load plug-ins at master level
Routing settings during software instrument loading
VST MIDI out + Audio out recording
Routing of VST instruments using the VSTi manager.
Adjust instrument parameters
Plug-in panel - graphic interface
Plug-in parameter dialog
269
269
270
271
271
271
271
271
274
275
276
276
276
CONTENTS
277
278
280
280
280
282
Automation
Track automation - Basic approach
Automation modes
Object automation
Master automation
Automation Context menu
Curve generator
MIDI controller automation
VST plug-in/VST parameter dialog
Automation recording in read mode
Automation draw mode
Edit automation curves
Move automation curve with audio/MIDI data
Automation/MIDI controller settings
283
283
284
287
287
288
291
293
294
294
295
295
296
296
Synchronization
Synchronization in general
Media link / video setup
298
298
308
Hardware controller
Hardware controller - Introduction
Hardware Controller settings
Hardware controller presets
Customizing controllers
Hardware controller options
Hardware controller - Fader scaling
Hardware controller "Internal" mode
Learn controller for plug-in/mixer elements
310
310
310
312
339
341
344
344
347
348
348
348
349
350
351
353
353
354
355
10
CONTENTS
Tools menu
Play/Record Menu
MIDI Menu
Options menu
Window Menu
Help Menu
Mouse
355
355
356
356
357
357
357
Signal flow
Recording
Playback
Signal flow with monitoring
358
358
358
358
Glossary
Active section
Audio markers
Automation
AUX bus
Clip
Context menu
Crossfade
Destructive editing
Fade
Grid/Marker bar
Handle
Hybrid Engine and Economy Tracks
Latency
Latency comparison
Level fader
Lock key
Marker
Mouse modes
Menu
MIDI object
Monitoring
Objects
Object Editor
Object Mode
Object-Orientated
Play Cursor
Range
Routing
Scroll bar
Scrub
Section
Setup button in the VIP
361
361
361
361
361
362
362
362
362
363
363
363
364
364
364
365
365
365
365
366
366
366
366
366
367
367
367
367
367
368
368
368
369
CONTENTS
Status display
Submix Bus
Surround AUX bus
Surround sound in Samplitude
System Settings
Tempo marker
Time position input field
Title bar
Tool bar
Tool Tips
Track
Virtual Project
VirtClip
Visualization
Wave Projects
Wave Editing
Workspace
Zoom
369
369
369
369
370
370
370
370
370
370
371
371
371
371
371
372
372
372
Menu reference
373
File menu
New Virtual Project (VIP)
Open
Load/Import
Save project
Save project as
Save project copy
Save complete VIP in
Save project as EDL
Save project as template
Burn project backup on CD/DVD
Save object
Save session
Rename project
Delete Wave Project(s)
Delete virtual project (*.vip)
Export audio
Batch processing
Disconnect Internet
FTP download
Close project
Exit
Used projects
374
374
375
376
379
379
379
380
380
380
380
381
381
381
381
381
381
388
391
391
391
391
391
Edit menu
392
11
12
CONTENTS
Undo
Redo
Undo History
Delete undo history
Cut
Delete
Copy
Paste / Insert Clip
Extract
Insert Silence
Strip silence
Append project
More
Crossfade Editor
Auto-crossfade active
392
392
392
392
392
393
394
394
394
394
395
395
396
398
400
View menu
Rebuild Graphic Data
Sections
Fix vertically
Hide submix/AUX busses
Overview mode
Show grid
Grid lines
Units of measurement
Snap active
Snap and Grid Setup
Display 2nd grid
Exchange grids
VIP Display Mode
Store position and zoom level
Store zoom level
Get position and zoom level
Get zoom level
Horizontal
Vertical
401
401
401
402
402
402
403
403
403
403
403
404
404
404
410
410
410
411
411
412
Track menu
Insert new tracks
Cut tracks
Copy tracks
Paste tracks
Deletes tracks
Track properties
Track effects
Track options
413
413
415
415
415
415
416
418
420
CONTENTS
422
423
423
423
423
424
424
424
424
424
425
425
425
Object menu
New object
New synth object
Cut objects
Split objects
Trim Objects
Heal/Unsplit Objects
Glue objects
Freeze objects
Lock objects
Move/Edit objects/crossfade
Mute object
Build looped object
Set hotspot
Delete Hotspot
Select objects
Group objects
Ungroup objects
Object effects
Object color/name
Object Editor
Object Manager
Take Manager
Take composer
Wave Editing
Edit a copy of wave content
Edit Root VIP
426
426
426
426
428
428
428
428
429
429
430
432
433
433
433
433
435
435
435
436
436
436
437
437
437
437
437
Automation menu
Edit curve
Delete all curves
(Track) automation mode
438
438
438
438
13
14
CONTENTS
MIDI controller/automation
Hide automation
Display track automation
Display object automation
Display selected curves only
Display unselected curves (cannot be activated)
Display unselected curves (can be activated)
Delete curve points
Volume curve active
Pan curve active
438
439
439
439
439
439
439
439
440
440
Range menu
Range all
Move play cursor
Edit range
Range length to
Split range
Split range for video
Store range
Get range
Get range length
Store markers
Get markers
Markers to range borders
Set Markers on Silence
Comparisonics audio search
Set new Audio marker
Copy audio markers to VIP markers
Copy VIP marker to audio marker
Erase Marker
Deletes Markers in Range
Delete all markers
Recall last range
Range Editor
Range Manager
Edit time display
441
441
441
442
445
445
446
446
446
446
446
447
447
447
448
448
448
448
448
449
449
449
449
449
449
Effects menu
450
Notes on offline effect editing
450
Extended options for destructive effect calculation
451
New topic (16)
Fehler! Textmarke nicht definiert.
Amplitude
453
Dynamics (Overview)
455
Frequency/Filter
474
Delay/Reverb
492
Time/Pitch
499
CONTENTS
Distortion
Restoration
Stereo/Phase
Modulation/Special
Sample manipulation
Plug-ins...
essentialFX
MAGIX Plug-ins
Further console elements:
Analog Modeling Suite: am-track
Analog Modelling Suite: am-pulse
Analog Modeling Suite: am-phibia
Analog Modelling Suite: am-munition
CORVEX Chorus/Flanger
ECOX Echo/Delay
FILTOX Multimode filter
De-esser
VariVerb Pro
Vandal
Edit left/right channel only
Apply effects offline
514
515
535
541
545
547
547
553
553
554
562
566
573
584
588
591
593
594
603
612
612
Tools menu
Trackbouncing
Range bouncing (internal mixdown)
Remove unused samples
Delete freeze data
Compile project data
Waveform Generator
SMPTE Generator
New manager...
Managers
Audio marker manager
Start Windows Explorer
Timestretch/Pitchshift Patcher
Remix Agent Tempo and beat recognition
613
613
617
617
618
618
618
619
619
619
620
621
621
623
Playback menu
Play once
Play loop
Play in range/loop
Play with preload
Play only selected objects
Play cut
Stop
Stop and go to current position
630
630
630
630
630
630
630
631
631
15
16
CONTENTS
Restart play
Playback options
Playback mode
Record
Capture options
Record Mode / Punch In
Monitoring
Auto JamSession
632
632
634
636
637
639
642
643
Tempo menu
Tempo/time signature
Set new tempo marker
Set new time signature
Set new bar position marker
Ignore all time markers / use project beat
Working with tempo and beat markers
Metronome active
Metronome Options
Audio quantization wizard
Audio quantization Tutorial
648
648
648
649
649
649
649
652
652
653
657
MIDI menu
New MIDI Object
New MIDI track
MIDI Editor
Object Editor
Glue MIDI Objects
Trim MIDI objects
MIDI bouncing
Retrospective MIDI recording
Demix MIDI objects by channels
MIDI note quantize (standard)
advanced MIDI quantization
MIDI Humanize Q
MIDI quantization settings...
MIDI velocity dynamics settings
Apply MIDI velocity dynamics
Set MIDI velocity to fixed value
Randomize MIDI velocity
Track options
Track MIDI Record
MIDI controllers
VST instrument editor
MIDI Options
MIDI Record Mode
MIDI Panic All Notes off
659
659
659
659
659
659
659
660
660
660
661
661
662
662
662
662
662
662
662
663
663
663
664
664
664
CONTENTS
CD/DVD menu
Import audio CD track(s)
Import audio DVD
Set CD Track Index
Set CD sub index
Set CD pause index
Set CD end index
Set Track Indices on Silence
Set track indices on object edges
Set track indices on object edges - Options
Remove index
Remove all indices
Make CD
Create Audio DVD...
Show CDR drive Information....
Show CDR Disc Information...
CD Track / Index Manager
CD disc options
CD text/ MP3 ID editor
Set pause time
Set start Pause Time....
CD arrange mode
Get FreeDB title info
FreeDB options
Search CD online and set track indices
Audio ID
665
665
668
668
669
669
669
669
670
670
670
670
670
672
675
675
676
677
677
678
678
678
678
679
679
680
Options menu
Project properties
Project options
Track options
Synchronization active
Synchronization Setup
MMC setup
Program Preferences
System options
681
681
687
687
687
687
688
688
704
Window menu
Cascade
Tile
Untile
Arrange Icons
Main Toolbar
Main Toolbar 2
Position bar
718
718
718
718
718
718
718
718
17
18
CONTENTS
Position bar 2
Punch/ Play bar
Mouse Mode Toolbar
Range bar
Grid toolbar
Workspace bar
Button bar
Status bar
Mixer
Track Editor
Time display
Visualization
Transport Control
Manager
Video Window
Close all Windows
Iconise all Wave Projects
Hide all Wave Projects
Half Height
1, 2,
718
718
719
719
719
719
719
719
719
719
719
721
728
728
728
728
728
728
729
729
Help menu
Help
Help Index...
Context Help...
About Help...
About Samplitude...
Start Wizard / Tip of the Day
System Information...
Dongle Activation
730
730
730
730
730
730
730
730
730
Index
731
SYST EM REQUIREMENTS
System Requirements
General system requirements
512 MB RAM for Windows XP; 1GB RAM for Windows Vista 32
1 GB free hard disk space for full installation and the help system.
VGA graphics card, minimum resolution 800 x 600 in 256 colors, 1024 x 768
recommended, 32000 colors.
Windows / ASIO capable 16-bit or 24-bit sound card, digital audio card or multi I/O
card.
DVD-ROM drive
Optional: CD/DVD burner
Hard disk
The maximum number of audio tracks depends on the rotation speed, access time, and
data transfer rate of the hard disk. Nowadays, modern UltraDMA hard disks are very fast
and enable the simultaneous use of many audio tracks. Ideally, your hard disk should have
a rotation speed of 7200 RPM (or faster) as well as an access time of under 9 milliseconds.
Audio data should be saved on an external hard disk.
19
20
CONTACT
Contact
Product activation:
For questions regarding product activation please contact our Samplitude Service Team:
Phone: +49 (0) 5741 3455 30 (Mo - Fri from 9 AM to 5 PM CET)
Fax: +49 (0) 5741 310 768
Or send an email to [email protected]
Support
Registered users get free technical support:
Online: http://www.samplitude.com
Email: [email protected]
Phone: +49 (0) 351 417 4616, Mo-Fri, 10 AM -3 PM CET
Sales
If you have questions regarding licensing and upgrades/crossgrades please contact our
Sales Department:
Phone:+49 (0) 5741 3455 25
Fax:+49 (0) 5741 3107 68
Email: [email protected]
Adresses:
MAGIX AG
Friedrichstr. 200
10117 Berlin
Germany
MAGIX AG
Borsigstrae 24
32312 Lbbecke
Germany
INSTALLATION
Installation
1.
2.
3.
4.
Once all the files have been copied to the hard disk, a program group will be created. The
installation is now complete. Confirm this with "Finish".
You can now start the program at any time from the Windows Start menu. Under
Programs ->MAGIX -> Samplitude, you can find start menu entries such as:
Samplitude
Samplitude Help
Samplitude Menu Reference
Readme
License terms
21
22
INSTALLATION
3. If you are already a registered user, log into the Internet support page with your
username (email address) and password. If not, select the "Register Now" registration
dialog and fill in the required fields. Double-check the information you entered and then
click on "Log in" or "Register" in the lower section of the corresponding form. If your
registration was successful, your user details will be sent immediately to your email
account.
4. Now go to "Register Product" on the online support page. To register a new product,
please enter your user code. This appears when starting up Samplitude or in the Help
menu under "Activate Samplitude". The activation code for the dongle will now be created
automatically and sent to the registered email address.
5. Copy and paste the activation code, or type it manually into the empty field. If
successful, confirmation will follow.
If you do not have access to the Internet or an email address, please call the Samplitude
service team on +49 (0) 5741 345 530. Please make sure to have the program's displayed
user code ready.
Activating Samplitude 11
After the program has started, the "Program Activation" dialog appears. Select "Register".
Step 1: Enter the serial number in the next dialog. You will be able to find this on the case
of the software DVD.
Step 2: Samplitude calculates a so-called user code once the serial number has been
entered. The actual activation code is generated from this code. An online connection to
our authorization server is necessary for this to work. If your computer has an Internet
connection, press "Send User Code" now.
Alternatively, you can of course transfer the data onto a separate PC if your studio PC does
not have an Internet connection. Simply click on the button to create a text file. You can
then save it on a USB stick or any other portable medium and then copy the content (the
entire URL) into the address box of a web browser.
Data protection reminder: No other private data from your computer will be transmitted
to us during the activation process. Both procedures (online/offline) are identical with
regard to content.
You will now proceed to online product registration. Please make sure when entering your
data that your email address is correct so that we will be able to send you the activation
code once the registration process has been completed.
INSTALLATION
After registration please check your emails. You can now use the acquired activation code
to perform the last step.
Step 3: Now copy the activation code into the corresponding box in the dialog and then
click on the button beside it to activate. Samplitude is now fully authenticated and ready for
unrestricted use.
Note: Please make sure to keep your serial number and activation code in a safe place. If
you lose it, you will not be able to activate the product again. Substantial changes to the
hardware configuration of your system may require reactivation as it may change the user
code. You can activate the product three times in total. After that you will have to contact
our support.
You can also use a dongle for Samplitude 11. To do so, please select the "Use dongle"
button in the "Program activation" dialog. The CodeMeter Runtime will now start and will
look for license entries. If a registered license is available, the program will start. If a license
is not found, the "CodeMeter License Update" or "CodeMeter Start Wizard" will open. If
you do not own a CodeMeter dongle, you can purchase one from our distributors.
Hint: Optional features such as Cleaning/Restoration Suite can only be activated if you
use a dongle with your Samplitude version.
1. Press the Save button for saving your CodeMeter Context File (e.g. 11234567.WibuCmRaC). You can save the file at any location on your system and transfer it
to an Internet-enabled PC.
2. Go to our support site at http://www.samplitude.com/ and choose "My Products".
3. Log in using your service login which you usually use on our support page. You will see
your registered program versions under "My Products".
23
24
INSTALLATION
for Samplitude / Sequoia: Click the "Upgrade" button for the product matching your
dongle and upgrade code.
for Add-On (AAF, C&R Suite): Click on Add new product next to the desired dongle
serial number.
Now enter your exclusive Upgrade Code (see top of this page!) and upload your saved
CodeMeter control file. You will receive an update control file for your CodeMeter dongle
via email or download (e.g. 1-1234567.WibuCmRaU).
4. Go back to the Start dialog of your program and load this control file by clicking on
"Apply". Your CodeMeter license has now been updated to version 11. You can still use
older program versions with this dongle.
5. Please restart the program.
Your CodeMeter license has now been updated to version 11. You may continue to use
program versions V8, V9, and 10 with this dongle.
INSTALLATION
Program installation
The program DVD can now be installed on the Windows client PC.
You should also install the current CodeMeter Runtime on the Client PCs in order to
guarantee optimum network performance.
Please make sure your firewall is set up properly. If you have any problems, please
deactivate your firewall as a test.
Register the dongle by first inserting it locally into a client PC or install Samplitude on the
server and register straight away after starting the program. This is necessary to gain
access to the latest updates on our homepage www.samplitude.de.
If you have any questions or require technical support please contact:
[email protected]
Phone: +49 (0) 351 4174 616 (Mon-Fri, 10 AM - 3 PM)
25
26
INSTALLATION
SYST EM SETTINGS
System settings
Before you start working, you should configure your sound card after starting the system
for the first time.
Press the "Y" key on your keyboard, or open the global system settings via "Options >
System/Audio".
Here you can recall information on the connected playback and record devices as well as
MIDI, metronome or program settings, and change them if necessary. You can also select
the target folders for projects and VST plug-ins as well as the view options and coloring of
the screen elements. Detailed information on the individual dialogs can also be found in the
menu reference as well as the online help in "Options > System/Options". Subsequently the
most important dialogs are explained.
Audio setup
Enter all fundamental settings for drivers systems, buffers, driver communications, and
monitoring here.
Driver system: For the necessary communication between Samplitude and your sound
card, a so-called driver system is used. In order to take full advantage of the program, we
recommend that you use ASIO.
MME is the standard Windows multimedia driver system with the best compatibility. It
supports 16 bit playback. If you are recording 24/32 bit audio material, then you can use
MME/WDM. This driver system is suited to multi-track recordings of up to 64 tracks that
don't overload monitoring processes. For performance critical recordings this provides
greater security compared to ASIO drivers; in any case, for many sound cards multi-track
recordings are not synchronous with one another
ASIO: Use a sound card model fitted with ASIO drivers if possible. This offers a number of
decisive advantages over the MME/WDM driver system:
There is lower latency (input/output delay) of the driver system. Resulting response times
during real-time editing are clearly reduced. In this way you have the possibility to use
the software monitoring of the inputs and VST instruments.
ASIO is intended for editing multi-track recordings with several sound cards which are
using the same ASIO drivers. The sound cards are synchronized by the ASIO driver.
27
28
SYST EM SETTINGS
Advanced hardware monitoring options via use of ASIO direct monitoring are also
available.
ASIO settings
ASIO drivers: Choose the sound card driver which you would like to work with. The drivers
of all ASIO devices installed on the system will be listed here. Clicking on the "Settings"
button opens the settings dialog for the sound card driver. In the display field beside "ASIO
buffer" you'll see the buffer size and bit rate set for the driver. Additionally, Samplitude
shows you the relevant output and input latencies.
Buffer settings: The VIP object buffer displays the buffer size for the internal processing of
object effects and economy tracks in hybrid mode. In every other monitoring mode it also
determines the editing of track effects. With a smaller VIP object buffer size the amount of
playback delay also sinks (latency). Nevertheless, the processor can be overloaded, and
the effects of this can be heard as interruptions during playback. Large buffer size in fact
increases the stability, but also the latency of the system. In the field below this the
resulting latency is displayed respective to the buffer settings.
Tip: The VIP object buffer size should usually be between 1024 and 8096 samples.
The VIP object buffer size must be at least as large as the ASIO buffer size, and
double the size when the Hybrid Engine is used.
Device query/Driver communication: Here you can specify the bit rate for
communicating with the audio driver for recording and playback. The preset value
correlates to the value on the sound card installed on your system. If the output device is
not able to display at the desired rate, an appropriate lower rate will be dithered and sent to
the driver.
Monitoring settings
Monitoring is defined as listening to the input signals of a recording system, for example,
with the intention of returning these to the musician playing in the music. The routing of
monitor signals is an important and complex process underlying different requirements.
In most cases we recommend using the "Mixer FX Monitoring / Hybrid Engine".
SYST EM SETTINGS
For each selected monitoring setting a matrix display also opens which shows which buffer
sizes are used and what effect the currently selected engine mode has on the latencies.
In general, "hybrid" refers to a system in which two separate technologies are combined
with one another. The Hybrid Audio Engine in Samplitude includes a combination of a low
latency and the classical Samplitude playback engine with higher latency whereby a clearly
defined signal flow between the two exists. The Low Latency Engine reduces response
times when calculating track effects and enables live monitoring at lower latencies. The
integrated classical playback engine, on the other hand, increases performance which
allows the integration of sophisticated object effects, object auxiliaries, and object surround
functions. The Hybrid Audio Engine is based on the ASIO driver system and, thanks to its
low input/output delay at the same performance levels, optimizes the system especially
when working with software instruments and other plug-ins.
Go to System Settings (shortcut "Y") >"Audio Setup" > "Driver System", and select "ASIO".
While ASIO generally ensures that latency, independent of the hardware load, does not
accept values that are too large, a low latency function can also be used if you tick the
"Hybrid Engine"/"Performance Mixer" box in the Monitoring Settings. The Hybrid Engine
facilitates audio monitoring including track effects in the record track and also calculates
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SYST EM SETTINGS
the playback tracks at short latency times. Thus the entire mixer can operate in Low
Latency mode, including the bus and master effects, and can be used for editing input
signals.
Further information on the Hybrid Audio Engine can be found in the chapter "System
settings" > "Global Audio options" > "Monitoring settings".
Economy Track
To save system resources you can set up a track with effects that will not be used for input
monitoring as an Economy Track. Go to "Track > Track properties > Economy track".
If you have selected the ASIO Hybrid Engine as the driver system, you can take individual
tracks from the Low Latency Engine and process the track effects in the playback engine
with the larger VIP buffer size. This way your system's processor will not be overworked.
Economy Tracks are marked with a green dot in the volume display of the corresponding
channel in the mixer as well as in the track editor. The "Volume" button of the track will be
framed in green.
Note: The Hybrid Engine compensates the latency of track effects in economy tracks to
such an extent that the total latency of the mixer for other tracks does not increase.
SYST EM SETTINGS
Hardware monitoring/Hybrid Engine: In this case, the complete mixer works in low
latency mode. This means that low playback latencies can be achieved. Monitoring of the
input signals depends on the sound card being used.
Mixer FX monitoring/Hybrid Engine: The Hybrid Audio Engine enables audio monitoring
throughout the entire mixer and, in doing so, also calculates playback tracks in the mixer
with short latency. This way you can also mix data from the hard drive with the lowest
possible playback delay. We recommend this mode for input signals as well as for live
mixing with hardware controllers, whereby access to all bus and master effects is
guaranteed.
Note: If you use "TotalMix" from RME in combination with a hardware monitoring mode,
then set the panning law in "TotalMix" to -6dB. This helps ensure that the recording level in
Samplitude matches the monitoring levels in "TotalMix".
Mode switching
Tape monitoring (preset): In STOP and RECORD states, the input signal is played; in
PLAY state, the track content is played.
Manual monitoring: With the help of the loudspeaker button in the track box or the track
editor, you can manually switch on the input signal for monitoring. This mode is only
effective when the ASIO driver system is used.
Mix input and playback: If you put a check mark here, then you will be able to here the
input signal during running playback too, if track monitoring is active.
Other than the system options in the audio setup, the monitoring settings and switching
processes are available to you by right clicking on the "Moni." button. Here you can see
two more MIDI recording options:
Automatic MIDI record switch on current track: This option ensures that MIDI tracks are
always ready for recording as soon as they are selected. This is indicated by the pink
record buttons.
Automatic MIDI monitoring (thru) during recording: If this option is selected, then every
MIDI track which you activate for recording will be switched on, i.e. you will always
immediately hear the input signal for this track.
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SYST EM SETTINGS
Audio devices
In this dialog you can select the inputs and outputs (devices) of the installed sound cards
for use by the program.
By clicking the box to the left of each respective device you can activate and deactivate
them as you wish. You can set the sequence with the arrow keys. The "Reset" button
activates all of the devices displayed. Under ASIO only the first 4 stereo channels will
activated (standard). If you hold the shift key depressed, then all devices will be activated. A
mouse click on the button "Device info" opens the control panel for your sound card. With
the "Rename" button you can customize each device name individually.
MIDI settings
Samplitude offers extensive MIDI functionality. MIDI files can be imported, inserted, edited
with an external editor and played back. Alongside MIDI timecode synchronization, the
other main use is for accessing external and internal sound sources such as synthesizers
and VST instruments. External hardware controllers can be accessed remotely via MIDI
access signals.
Tip: For seamless work with MIDI, please always use the monitoring settings "Track FX
monitoring", "Hardware monitoring/Hybrid Engine", or "Mixer FX monitoring/Hybrid
Engine".
SYST EM SETTINGS
These settings specify the global MIDI playback and MIDI recording devices. The devices
set up here will be used for direct playback of MIDI files and standard settings for new
tracks. You can rename the devices at any time.
Record offset
Enter a recording offset value to determine the time difference which passes between a
MIDI command and that set in the arrangement.
In case of negative values, Samplitude sets the input MIDI commands from the arranger at
the set time to the right, i.e. MIDI notes are delayed and displayed later in the timeline.
In case of positive values, Samplitude sets the input MIDI commands from the arranger at
the set time to the left, i.e. MIDI notes are pulled forward and displayed earlier in the
timeline.
Recording MIDI retroactively
Activate the "Retrospective recording" option available under "MIDI -> Retrospective
MIDI recording". Samplitude creates a MIDI object to the selected, recording-ready MIDI
track that may be adjusted in terms of buffer length.
Audio/MIDI synchronization
Force Sync lets you determine which approach Samplitude uses to synchronize the MIDI
tracks with the audio tracks. On faster systems, this setting should be at 100% to achieve
optimum adjustment of MIDI and audio. Should your system experience difficulties while
synchronizing the MIDI tracks with the audio tracks, select a lower synch reciprocation
value. Normally, you will also want to use sample exact reference times from your audio
device (e.g. sound card) for audio/MIDI synchronization.
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SYST EM SETTINGS
SYST EM SETTINGS
Here you can view the most important information about the current project. Included is
beat/BPM, recording, editing, and snap/grid settings as well as the "Auto Save" mode.
Sample rate (Hz): The project's sample rate is used here. The sample rate for the project
may also be changed and the audio and MIDI objects adjusted to the modified sample
rate.
Volume dampening: Set level decreases in 6-dB stages. Volume reduction may be
necessary for virtual projects if you are working with an internal precision of 16 bits.
When working with an internal accuracy of a 32-bit float, 0 dB editing is definitely possible,
since internal overmodulation cannot occur. Simply set the sum levels with the master
mixer faders to 0 dB.
Note: Please bear in mind that Samplitude sinks the volume of wave projects by the value
set in the virtual project. You can quickly toggle between virtual projects and wave projects
without the volume level changing. If, on the other hand, a wave project is the only project
opened, then it will always be played at maximum volume.
Project start time: Specify the project's starting time here.
Project length: The project length is displayed here in bars and beats.
Recording/Editing: Diverse presets for recording and editing:
Lock recorded Objects: Protects against unintentional moving of recorded objects.
Group objects after multi-record: Groups objects from a multi-track recording which
belong to one another.
Detailed information on destructive wave editing mode and non-destructive wave-editing
can be found in "Working techniques in the project window -> Samplitude as a wave
editor (view page 101)".
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SYST EM SETTINGS
Auto Crossfade mode: Use this function to activate a mode which adds a crossfade to
all newly recorded objects created from cuts or from wave projects dragged into the
project. You can assign every object a standard fade-in, and this can be edited in the
"Object editor fade" menu with "Get/Set global crossfade". If two objects overlap in this
mode, a real-time crossfade will occur at the intersection.
CD arrangement mode: If this menu point is activated, Samplitude arranges newly
added objects in such a way that a Red Book Standard-compatible pause is inserted
between the objects.
Bar/BPM/PPQ: Enter the bar type (counter/signature), the tempo in beats per minute
(BPM), and the timer resolution in peaks per quarter (PPQ/clicks per quarter note) here.
Get BPM from sel. range: If you enter the number of beats into the field beside "Selected
range covers beats:" then Samplitude will calculate the BPM based on the selected
range.
Snap/Grid: Switches the global snap on/off.
Objects (objects snap to edges of other objects): This option activates the object grid.
This causes objects to snap sample-exactly to the edges of other objects.
Range: Activates the range grid and enables the current range to be used as the basis
for snapping.
Bar snap: Activates a grid with bars as the basis for snapping.
Bar snap (relative): Activates a grid with bars as the basis for snapping. A selected object
maintains the relative distance to the corresponding snap point when it is moved.
Frame snap: Activates the frame-based grid.
Snap offset to project start: Sets the snap offset relative to the beginning of the project.
"Use current position for snap zero point" specifies the current position as the grid's
zero position.
Show grid: If a check is placed here, then the grid will be displayed for the project
according to the unit set in the selection box beside it.
Use snap offset also for grid: The snap offset is used as a reference size for the grid.
Standard pitch for tuner: This field indicates a standard pitch of A at 440 Hz. This value
may also be edited.
sMax11
The sMax11 maximizer provides a tool for increasing the loudness of the audio signal.
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This is done by entering the input amplitude (gain-in). The signal will be amplified by this
level. The sMax11 simultaneously ensures that the signal doesn't exceed the output level
(gain-out) that has been set. This requires regulation of the response time set via the
mode and release time. Essentially, this involves a hard or brickwall limiter with input
amplification.
Studio essentials
These Studio Essentials offer "bread & butter" effects that provide the
following effects as DSP-sparing applications:
Simple but solid tools with clear feature sets for daily application.
The least possible amount of controls, standard operation, intuitive behavior
Lower resource requirements
Lower space requirements for the interface so that multiple instances may be viewed in
the project
Expander / Gate
FX:
Chorus / Flanger
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Stereo delay
Reverb
Phaser
may be viewed. If you drag the end of the object to the right after recording, you can after
the part played before the actual end of the recording.
Revolver tracks
Samplitude includes revolver tracks. Revolver tracks may be used to compile objects
differently per individual track. The combinations created for the corresponding track may
be accessed at any time in the revolver tracks menu.
Detailed information about revolver tracks can be found in "Screen elements -> Program
interface -> Revolver tracks (view page 66)".
Synth objects
Synth objects represent a special form of sound creation. The instrument selected, i.e. the
synth object, is a component of the object created. Objects created in this way are not
based on previously created MIDI data. They may be edited easily and can therefore be
conveniently used as an audio building block.
The synth objects are Atmos, BeatBox 2, DrumnBass, and LiViD.
Synth objects are available as installation options.
Synth objects may be accessed via the menu item "Object -> New synth object" or via
the first plug-in slot of the plug-ins section in the track editor for the respectively selected
track.
MAGIX Synth
Samplitude includes Robota, Vita, and Revolta 2, software synthesizers based on VST
technology
Robota: Eight voice drum computer for "mean" electronic beats.
Vita: A sampler with incredibly realistic-sounding, "classical" instrumental sounds like
different guitars (Power Chords, clean electric guitar, acoustic guitar, bass guitar), different
pianos, percussion, strings, brass, woodwinds (each as an individual set & as an ensemble
set), and much more .
Revolta 2: An analog, varied, and powerful-sounding 12-voice synthesizer with sound
matrix, noise generator, and a complete effects section with nine effect types. With this
synthesizer, you can create any electronic music you can imagine.
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Groove quantization: Groove templates may now be created in the MIDI editor via the
menu item "Edit -> Create groove template from selection". The groove template
selection is available via "MIDI functions -> Advanced quantization" in the
"Quantization settings" via the field "Q raster". The length and start of groove
templates is always set to full beats.
Input Q: In the new interface skins (e.g. "Camo"), you will see the button "Input Q" in
the MIDI area of the track editor beside the button for velocity dynamics. If this function
is activated, global quantization settings will be considered even as soon as MIDI notes
are played.
MIDI retroactive recording / MIDI pre-recording (ASIO only): This new function can
be found in the menu item "MIDI -> Retroactive MIDI recording". Samplitude creates a
MIDI object in the selected MIDI track, which may be adjusted in terms of buffer length
via "System options -> MIDI". The MIDI object may be added at the current play cursor
location or synchronous to the last playback. A prerecording of 2 seconds during MIDI
recording is also ensured as an extra take. By changing the takes in the take manager,
e.g. from "MIDI Take3" to "MIDI Take3 PreRec", you can drag the object to the left to
restore the rhythm played before the actual recording. Object borders will be adjusted to
exchange the take.
System time as MIDI time stamp: This option is located under "System options ->
MIDI". If this option is activated, then the MIDI device driver's time stamp will be ignored.
This is helpful if the drivers provide a time stamp that is not synchronized with the audio
or is completely incorrect. This function recognizes invalid driver time stamps and then
provides automatic fallback onto the system time. This helps fix MIDI recording problems
with MIDI devices.
The grid bar is now available in the toolbar. This enables important snap settings changes
to be made, without always needing to access the project options dialog (view page 34).
Docking
Samplitude allows certain dialog and display windows to be docked/coupled in the VIP
interface. Corresponding windows may be docked to the areas provided in the VIP by
double clicking the title bar or by clicking the title bar and moving with the "Ctrl" key
pressed. This applies to the following windows.
Manager
Visualization
Audio quantization wizard
Control bars
Time display window
More information about the docking function may be found in the chapter "Screen
elements -> program interface -> Overview -> Docking (view page 57)"
Video
Video track integrated into arranger - limited to video objects
Updated video codecs
Advanced project exchange with Video Pro X
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EDL version 1.7 with Surround information - Loading of direct speaker assignment from
EDL
Automatic transfer of exported EDL from Video Pro X
Detailed info about skins is available in "Options -> System options -> Design -> Skins
(interface settings)
Color mode
The color mode is now available in the toolbar. Select a color and color the selected object
with it. If the track header is clicked while in coloring mode with the paint bucket mouse
pointer, all objects in the selected track will be colored with the selected color.
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Manager
File manager:
Take manager:
Take display only for selected objects
Adjustment/Deletion of take manager entries after RemoveUnusedSamples and
SaveCompleteVIP
New commands
Dithering
New option: "Use POW dithering for master output only"
Autoblack threshold for SmartDither now definable
Track bouncing dialog: "Dithering" button now features menu with dithering options
(bypass dithering or standard dithering) also saved in the bounce presets
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Spectral Cleaning
Take composer
FFT Filter
Level controller now scaled from 1-200
New inverse function
MIDI editor
MIDI controller editor now always shows the current value at the mouse position
MIDI controller editor: Menu for controller selection marked in object available controller
types (with a star * behind the name)
Right click on the "Quantize" button now opens the "Quantization settings" dialog
UNDO for MIDI recordings (for "Overdub/Replace" modes) now also possible from the
MIDI editor (Ctrl + Z)
MIDI level activity display also for chased notes
ASIO latency balance for MIDI metronome
Folder tracks
Copy and insert folder tracks
Track manager: "(F)" is appended to folder track numbers and the tracks in the folder will
be displayed indented
New commands
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Controller controls:
Detailed information about hardware controller setup can be found in "Options -> System
options -> Hardware controller (view page 310)".
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If you select the "Grid option affects automation curve points" (System options ->
Program -> General), then you can set automation points during moving to the values
set for the grid
Drawing modifiers now for plug-in/instrument/and mixer area: One temporary switch to
be able to write automation during playback in "Read" mode using the key combination
"Ctrl + Alt + Switch/Fader" directly in the plug-in/instrument/fader area. This way you can
easily make an automated recording at any point in time. As long as you hold down the
key combination, you can also automate the selected parameters in "Read" mode. By
clicking a mixer/VST control element (while stopped) with this modifier, the
corresponding, inactive curve will be automatically created for you to edit
Mixer
You can rearrange individual channel strips in the track number box or name box via
drag & drop. The mouse pointer turns into a hand.
A newly added AUX bus is always displayed in the arranger at the bottom and in the
mixer to the right with the highest channel.
The following effects inserts are now also available in the master area:
Amp simulation
Distortion
Cleaning, Suite Effects (DeClicker/DeCrackler, DeClipper, DeNoiser, Brilliance Enhancer)
TAB
: One step forwards (set pause)
SHIFT + TAB
: One step backwards
CTRL + ARROW UP/DOWN
: Switch entry octave
CDEFGAHB
: Note entry in current octave position
SHIFT
: Enter chords
As an alternative to the "All Notes Off" mechanism, an individual "Note Off" mechanism is
available for VST instruments, since "All Notes Off" is ignored by some VST instruments.
You can now completely shut off "All Notes Off for VSTis in the MIDI settings.
Optional "Note On Chasing" in MIDI system settings
ASIO buffer latency balancing for external MIDI data
New "Soft snap" function in the MIDI menu "Options -> Soft snap"
MIDI object freeze: Replaces the MIDI objects in the audio return signal of a software
instrument with audio objects. The audio return signal must be routed to the MIDI track
to do this.
The tempo markers are snapped to the next snap point when the grid is active. By
dragging the tempo markers and holding down "Alt", you temporarily deactivate the grid
function.
Standard MIDI file (SMF) export now always in current VIP-PPQ resolution
Standard MIDI file (SMF) now also imports and exports markers
Standard MIDI file (SMF) tempo map export now also possible with SMF format 0
Altered MIDI hardware configuration (device sequence) is detected at program launch
and start of MIDI system options, and the original
routing is reconstructed after being
confirmed.
Quantization options: The "Window" parameter can be set in % values from x to x. For
example, if you only quantize notes in the range from 25% to 50% to the grid position,
then notes which are closer than one quarter quantization unit from the grid and are
removed from the grid more than one half quantization unit will remain unaffected. This
function applies for audio and MIDI quantization equally.
The new "Quantization approximation (soft)" (in the arranger menu "MIDI" and MIDI
editor menu "MIDI functions") command considers the current level value in the
quantization options.
The simple quantization command always occurs at 100% for this now. In this manner,
you can always select between approximation (soft) and harder quantization without
having to adjust the quantization options every time.
The new "Note quantization" (in the arranger menu "MIDI" and MIDI editor menu "MIDI
functions").
"Shift to pencil": The "Shift" key is now the hotkey for "Draw notes" mode.
Multi-object editing: You can also copy and insert MIDI notes between multiple objects.
Audio quantization
Create MIDI trigger from transients: This function creates a new MIDI track below the
track which contains the selected and analyzed objects. The transients found there will
be displayed as MIDI events with maximum velocity.
Recalculate and Delete buttons: Recalculate or delete an already created audio
material analysis.
Quantization options: The "Window" parameter can be set in % values from x to x. For
example, if you only quantize notes in the range from 25% to 50% to the grid position,
then notes which are closer than one quarter quantization unit from the grid and are
removed from the grid more than one half quantization unit will remain unaffected. This
function applies for audio and MIDI quantization equally.
Grouping
"Object -> Select objects -> Ungroup all objects by time" temporarily ungroups all objects
from the group. In this case, the "Preserve group" button will blink. If the function is
reactivated or if the blinking buttons are pressed repeatedly, then the groups will be
reproduced and the button will stop blinking and return to inactive status.
Shortcut: "Shift + Alt + Ungroup"
"Ctrl + Alt + Ungroup button" resets the grouping history.
Saving ignores the temporary condition, but records the original grouping.
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Manager
To sort tracks in the track manager, just pick them up with the mouse and drag them
vertically to where you want them.
You can also add track folders, submix buses, AUX buses, or Surround buses via the
context menu in the track manager.
Now you can set a range between selected markers via the context menu in the marker
manager.
The file manager now contains the additional entries for "Timestamp", "Description/Title",
and "Originator/Artist".
File handling/Import/Export
Direct loading of multi-channel wave files (interleaved) without conversion.
Wave export: Extra RIFF64 type under file type selection, standard that no RIFF64
chunks for export of < 2GB are written in order to increase compatibility with nonconforming wave editors.
Multi-track recordings in compressed formats (e.g. MP3)
Freeze: Object freeze of a multiple selection is grouped.
Broadcast wave manager: The timestamp can be edited or applied from the object
position. You can assign the timestamp from all object positions to the wave files.
Resampling possible during CD import - VIP sample rate is preset.
New commands
Screen elements
What is a VIP?
A VIP (Virtual Project) is the term for the basic project window of your Samplitude project. If
offers the graphical framework for editing your project and navigating through your
arrangement. The VIP includes all symbol bars and buttons, arranger, track boxes, track
editor, transport console and status display.
In addition, .vip is the file extension of virtual projects in Samplitude.
1. Title bar: The title bar is located at the top of the window. It contains the name of the
application and the project. To relocate the window, simply click the title bar and move it as
desired. Dialog boxes can also be moved by moving the title bar. Various skins may be
selected by clicking on the icon to the top left in the title bar of the mixer or in the arranger
2. Menu bar: You'll find menus in the main window of Samplitude directly under the title
bar. A keyboard shortcut (view page 348) can be allocated to every menu entry.
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Detailed information about how to use menu points and keyboard shortcuts can be found
in the menu reference under "Menu Options -> Program settings -> Edit keyboard
shortcuts and menus (view page 695)".
3. Toolbars: Toolbars consist of buttons that execute specific commands or specify
states. They are ordered above and below the arranger in groups. You can move a toolbar
group by clicking on the left separator and dragging with the mouse.
Right clicking on a button opens a context menu. Hide the selected bar or show large
symbols in it. "Adjust toolbar" opens a dialog to individually remove current buttons or add
other available buttons on the selected bar.
The command "Adjust workspace" can also be used to activate and edit the individual
toolbars and to show or hide menu items.
More information about the toolbars can be found in "Toolbars - Overview (view page 68)".
Both of the context menu entries "Default skin", "Star Gray", "Toolbars Monochrome", and
"Toolbars V9" provide options for displaying the buttons.
4. Grid/Marker bar: The grid/marker bars are positioned above the first track in the VIP. In
the upper half (if two grid bars are displayed between both grid bars), you'll find the marker
bar where the markers and playback cursors can be positioned. The grid bars display the
project time in relation to the selected measurement unit. You can also open various
ranges. You can use two grid bars, for example one for beats and one for SMPTE time. To
show both grids, move the play cursor by dragging with the mouse across the upper grid.
If only one grid is displayed, then the play cursor can be moved by dragging the mouse in
the marker bar.
Display second grid bar: Use the context menu of the grid bar to switch on a second
grid bar in the arranger and set your own measurement unit (2. Show grid bar).
Both grid bar positions can be exchanged (Change grid). If "Independent time format" is
selected in the Transport window, the upper grid will adapt to a chosen BPM grid, unlike
the lower grid.
This way it's possible to select an SMPTE format independent of the project frame rate and
thereby get an overview of two different SMPTE displays. The option to "Activate docking
for transport window" switches on docking options for the transport window.
5. Arranger: Displays the VIP project tracks together with the audio and MIDI objects.
There are many commands for moving (scrolling) the visible clip and customizing its size
(zooming). These can be opened via the "View" menu, the grid/marker bar, and the
shortcut keys.
6. Track header: The track header is at the left in front of a VIP track. Besides the track
name, it contains various control elements, like mixer functions and automation. More
information about the individual controls of the track header can be found in the track
header overview.
7. Track editor: see below
8. Setup / Zoom / Position buttons: This part of the work area helps manage each of the
four different setup and zoom settings (range and zoom settings of the VIP window shown
in the project clip). Similarly, the "Pos", "Len", "End", "Mouse", and "Mixer" fields can be
configured by right clicking them.
9. Status display: The status display appears at the bottom border of the VIP window.
Here, you will find about CPU overload, latency, buffer, and current operations like loading,
saving, effect calculation, etc. You can open the status display also via the menu item
"Window -> Status display"
10. Transport console: see below
Docking
Samplitude allows certain dialog and display windows to be docked/coupled
in the VIP interface. Docking handles for docking and uncoupling are always at
the top of the respective window when docked, and are indicated with a bar
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In undocked state, the corresponding dialog appears with the conventional title bar.
Uncoupled windows may be docked to the areas provided in the VIP by double clicking the
title bar or by clicking the title bar and moving with the "Ctrl" key pressed. While moving
them, an area for docking will be indicated via a selection frame.
Vice versa, an individual window may be uncoupled by clicking the title bar and moving it
with the "Ctrl" key pressed or by double clicking the handle area.
The docking function is available for the following windows:
Manager
Visualization
Control bars
Time display window
Transport console
Keyboard shortcut:
Ctrl + Shift + T
The transport console contains the most important commands for playback, recording,
and positioning.
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Standard mode (play while recording): This is the typical recording mode for multi-track
productions. Here, the currently active tracks are recorded. The other tracks can be heard
on playback.
Recording without playback: If this option is selected, playback of existing objects is
deactivated while recording, the cursor remains at the beginning of the recording.
Playback, however, can be started independently of this, for example for "read after write".
Set the play cursor at a different position and start playback by pressing the "Play" button.
The recording will not be interrupted by doing so. This way, changes to previously
recorded material can be made without affecting the recording process.
Punch Marker mode: In this mode, only the range between the punch start marker and
punch end marker is recorded. This setting corresponds to using the "Punch" button (see
below).
Auto JamSession: Opens the "Auto JamSession" window.
Detailed information on the "Auto JamSession" can be found in the menu reference under
"Playback -> Auto JamSession (view page 642)"
"Moni." button: This button activates the record monitoring feature of Samplitude, i.e. all
tracks with an active "R" button display the adjacent input signals in the peak meters. Right
clicking on the "Rec M" button lets you select from the various monitoring modes.
Detailed information about monitoring can be found in the "System options -> Global audio
options -> Monitoring settings (view page 28)" chapter.
"Sync" button: This button opens the dialog with the synchronization settings.
Further information can be found in the "Synchronization (view page 298)" chapter.
"Punch" button: This button switches Samplitude to "Punch Marker" mode. In this mode,
only the range between the punch starter marker and the punch end marker is recorded.
If you have not previously created a punch marker, one will be set automatically when you
press the record button. If the recording is started when punch markers already exist, the
recording button will flash until the start marker has been reached as well as once the end
marker has been passed. It will light continuously during the actual recording between the
markers. End the punch recording by pressing the record button again; playback will not
be interrupted. If, however, you press the "Stop" button, playback will stop.
"In" button: This button sets the starting point for a Punch recording.
"Out" button: This button sets the end point for a Punch recording.
Additional Punch In/Out markers can be set by holding down the Alt key.
"Loop" button: Use this to switch into "Loop" mode, i.e. a specific range is played
repeatedly.
MIDI record modes: The following MIDI record modes are available: normal, overdub,
multi-overdub, and replace. The different modes determine how the newly recorded MIDI
files will be added to the VIP.
More information can be found in the chapter "Samplitude quick start -> Workshop:
Recording (view page 77)".
Tempo section: In the tempo section of the transport control, you can adjust the playback
speed and the tempo of the entire arrangement. All objects in the VIP are adapted to the
speed of your choice with timestretching.
With the "SNAP" button, you can activate the beat grid and have it shown. Use the
"CLICK" button to switch on the metronome click. Right clicking on the "CLICK" button
opens the metronome settings window to configure the pre-counter and click volume.
Scrub control: The scrub control wheel can be used to adjust playback speed. This can
be used to find certain audio passages.
The buttons beneath it can be used to start playback forwards and backwards at a slower
speed. This can also be used to improve control over audio passages, for example to edit
out crackles or other errors later on.
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Track editor
Located at the left border of the arrangement window, the track editor enables quick
access to all of the most important track parameters of the selected track. Record and
monitoring status, volume, panorama, MIDI/audio in and outputs, plug-ins, AUX sends, and
EQ settings are displayed in well-arranged sections and can also be edited via this view. All
relevant settings of the corresponding track may be viewed without opening the mixer or
the track view in the arranger window.
Open the track editor via the corresponding track button at the bottom of the arranger
window beside the workspace selection button or via the menu "Window -> Track editor".
1. Track number and track name: Double clicking on the track names allows them to be
edited. Right clicking on the track name opens the "Track settings" dialog.
2. "S" button: Mutes all tracks except the selected one ("Track solo" function).
3. "M" button: This button mutes the active track ("Track mute" function).
4. The "REC" button activates the track for recording.
5. The Lock button: Lets you protect objects in the track and prevents unintentional
moving or deleting of an object.
6. The "Panorama" knob controls the position within the mix. Right click on one of these
two control elements and the stereo editor (view page 200) will open to adjust additional
settings like panning laws or the stereo width.
7. The "Phase reverse" button reverses the signal phase 180 degrees. Right click on one
of these two control elements and the stereo editor (view page 200) will open to adjust
additional settings like panning laws or the stereo width.
Detailed information about the stereo editor can be found in the chapter "Stereo editor
(view page 200)".
8. The "Mono" button switches the track to mono processing from the input up to the
pan controller. In particular, all track effects preceding the pan controller operate in mono,
which saves considerable CPU resources. The submix and AUX return busses always
remain stereo, however. If stereo objects are located in mono tracks, the mono share (L+R)
is played.
Right click on one of these two control elements and the stereo editor (view page 200) will
open to adjust additional settings like panning laws or the stereo width.
For standard routing, only the post DX/VST plug-ins and post-AUX send are located after
the panorama controller, and therefore use a stereo signal. The routing position of the pan
controller, however, can be freely adjusted in the FX routing dialog.
If AUX sends are used, the AUX send panorama controller can be used for panning the
mono signals.
9. The "FX" button opens the dialog for specifying the effect sequences and adding
VST/DirectX plug-ins. These may be copied, inserted, reset, saved, or loaded. Save
personal track effect settings in the program directory in "FX presets -> Track FX". Of
course, new subfolders may also be created. We have already included a selection of
useful presets, e.g. for "Mid-side processing". The track effects settings of a VST
instrument may also be saved (including parameters and all subsequent track effects), and
transferred to other tracks.
10. The "MIDI" button switches the track to MIDI recording and opens the MIDI section of
the track editor.
11. Volume input field and volume control.
12. The loudspeaker symbol: Switches on monitoring, i.e. playback of the incoming
signals when the "REC" button is active, if "Manual monitoring" is selected in the system
options. For MIDI tracks, "MIDI Thru" will be switched on here.
13. Control display: Shows both LED chains for the input and output signal for the track.
14. Automation button activates track automation.
15. Automations parameter selection field and automations control: Select automation
parameters and adjust the values with the corresponding controllers
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MIDI
Audio
1. The "In" slot determines the audio
device, for example, your sound card input.
2. The "Out" slot specifies the audio output
device. This can be, for example, a sound
card output.
3. Delay: Here you can delay the track
4. Gain: regulates the amplification level of
the input signal
5. Plug-ins: You can use FX inserts, MAGIX
Plug-ins, DirectX, and VST effects for this
track. Clicking on the button to the right of
the field beside "Plug-ins" activates and
opens the DirectX/VST Plug-ins dialog with
which you can compile a plug-in setup for
this track.
6. AUX: Here you can specify the input of the
aux sends
7. EQ: Contains the parametric EQ for this
track. Right-clicking opens a convenient
input window.
8. Comments: Track info section for quickly
adding notes on tracks.
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Track header
1. Control display: Shows both LED chains for the input and output signal for the track.
2. The "S" button switches off all tracks with the exception of the selected track.
3. The "M" button mutes the track.
4. The "R" button activates the track for the recording.
5. The loudspeaker symbol switches on monitoring.
6. The "Lock" button enables objects in the track to be protected and prevents
unintended moving or deletion of an object.
7. Clicking the track name or the track number selects the track. Double clicking on the
track names enables them to be edited. Right click on the "Track settings" dialog, click on
the arrow to select additional track-relevant functions from the context menu.
8. Revolver tracks: Revolver tracks (see below (view page 66)) may be used to compile
objects differently per individual track. The combinations created for the corresponding
track may be accessed at any time in the revolver tracks menu.
9. Vol: This button switches on the volume automation curve. This allows level adjustments
in the track to be controlled via an automation curve and drawn by moving the channel
fader.
10. Pan: Switch on panorama automation with this button.
11. Volume controller
12.Panorama control
13. PL: The plug-in selector assigns various insert effects, VST, or DirectX plug-ins to a
track.
14. Color selection: If the right edge of a track header is clicked, a selection menu will
appear for specifying the color of the track and its objects.
Revolver tracks
Samplitude includes revolver tracks. Revolver tracks may be used to compile objects
differently per individual track. The combinations created for the corresponding track may
be accessed at any time in the revolver tracks menu.
Open the revolver tracks menu by holding down "Ctrl" and right clicking the track name in
the track header. If the new "Camo" skin is being used, then a button specifically for this
function is present beside the lock symbol.
Before track objects are rearranged, select the option "New revolver track (copy)". The
track objects will be copied as a new revolver track and a star appears before the track
name. The original objects may now be edited or repositioned to produce a different
version of the track.
Of course, the context menu may also be used to create a new, empty revolver track, to
delete the current one, or to display the the previous or next revolver track. The command
"Delete revolver track" deletes the current revolver track and and displays the previous
revolver track.
The lower area in the dialog is available to select existing revolver tracks for previewing. The
individual revolver tracks are numbered and listed with the date and time of creation.
Revolver tracks are stored in the TrackData project subfolder.
To edit or view existing revolver tracks in the overview, open the take composer (view
page 137) for a particular track. This editor enables revolver tracks and object takes to be
edited.
Workspaces
The purpose of workspaces is to sort menu entries and toolbars in such a manner that you
have a good overview of the functions of Samplitude. Workspaces bundle commands with
regard to certain tasks such as mastering, editing or recording.
Besides hiding menu entries ("Options" menu > Program Preferences > Edit keyboard
shortcuts and menus > Hide menu) and redesigning tool bars (right mouse-click on the
toolbar), you can also save your settings as a preset.
You will see the selection box for the workspace at the bottom left corner of the arranger
window. Some workspaces are already predefined. "Power user" displays all toolbars and
commands, and is a good starting point for defining customized workspaces.
Creating a new workspace: To create a new workspace, open the context menu by rightclicking on the workspace bar and selecting "New workspace". You will now be asked to
enter a name for your workspace. The new workspace contains all settings of the
previously activated workspace as well as your current changes. All further adjustments are
automatically saved in the workspace. Manual saving is not required.
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Adjusting the workspace: Open the context menu and click on "Edit workspace". Here
you can select which toolbar you want to have displayed in your new workspace. You can
activate or deactivate each bar individually, or add/remove individual symbols. Furthermore,
you can hide menu items with the "Edit menu" command. Simply select the corresponding
menu item from the keyboard shortcuts, and then press the button "Show menu item" or
"Hide menu item".
Toolbars Overview
All control bars can be freely moved on the monitor. To do so, click on the separator at the
left edge of the control bar and drag the control bar to the desired location. At various
locations on the screen it will become anchored to the grid. For example, you can easily
exchange the position bar for the toolbar.
Right clicking on a symbol button allows the skin for the button to be exchanged, shows
large buttons, shows or hides tools, or otherwise customizes the different toolbars. You
can also access the command "Edit menu" in the dialog "Keyboard shortcuts/menu
settings". The menus can be individually edited via the corresponding buttons by either
showing or hiding the relevant menu items.
Detailed information on how to use menu points and keyboard shortcuts can be found in
the menu reference under "Menu Options -> Program settings -> Edit keyboard shortcuts
and menus (view page 695)".
To quickly sort the work areas please click on the corresponding symbol and drag it to the
desired position while holding down the "Alt" key. You can use the same method to
remove icons from the toolbar by holding the "Alt" key, dragging the icon outside the
boundaries of the toolbar and then releasing it.
The following overview shows the presets:
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The grid bar is available in the toolbar. This enables important changes to snap settings to
be made, without always needing to access the project options dialog (view page 34). lick
on the magnet button to activate the snap. Activating the button to the right opens a
context menu with the following snap settings options.
Object grid: This option activates the object grid. This causes objects to snap sampleexactly to the edges of other objects.
Range snap: Activates the range grid and enables the current range to be used as the
basis for snapping.
Bar snap: Activates a grid with bars as the basis for snapping.
Bar snap (relative): Activates a grid with bars as the basis for snapping. A selected object
maintains the relative distance to the corresponding snap point when it is moved.
Frame snap: Activates the frame-based grid.
Specify the snap length (for beat snapping only). Values range from every 4 beats to 1/4
and same as quantization.
Snap active: Switches the global snap on/off (shortcut: Ctrl + #).
Snap and grid settings: This option jumps to the Project options - general (view page
34) dialog to specify detailed settings for the snap and grid.
The field indicated with a Q to the side is provided to specify the quantization value used
for MIDI and audio quantization; "same as quantization" sets the snap setting accordingly.
Note about Input Q: In the new interface skins (e.g. "Camo"), you will see the button
"Input Q". If this function is active, then recorded MIDI notes will be quantized according to
the current settings immediately. The original position may be restored at any time via the
menu item "MIDI -> Advanced quantization -> Reset MIDI quantization".
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Universal Mode
Range Mode
Object Mode
Curve edit mode
Object and curve mode
Cut Object Mode
Pitchshift/Timestretch mouse mode
Samplitude 4.0 mouse mode
Draw volume mode
Automation draw mode
The left mouse button may be used to draw the waveform in the wave editor
Scrub mouse mode
Zoom mouse mode
Universal mode
This is the preset mouse mode for Samplitude. All necessary functions are available by leftclicking the mouse. Depending on the relative position within the track, various functions
will be executed. A right-click always opens a context menu.
The vertical position of the mouse serves to distinguish between object handling and range
manipulation within every VIP track: In the upper half, you can select ranges and set the
Play cursor position. In the lower half, objects can be selected and moved.
Range mode (saved mode)
In this mode, only the ranges and the Play cursor position can be manipulated.
Through the use of two special keys however, more functions can be activated:
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Full Stop key .: If this key is pressed, Samplitude changes to the object mode temporarily.
Objects can be selected and moved now.
Minus key -: Pressing this key temporarily changes Samplitude into the Curve mode.
Now, the volume or panorama curves can be edited.
Those two special functions ensure that all fundamental functions are quickly accessible,
yet unintentional moving of the object can be ruled out. Hence the addition Safe mode.
Object mode
In this mode, objects can be moved.
It's especially useful when used in conjunction with the Object mode from which it can be
opened by pressing the period key (.) when Range mode is on. Once you let it go,
Samplitude switches back to the Range mode.
"Curve edit" mode
This mode only allows automation curves to be edited. This mode can be opened
temporarily from "Universal/Range" mode by pressing the hyphen ("-") key.
If the cursor is on top of a curve, clicking with the left mouse button will set a new curve
point. Curve points already set can be moved easily using drag & drop.
In case you want to select several curve points for editing, simply span a range in the
desired length. This is similar to using the object lasso, but for curve points. You can also
select curve points vertically over multiple tracks.
Object and Curve mode
In this mode, objects and curves can be edited using the left mouse button.
Samplitude 4.00 Mouse Mode
Use this function to switch to "Studio 4.00 Mouse" mode option. The right mouse button
then controls object functions, the left one controls manipulations of the range.
In the "Options -> Program Settings -> VIP Mouse Mode (view page 688)" you can obtain
detailed information on the functions of each mouse mode.
"Object cut" mode
Click on the object to separate the corresponding position. If the grid is switched on, then
the scissors tool which appears will move according to the grid settings.
Under "System options -> Keyboard -> Special keys -> Temporary switch for cut mode",
you can specify a keyboard shortcut via which "Object cut" mode remains active (provided
the shortcut is held depressed).
"Pitchshift/Timestretch" mouse mode
The object handles below to the right and those in the middle of the object can be used for
directly setting the playback speed and pitch. Advanced functions are available for tempo
marker manipulation in the timeline.
Detailed information about use of the "Timestretch/Pitchshift" mouse mode can be found in
the menu reference under "Tempo menu -> Working with tempo and beat markers (view
page 649)"
Draw Volume mode
This mode allows volume automation curves to be drawn with the left mouse button.
"Automation draw" mode
Select "Draw automation" mode to draw a curve of an automation parameter or a MIDI
controller. Selected curve points can be deleted using the "Del" key. If you move individual
points using the "Alt" key, the bordering can be lifted using the neighboring points to the
right. If you hold down "Ctrl" while drawing fader movements, then a soft curve will result.
Object automation
Select "Object automation" in the track editor and place a check mark for the desired
parameters. The object curves for the object automation will be added. Now draw the
corresponding automation curve by dragging with the mouse pointer.
Track automation
This mode allows automation curves to be drawn for the selected track by using the left
mouse button. Activate the automated parameters of the embedded plug-in beforehand
with the shortcut "Ctrl + Alt + move the corresponding plug-in's handling element".
Click on the "Track automation" field in the track editor and place a check mark for the
desired parameters in the context menu. Now you can draw the curve of the selected
parameter onto the track ("Draw automation" mode).
The selected parameter's curve can be seen in the track in the foreground; all other curves
are optionally displayed as thin lines via the context menu.
In this mode, the left mouse button lets you draw panoramas as well, for example. The
panorama curve on the respective track can be deactivated and activated again anytime
with the "Pan" button in the track box.
Tip: You can also always move any plug-in parameter with the small horizontal faders in
the track editor's automation box as soon as you are in any "Write automation" mode (e.g.
touch, latch, overwrite, or trim).
Draw waveform in the wave window
In "Wave editing mode", the left mouse button may be used to draw a waveform of a file.
Waveform display shows the suitable zoom level.
Scrub mouse mode
Pre-listen, controlling the play speed. The project can be played forward as well as
backward.
Zoom mouse mode
The right mouse button zooms out, the left one in.
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Section to start
Range to left
Half cropping to left
Half cropping to right
Range to right
Section to end
Play cursor to previous object edge
Play cursor to next object edge
Play cursor to previous marker
Play cursor to next marker
Zoom in
Zoom out
Section all
Range as section
1 pixel = 1 sample
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Range bar
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The functions of the left mouse button, necessary to work virtually, are dependant on the
selected mouse mode. It can be selected in the mouse mode bar.
Object modes
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CD arrangement mode
This special mode allows new objects with CD pause to be placed and CD tracks on the
first track to be replaced.
Detailed information about "CD arrangement" mode is provided in the menu reference
under "CD/DVD -> CD arrangement mode (view page 678)".
Color mode
Select a color and color the selected object with it via "Color" mode. If the track header is
clicked while in coloring mode with the paint bucket mouse pointer, all objects in the
selected track will be colored with the selected color.
SAMPLITUDE QUICKSTART
Samplitude quickstart
Initial navigation in the virtual project (VIP)
Further important navigational functions can be found in the "Edit and arrange" tutorial
video which can be started via "Help -> Start selection -> Introductory videos" of your
installation CD.
Further explanations of the numerous additional navigation functions can be found in the
chapters: "Working in the project window" (view page 92), "Object-oriented audio editing"
(view page 115) and in the "Range" (view page 441) menu. A complete overview of all
keyboard shortcuts can be found in the "Preset keyboard shortcuts" (view page 348).
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Tutorial: Recording
In this chapter you'll find out how to record audio material in Samplitude. Here, the basic
functions are explained.
Creating a VIP
First of all, create a new project by clicking on the "New multi track project (VIP)" button in
the program's Start Wizard menu. If you already have Samplitude open, select "New Virtual
Project (VIP)..." in the "File" menu.
Name your new project and select the file path here to which you wish to save the VIP. You
can also create a new folder into which all files relating to this project can be saved. Select
"[0] Stereo Master" as the Mixer Setup.
In the "Track Number" field enter how many tracks you wish to use. This doesn't mean that
they are limited to this number, new tracks can be added at any time to the project. Adapt
the "Sample Rate" to the sample rate supported by your sound card and confirm it with
"OK".
Note: If the preset project length is exceeded, the VIP adapts itself to the actual project
length.
Preparing to record
If you now wish to record from your internal CD/DVD drive or from an external sound
source using a cable/microphone connection, then it's important that your sound card is
connected to your sound source. You can check this by switching the track which you
SAMPLITUDE QUICKSTART
wish to record onto to "active". To do so, press the record button; it turns red, and the
input level of the sound source appears as a light blue bar in the peak meter.
If you can't to see the input level bar, check in the track editor (menu "Window -> Track
editor" if your sound device is connected to the same port listed under "In". If not, set the
track's input device to the port of the sound card input of the sound source by clicking
"Audio -> In".
If you can see the level as a bar, but are not able to hear anything yet, then make sure that
the output device of the track correlates to the output of your sound card.
If you have selected "Manual monitoring" as your monitoring mode ("Y -> Audio setup"),
please click the loudspeaker symbol next to the level display on the track to view and hear
the input signal.
Now click on the small square to the top right of the "Record" button in the transport
window.
This opens the recording options:
First select the format for the recording. There are detailed settings for the desired audio
format available to you under "Format options".
A recording mode set to 16-bit at a sample rate of 44.1 kHz corresponds with CD
quality. A bit resolution of 24-bit or even 32-bit (float) makes sure that hissing during
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subsequent editing of the sound material remains at a minimum. On the other hand, the
higher the bit resolution, the more space that is required.
Now specify if the track should be recorded in mono or stereo. While a stereo recording
mode is usually selected for CD/DVD recordings, you should consider whether it would be
better for single instruments, like bass or guitar, to be recorded as mono tracks in order to
improve future sound editing and the adaptation of the instrument into the mix. In "Mono
(Mix)" mode, the track input is switched to mono, whereby the signal is gripped like in
stereo recordings as two channels and then mixed into one channel.
Detailed information about the recording options can be found under "Menu Playback ->
Recording options (view page 637)"
Balance adjustment
Click the "Visualization" button under the recording information display. There are various
functions available here to aid optical orientation. Select "Setup -> Peak meter". If there is
no visual display of levels is shown, then press the "Monitor" button under "Options" in the
recording dialog. You should now be able to see a signal.
Note: Direct the input signal to your external amplifier/your sound card's input in such a
way that the peak meter is as close as possible to 0db, but doesn't quite reach this value.
The recording starts from the current position of the play cursor. If you wish to record from
the fifth beat (for example), place the play cursor to the beginning of the fifth beat. To do
so, open the project options under "View -> Snap and grid setup" (shortcut: "I") and check
the "Snap to", "Grid/Bars" and "Show grid" boxes. In the selection menu, select
"Bars/Beats" as the grid unit and confirm this by clicking "OK".
Now you can see the grid lines in the VIP. These divide up the project window and the grid
list now shows the bars. Switch the display in the transport window to "Bars/Beats". Since
"Bars/Beats" is selected as the grid unit, you can easily use the left/right arrows on the
keyboard to jump to the beginning of the fifth bar. Simultaneously, you can read the bar
and beat position in the play cursor of the transport window.
If you click on the "Record" button now, recording will start. As soon as you have recorded
enough, press the stop button. You will be asked if you wish to save your recording. If you
are happy with the results, press "OK".
SAMPLITUDE QUICKSTART
Your recording appears in the project window as a virtual object. Now activate the next
track by clicking on the "R" button in the second track. As you can see from the blue level
bars, the input signal is now selected for this track, which is ready for recording.
Note: For already specified settings you can bypass the dialog window and record straight
into the VIP. Simply click on the "R" key on the keyboard. If a track is activated, the
recording will begin immediately.
Loop recordings
If you would like to record in a loop, select the section in the arranger first where you
would like to make the recording. Activate the "Loop" button in the transport control and
start the recording. The range will repeat until you stop recording. A new take will be
created for every run. If you hold down "Ctrl" and click with the right mouse button on the
last take created for the recorded track, you will be able to see all of the takes produced
using loop recording. To listen to a specific take, select it from the menu that is displayed.
To organize and edit the takes from the looped passes, you can use the take manager
(view page 135). You can also use the take composer (view page 137) to produce the
perfect take.
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Detailed information on the various punch functions can be found in the menu reference
under "Playback -> Recording mode / Punch In -> Punch Marker Mode (view page 640)".
Multi-track recording
To configure multiple tracks for multi-track recordings at once, the "Project tracks & Mixer
setup" dialog can be very helpful.
1.
2.
3.
4.
5.
6.
1. Open the "Project tracks & Mixer setup" dialog by pressing "Ctrl + Shift + M". You
can also access it via "Options -> Project properties -> Mixer setup...".
Click on the "Routing" box and select the option "Route all tracks to existing stereo
devices" if you want to record in stereo. For mono recordings, select the option
"Route all tracks directly to exisiting mono devices".
In case the recording does not begin at the current track, enter the corresponding
track number in the "Start with track" field.
In the "Device setup (track in/output assignment, routing)" area, click the "I/O devices"
box and select "Record".
If you have four recording devices, enter "4" into the "Track number" field. The
devices will then be set up across the next four tracks.
Click on "OK".
Preparing to record
For all tracks to which you wish to record, press the "R" button to activate the tracks, i.e.
make them ready for recording.
Click on the button with the loudspeaker to activate monitoring.
You can set the maximum gain of your signal from your recording sources. To monitor
the peak levels you can open the Peak meter in each track's context menu (Trackbox ->
"Track visualization").
SAMPLITUDE QUICKSTART
Start of recording
Once you have everything set up and the signal has been adjusted, start recording by
pressing the shortcut "R". You can end the recording by pressing the space bar (only in
"Playback while recording" mode) or by pressing the "R" key again. If you wish to accept
the recording, confirm it by pressing the "OK" button in the dialog window that opens.
Now you can see one object for each recorded track.
MIDI recording
In Samplitude there is no separation of audio and MIDI tracks. Each track can contain
audio and MIDI objects. You can therefore work on audio and MIDI material in a single
project without having to worry about splitting tracks. This lets you manage VST
instruments entirely from within a single track. When freezing the track, the MIDI data is
converted into audio data. However, a track can only record from a certain device. This
means that audio and MIDI files cannot be recorded simultaneously onto one track.
In a Samplitude Arranger track, MIDI data is recorded in the same way as audio data. An
object is created for each recording, which overlaps existing objects.
Hint: Samplitude offers special MIDI recording modes (view page 84), in which already
existing MIDI objects are inserted either through mixing (overdubbing) or through local
replacement (Replace).
As the playback device (MIDI output device), select the MIDI playback device you use via
the MIDI out slot (e.g. MIDI out of your sound card or a VST instrument).
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If sound cannot be heard when the keys on your device are played, then monitoring likely
needs to be activated. Switch on the loudspeaker button (MIDI thru) for the respective MIDI
track.
By right clicking the "Moni." button the transport control, you will have access to the
behavior of the recording and monitoring buttons. If you activate the options "Switch to
automatic MIDI recording for current track" and "Automatic MIDI monitoring (Thru)
during recording", then the respectively selected MIDI tracks will be immediately activated
for the recording and monitoring will be switched on for the input signal. If you want to
record multiple MIDI tracks simultaneously, then deactivate the option "Automatic MIDI
recording on current track".
If you still don't hear anything when you play the keys, please make sure that the MIDI out
channel of your MIDI keyboard matches the channel in in the track editor of the selected
MIDI track.
Please also ensure that your MIDI synthesizer is sending to the same channel that you have
selected for the channel out in the track editor.
Note: Many drum computers send to MIDI channel 10.
SAMPLITUDE QUICKSTART
Replace: The data is recorded to an existing object, any MIDI data is overwritten.
After selecting the mode, make sure that the recording is activated for the track. The
record button (set to standby) changes to violet to signal that this MIDI track should record
MIDI data.
Now you can now start the MIDI recording using the shortcut key "R". After ending
recording with the "Stop" button, you will be asked whether you want to keep or delete the
recording. After confirming this with "OK", your newly recorded material will appear as a
"MIDI take" in the VIP. In case you have recorded several takes in normal mode for the
same selected range, you can select and play back the individual MIDI takes in the take
manager (view page 135).
Note: You can switch between the individual recording passes even quicker by holding the
"Ctrl" button down and then right clicking the MIDI object. A menu will appear for you to
select the desired take for immediate playback.
If a previously produced MIDI object ("MIDI -> New MIDI object") is recorded into, then the
respected arranger track may be used to follow the development of the recording. the
events created will be displayed as blue bars. If the individual MIDI events are muted after
recorded in the MIDI editor, then these will appear in the arranger track as a gray bars.
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Mixer
With the Mixer (Keyboard shortcut "M") you can adjust the volume and panorama of the
recorded tracks as well as automate the fader and panorama movements. Furthermore,
there are multiple plug-ins, submix and AUX buses, a four-band parametric Equalizer,
inserts for the integration of effects and VST instruments as well as many configuration and
bouncing options available not only for each individual channel, but also for the complete
stereo track.
Detailed information can be found in the "Mixer (view page 142)" chapter.
SAMPLITUDE QUICKSTART
Effects
In Samplitude, effects can be used at various "levels", as destructive or virtual effects, for
objects, tracks in the mixer channel or as master effects.
Dynamics
Frequency / Filter
Delay / Reverb
Distortion
Restoration
Stereo / Phase
Modulation / Special
MAGIX plug-ins
DirectX (only available if DirectX effects are installed)
VST FX (only available should the VST effects be installed)
ReWire (only available for tracks and if ReWire clients are installed)
Analog Modeling Suite: am-track, am-pulse, am-phibia (Samplitude Pro and Sequoia
only)
am-munition (Samplitude Pro and Sequoia only)
de-esser (Samplitude Pro and Sequoia only)
Vintage Effects Suite: CORVEX (chorus and flanger), ECOX (echo, delay), FILTOX
(modulation, filter).
These are special internal plug-in effects for dynamics, sound editing, and simulation of
analog switching.
1.
Object effects
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2.
3.
Track effects
Master effects
Effects in tracks
Track-related effects can be set either in the VIP window or in the mixer. These may be
internal effects or VST FX or DirectX effects.
Now click on the arrow of the corresponding field. A menu with the various effect
categories will open.
SAMPLITUDE QUICKSTART
Mixer effects
To set track effects in the mixer, open the mixer by pressing the "M" key. In the "Ins"
section, click on the arrow symbol of an effect slot in the corresponding channel. Selecting
effects is done the same way as described above. Use the "FX" button below the track's
channel fader to open a dialog to change the series of effects within the track.
Master effects
Master effects are applied to the entire material in a multi-track project. The signal is routed
through the effect, i.e. your audio card, before reaching the master output.
The master effects can only be set in the mixer, which can be opened by pressing the "M"
key. The sum range of the mixer is wider than normal tracks and can be identified via the
differently colored faders.
The effect slots for MAGIX plug-ins as well as VST and DirectX effects are located at the
very top. Below this, all of Samplitude's internal master effects can be found. The equalizer
can be used directly from the mixer or the equalizer dialog which can also be opened by
right clicking on one of the EQ controls.
The sequence of the master effects can be set in the FX routing dialog, which can be
opened via the FX button beneath the master faders.
CD mastering
CDs can be burned directly from within the project without having to export the project as
a wave file beforehand. Burning requires that a blank disc be inserted into the drive and a
valid TOC (Table of Contents) exists. For this, at least one CD track and one CD end
marker must be placed.
Set CD tracks
Position the play cursor where you wish to set the CD track marker. The marker menu can
be found above the track boxes in the VIP. Open it and select "Set CD track index". Repeat
this process until all markers that you wish to set are in place.
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Now position your play cursor where you wish your CD to end. Open the marker menu
again and select "Set CD end marker".
Note: The burning process only starts from the first CD track marker.
Burn CD
Now play the project again and look in Samplitude's status bar to see how much CPU is
required to play the project. This is important to estimate at which speed the project can be
burned to an audio CD.
Now click on the button with the CD symbol. Alternately, you can select the "Make CD..."
option in the "CD/DVD" menu. The CD burning dialog now opens.
Make CD
Mode: Here you can select if you wish to burn your project directly "on-the-fly" (without
prior rendering) or if Samplitude should create a new file beforehand (bouncing). Select
"On-the-fly" burn mode.
TOC format: Use the top option here "Use UniCode for TOC"
Now click on "Burn CD":
CDR write settings: Here's where knowing how much CPU your project required during
playback comes in handy. If CPU usage was under 45% on playback, you can select 2X. If
it was under 20%, select 4X, etc...
If to wish to use CD text, open the "CD text/MP3 ID editor" by clicking on the "CD text
settings" button and entering the desired CD text for your tracks.
SAMPLITUDE QUICKSTART
Click on the "Write" button to begin burning. When burning, the play cursor runs through
the project and serves as a progress display. Furthermore, a small window opens in which
a separate progress display shows the current state.
After burning, the message appears saying that the burn process is complete. Confirm this
by pressing "OK".
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Active section
If you view your project in multiple sections, only one part of it can be active at any one
time. You can activate a section by clicking on the section itself or its controls. By clicking
on both double arrow buttons at the left, lower border of every section a corresponding
context menu will appear that offers you different possibilities for moving the corresponding
section horizontally or vertically.
The arrows in the lower toolbar are additional buttons for moving sections vertically.
Zooming
With the help of the zoom functions you can adjust the sections of a virtual project. The
higher the zoom level, the more detailed the display.
Samplitude provides you with the following zoom functions:
You can select the zoom stage of the respective active section with the wave symbols on
the right.
A common feature of the preset three zoom functions is that they center the play cursor in
the visible section, if it's visible when the zoom command in the section is executed.
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If you roll the mouse wheel upwards, you will zoom into the image.
If you roll the mouse wheel downwards, you will zoom out of the image.
Scrolling
The visible section follows the play cursor in so-called Autoscroll mode during playback.
All commands for setting the play cursor via keyboard or via "Range menu -> Move play
cursor" also move the section with the play cursor. When moving the play cursor with the
arrow keys the section will be moved as soon as you leave the window (page mode), with
the keyboard shortcut "Alt+Arrow" the section will always be moved in such a way that the
play cursor remains in the middle of the VIP window. The "Home" and "End" keys move the
play cursor as well as the visible section to the beginning or end of the project.
Should it be the case that you wish to move the visible section without moving the play
cursor, you have the following options:
With the scroll bar: By moving the scroll bar the contents of the window can be moved
either to the left or to the right.
"Arrow" buttons in the position bar: The buttons with the red arrow symbols can be
used to move the section independently.
With the keyboard: You can set up keyboard shortcuts for all commands of the menu
"View -> Horizontal/Vertical (view page 411)".
Detailed information on creating keyboard shortcuts can be found in the "Preset shortcuts"
(view page 348) chapter.
Ranges
Ranges are selected sections of the arrangement that can be set for editing or re-opening
later on. When creating ranges you are not bound to object borders, individual tracks, or
any other limitations like markers. Ranges that you search for are displayed inverted. By
switching on the "Grid" function in the "Project options (view page 34)" you can set the
step size of the selection.
Detailed information on the project options can be found in the menu reference in the
"Options" menu -> Project options (view page 34)".
The range remains in "Loop" mode even if the play cursor is repositioned
Playback can be started before or within the loop
If you start playback behind a range, then the loop button on the transport control will
switch off.
In "Loop" mode, the entire project is looped if a range has not been selected.
Range ends can be adjusted during playback as well.
The play range can be deleted by dragging to size 0.
The current range can be deleted by double clicking the grid bar next to it
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Selecting a range
To select a range, move the mouse pointer to the top half of an object and press the left
mouse button. Move the mouse pointer within the object while pressing the mouse button.
Now you can see an inverted rectangle between the starting point and the current mouse
position. Once you let go of the mouse button, the range is selected.
The play cursor always automatically remains at the beginning of the range, even if you
can't see it at this moment in time. To expand the range onto other tracks, click on the top
half of the selected object again and drag the mouse down vertically while keeping the
mouse button held down. If you now click the section with the "Shift" key held down, every
object will be selected which has its middle point within the selection rectangle.
You can also select a range by dragging the mouse across the timeline. It will then be
indicated with a different color. Double clicking on this timeline area selects a range in the
selected track, double clicking again selects the range over all tracks, and double clicking
once more reverts back to the simple timeline selection.
In the timeline selection you can also position the play cursor outside the range. The range
will remain in loop mode. This way, you can start playback in front of or within a loop.
Range borders can also be changed during playback. The play range can be deleted by
dragging to size 0. The play cursor can be positioned at the edge of the playback range by
clicking on the range's edge in the timeline. By double clicking on the timeline outside of
the range, you can delete the contents of the play range.
Leaving a range
If you wish to select a different range, click elsewhere in the project that does not include
the current range and drag out a new range.
Reactivating a range
Enter the keyboard shortcut: "Shift + Backspace". By clicking on this command
repeatedly you can restore the last five ranges. You can execute the same function by
clicking on the button with the left arrow in the transport control.
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More information on ranges can be found in the menu reference under "Range (view page
441)".
Markers
Markers can set position points in your project that are of special importance
to your arrangement. On opening any set marker, the play cursor will be
moved to the defined marker position. Markers are listed in the topmost
section of your virtual project, in the so-called "marker list", and can be set
when stopped, during playback, as well as during recording.
A virtual project in Samplitude can contain any number of markers. The first
ten number markers can be saved using the key combination "Shift + number
key" on the corresponding play cursor position and open them directly via the
number keys again.
In the menu point "Range -> Save marker -> Marker with name.../ Marker with name and
numbering..." you may name additional markers freely.
To delete a marker, select it by clicking on the front border and then press the "Del" key on
your keyboard. Markers can be moved by grabbing them and dragging them to where you
want to go, the mouse pointer changes into a double arrow <->.
By using the object modes "Connect objects until pause" and "Connect objects on a track"
together, you can also move the markers in the top arranger track when you move objects.
Moving objects using the object mode "Connect all objects" causes the markers to be
moved simultaneously, independent of the selected track.
If you right click inside the marker list or press the "Marker" button to the left beside the
marker bar, a context menu will appear from which you can access all the most important
marker commands.
The marker manager can also be accessed via "Tools -> Managers -> Marker manager".
This is where you manage and edit the markers you set.
More information about the marker manager can be found in the chapter "The Managers > Marker Manager (view page 132)".
To stretch a range between any two markers, first click on the first marker. Then click on
the second marker while holding down the "Shift" key. This selects a new range.
Use the function keys "F2" and "F3" to quickly jump back and forth between the marker
positions or the keyboard shortcut "Alt + W/Alt + Q" or select the "Range" menu -> Move
play cursors -> Marker to left/right").
Alongside the standard markers there are additional markers that can be used in
Samplitude as well:
Markers in wave projects are saved in the audio file (*.wav) as audio markers and are
available in this form in other applications as well. Audio markers are coupled directly
with the audio material and are visible at the upper edge of an audio object. The purpose
of audio markers is to mark positions within the audio material so that the selections
remain independent of their placement within the virtual project. Audio markers can also
be made visible in the display options ("Shift + Tab") in the "Objects" area by marking
"Audio markers" with a check. The markers displayed in the virtual project's object are
identical to the markers in the associated wave project. If you set new project markers in
a wave project (this happens automatically while recording a take), then all audio
markers in all associated objects of the virtual project will be visible at the same position
in the audio material.Note: All time information for the audio marker relates to time
positions in the audio material, and not to positions in the virtual project.
The triangular markers for CD burn functions: CD track markers are displayed in red,
CD subindex markers are green, and CD pause markers are blue.
Tempo markers signify a tempo change at a specific position in the project.
Beat markers change the type of beat beginning at the marker position, e.g. 4/4 beat to
3/4.
Beat position markers assign a specific musical position to a specific time position.
This way, the bar frame/grid and MIDI events can be easily synchronized with existing
audio material.
You can find more information on speed/beat and beat position markers in the menu
reference under "MIDI -> Tempo/Bar markers (view page 648) / Set new beat position
markers (view page 649)".
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Scrubbing
Scrubbing makes it easier for you to find a specific part of the music in the project simply
by moving the mouse pointer. Playback, forwards or back, occurs while moving the
mouse.
By varying the playback speed, it's possible to quickly approach a position, but also to
arrive at the exact position at a reduced speed.
If you press the "Insert" key ("Insert", or "0" on the number pad), Samplitude will switch to
"Scrubbing" mode. Now move the play cursor with the mouse in order to hear the audio
material beneath it. When you hold down the mouse button in "Scrubbing" mode you can
also hold down on the "Shift" or "Ctrl" keys to make scrubbing slower and thereby make it
more precise. Alternately, you can use the mouse wheel for fine-tuned scrubbing.
In the "Mouse" mode list there is a separate "Scrub Mouse" mode available as well.
In the playback options (keyboard shortcut: "P") the following scrubbing modes can be set:
Shuttle: The relative distance between the play cursor (positions bar) and the mouse
position can be used to control the speed. This means:
Scrub control faders at the left edge = 2x speed backwards,
Scrub control fader in the middle = 0 movement,
Scrub control faders at the right edge = 2x speed forwards.
Absolute: You can also use the absolute position of the mouse in the window to control
the speed.
TwoSpeed: Two scrubbing speeds are available. Depending on the distance of the
scrubbing controller to the mouse position, the object is either played quickly or slowly,
whereby a speed of between 0 and 25 is preset for slow scrubbing. Fast scrubbing is
set to 1.0, i.e. original speed. The value for slow playback can be adjusted in the
"Speed" menu.
One speed: The preset scrubbing speed is 1.0 (original speed). Use the "Ctrl" key to use
the scrubbing speed set in the "Speed" field and use the "Shift" key to halve this speed.
With the option "Scrubbing only with active track" you can limit scrubbing to the active
track only.
Scrubbing in the transport console
Another way of scrubbing is by using the scrub control wheel of the transport console.
Right-clicking on the scrub control wheel opens a dialog where you can also carry out the
variable speed settings as described above.
Tip for scrubbing: For smaller hard disk HD buffers (250-1000 samples) scrolling is
"softer". Test if your computer functions at this buffer size without any playback errors.
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There are two methods for editing wave projects: in destructive editing mode and in "Wave
Editing" mode.
Destructive Editing
Destructive wave editing mode is the standard mode when the command "Edit wave
project" in the "Object" menu is used to open wave projects that belong to a VIP object.
Wave projects that are opened directly via the "File" menu ("File > Open > HD wave
project" are opened in the virtual wave editor by default. This can be adjusted in the
program settings. (Key "Y" -> Program -> General Y -> Open wave projects in destructive
editor mode").
Regardless of the mode you load your wave project in, you can toggle between destructive
and virtual wave editing via the Options menu -> Project properties ->Destructive wave
editing mode. If the box has been checked the extension, "Destructive" will appear in the
title list of your project.
In "Destructive" mode wave projects are written directly to the hard drive. Changes in the
editing window immediately affect the audio wave file. To be able to undo actions in the
opened file in this mode using "Ctrl+Z", you have to activate the "Undo" function for wave
projects in the program settings ("Y -> Program -> Undo").
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Mixer
In the mixer window right-click on the insert slots to open the corresponding effects
dialogs.
Double-clicking on the pots/faders moves them into the zero position. A further
double-click will return it to the active position.
With Master Normalization the mixer contains a feature which allows you to quickly set
the output level to 0 dB. If the limiter in the master section is active, the output level is
also monitored thus preventing level clipping.
The mixer function "Mix to file" can be found to the bottom right of the mixer. When the
"On" button is active, the master output of the mixer can be written to a wave file or
HD wave project during playback. On playback you can change any parameter you
want in order to record any live sound adjustments you may have.
Recording/Playback
The recording dialog can be opened with "Shift + R". Start the recording with "A" and
stop it with "S".
Start and stop playback instantly by pressing the space bar. When stopping, the play
cursor jumps back to the starting point. If playback is stopped by pressing the "0" key
on the number pad, the cursor remains at the last position. Furthermore, the exact
position can be moved with the mouse while holding down "0" (scrubbing).
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What is an object?
Objects contain references to the basic audio material. You can also make reference to an
audio file as an object.
An object accesses available audio data and calculates parameter settings like volume,
panorama, object length, sound changes, effects or fades, all in real-time. Pitchshifts,
timestretching, AUX send feeds and plug-ins can also be calculated.
The object is displayed in wave form and can be moved, copied, or cut any way you like.
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Object editor
The centerpiece of object-oriented working is the object editor, which can function as a
tool for a single object as well as multiple ones.
Note: There is an object editor for MIDI objects as well. Detailed information can be found
in the chapter "MIDI in Samplitude -> Working with the MIDI object editor (view page 221)"
The object editor (displayed in "MAX" mode here) is horizontally sectioned into three areas:
Object effects, the position/fades range, and the pitchshifting/timestretching range. If you
leave the object editor open, you can have an object's properties and editing options
displayed with a simple click of the mouse.
To open the object editor, select an object and press "Ctrl + O" or double click on the
object. The object editor can also be opened for an unselected object by positioning the
play cursor over the object you want to edit and pressing "Ctrl + O". The track containing
the object has to be activated.
To select all objects at a certain cursor position, activate a track with no object at that
position. If you now press "Ctrl + O", all objects are selected that are located at the cursor
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position, in which case the object editor opens for the topmost object of the track list and,
therefore, has the lowest track number.
If the settings for an object are changed, an asterisk will appear in the title bar between the
track name and the name of the audio file. The edited object remains indicated with the
star until you confirm with "OK".
Basic functions
In the following, the individual elements of the standard mode
are described starting from the top left and going anticlockwise from there:
The selection options for the three different dialog windows of
the object editor are displayed at the top.
When "Mini" is selected, a smaller view of
the dialog window with fewer selection
options opens.
"Max" displays all three dialogs below each other in a single
window. If neither "Mini" nor "Max" is selected, the standard
object editor display is used.
All three dialog windows have the bottom bar in common (plays the audio material).
Play/Stop: This button corresponds to the normal playback function (space bar).
Play solo: This button sets the play cursor directly at the start of the object and only plays
the object that was selected, although track-dependent buses and AUX paths are also
played.
PL display: Shows that the selected object is being played.
To the right you'll find the editable display of the object name.
Use the double arrow buttons to jump to the previous or next object. If multiple objects
were selected, these buttons will not be active.
To the far right the buttons for exiting the object editor are "OK", which applies the
changed settings, and "Cancel", which discards them. For help, press the last button on
this bar.
You can also edit multiple selected objects (e.g. a group of objects) as one. The values
displayed in the object editor always correspond to the object that was last clicked. After
closing the object editor with "Shift + OK", modified values will be applied to every
selected object; closing with "OK" only affects the current object. The individual parameters
for each object can be customized as otherwise identical object editor settings.
FX/Routing: Opens the effect routing for the object.
OB JECT EDITOR
With the symbol on the left you can copy the settings of the object effect window. The
symbol on the right stands for inserting the copied settings.
"Apply to all" updates all selected objects when the object editor is open. All settings that
have been made in a selected object, regardless of the window, are applied to all other
selected objects.
Freeze: If you click on the "Freeze" function for an object, this will be calculated as a new
wave file with all the associated effects. The new freeze object takes the place of the
original object. This way you can bypass the processor-heavy real-time processing of
effects.
Object effects
In addition to the many real-time effects for individual tracks in the master section, you can
also assign all effects that are available in real time to individual objects.
All settings are retained when moving or copying objects. By crossfading between objects
of different settings, you can also fade between the different effects settings. You can also
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use CPU-intensive effects more efficiently, since they are only processed as required (unlike
a track effect set up as an AUX send effect).
All object effects can also be accessed via "Effects" or the context menu.
Manipulation via the level and pan curves and the track volume controllers is calculated
after object level effects.
Plug-ins and EQ
The plug-ins section provides you with quick access to installed effect plug-ins on the
object level.
Plug-ins and insert effects can be selected by clicking the arrow symbols for each plug-in
slot.
Using the "On" keys, you can switch the desired plug-ins on or off. "Edit" opens the user
interface of the corresponding plug-in. The lowermost edit button opens the plug-in
selection dialog for advanced settings and modifications to the plug-in series. Here you can
load even more plug-ins than are visible in the slots. To load additional internal effects, you
should use the FX/Routing dialog.
To remove a plug-in or an internal effect, select the "No effect" entry from the
corresponding plug-in slot in the menu.
Under "EQ" you can set four frequency bands. "On" switches the Equalizer on/off. With
"Edit" you can access a dialog window for the fully parametric 4-band equalizer.
OB JECT EDITOR
The stereo button sets the base width of the left attack = 0% = mono via mid = 100% =
stereo to right attack = 200% = Enhan. (extreme base widening).
-4.5 dB panorama + stereo enhancer: The panorama fader controls the panorama
position in such a way that when the levels of both channels are set to the middle it
reduces by -4.5 dB. In the outer settings one of the channels is faded out, the other is
raised from -4.5 dB to 0 dB via the control range. This balances out any perceived volume
breaks in the middle position. Use this mode to place mono objects in the stereo
panorama.
2-channel panorama: In this mode the two faders turn into two panorama faders for both
channels, just as would be expected on a mixer with mono channels.
2-channel volume: In this mode you can control the level of the two object stereo tracks
separately.
Vol.: The volume can be controlled using this fader.
Reset: The "Reset" button sets the fader back to its -0 dB value.
Norm.: The "Norm." button normalizes the maximum level of the object to 0dB.
Note: For a three-times more powerful frequency-selective setting of the base width you
can use the multiband stereo enhancer as an effect insert in the plug-in section.
Position/Fades
This dialog is used to set all object-related time positions (start, length, end) and fade
parameters for the selected object. You can change the measurement units in every input
field by simply clicking on them. The following units are available: samples, milliseconds,
hours/mins/secs, SMPTE (24, 25, 29.97 non-drop, 29.97 drop, 30), SMPTE/milliseconds,
beats, CD-MSF, feet and frames 16 mm (40fpf) and feet and frames 35 mm (16fpf), noise
removal (meters).
Position/Length
The starting time of the object on the timeline, object length, object end and start of the
object in the wave file can be set here either via the number input or using the arrow
buttons.
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Using the arrow buttons beside "Object start" the object can be moved forward to the
start of the project or towards the end of the project.
The arrow buttons between "Object start" and "Object length" move the start of the
object, they work just like the front lower object handle.
The arrow buttons between "Object length" and "Object end" shorten or lengthen the
object, they work just like the back lower handle.
The lower-most arrow buttons leave the position of the object as well as the length
untouched. Instead they move the wave display in the object to the left or right.
The step width shows the position/length adjustment made upon clicking on the arrow
button. The unit of measurement to the right beside the input value can be changed in the
context menu (right-mouse click to open).
In the lower menu range you'll find corresponding presets for each selected measurement,
for example, for the unit of measurement bar/beats, the following step widths are used:
1/64, 1/32, 1/16, 1/8, 1/4, 1/2, 1 beat, 2 beats, 1 bar, 2 bars, 4 bars.
OB JECT EDITOR
(exponential), "Log" (logarithmic), "Cos" (Cosine) and "Sine". Here you can load
separately saved additional curve shapes.
Beneath this you'll find the three "Fade offset" options mentioned above as presets.
"Fade inside" (corresponds to 0% "Fade offset"), "Symmetrical fade" (corresponds to
50% "Fade offset") and "Fade outside" (corresponds to 100% "Fade offset").
Furthermore there is a "Get global crossfade" function that can also be used. Here the
crossfade values of the standard settings are acquired for automatic crossfades. With "Set
global crossfade" the current crossfade values are set as standard values for automatic
crossfades.
Use the fader to fine-tune the curve forms that were previously set only approximately in
the menu.
Between the two "Menu" buttons you'll find the editing fields with the values of the fade
lengths. Here, the unit of measurement can also be modified with a mouse-click.
The resulting curve shape for "Fade in" and "Fade out" is shown together with the "Fade
offset" in the graphic.
Audio file
Here the referenced wave project can be exchanged directly in the object editor, copied
and renamed. Open the file selection dialog by clicking on the folder symbol to the right
beside the name of the audio file: if the audio file is used by multiple objects, you can
specify whether or not it should be exchanged for the current object only or for all objects
that link to it.
Pitchshifting/Timestretching
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Adjustable modifications to the values can also be made using the fader.
If you wish to change the original speed ("Original BPM"), you will see that the speed of the
object you wish to correct adapts to that of the set stretch factor. The modes that can be
selected are "Resample", "Standard", "Smooth", "Beat marker slicing", "Beat marker
stretching", "Monophonic voice", and "Universal HQ".
"Edit" opens a clear display of the already named parameters.
"Reset" restores all pitchshifting and timestretching settings.
Elastic Audio provides a high-quality tool for pitch customization. The "Elastic Audio"
button opens the activated object in the Elastic Audio Editor.
Object/Loop
"Loop" mode can be activated by clicking on "Loop" mode. Then "Loop Start", "Loop
Length" and "Loop End" are active whereby the unit of measurement to the right beside
the input value can be changed with a mouse-click. The loop with the specified step width
can be corrected using the arrow buttons:
The upper arrow buttons change the loop starting point without changing the loop length,
that is, the loop end is moved as well.
The middle arrow buttons change the starting point as well as the loop length, the loop end
remains unchanged.
The lower arrow buttons move the loop end, the loop length changes.
All settings can be seen in the selected object in the form of vertical dashes. Once an
object has been selected the whole object turns into a loop. If, however, you selected a
range, this will turn into a loop.
Reverse playback
Use "Reverse playback" to play on object backwards. The audio files are not changed.
Hint: Please note that there are some limitations when using additional effects on a
backwards-playing object. This refers to wave editing or using timestretching effects,
especially Elastic Audio. Furthermore, reverse playback requires more resources as track
speed cannot be used here.
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You can increase the performance of your computer if you import compressed formats
such as .MP3 or .OGG instead of loading them in order to bypass real-time
decompression.
The selection can be undone by holding the "Ctrl" key and clicking again on the lower half
of the object or by clicking next to the object.
Object handles
If an object has been selected, five handles appear at the corners and at the center of the
object.
The length handles are at the bottom left and right corners. You can use them to adjust
the length and starting time of an object within the wave project. The object editor can be
used to change the length as well.
The length of an object depends on the audio file that is accessing the object. The longer
the audio file is, the longer the object can be. The referenced audio file restricts the length
of the object. The object cannot be longer than the audio file.
The fade handles (top left and top right) are used to fade in or fade out an object, whereby
different curve shapes are possible. You can use the object editor to precisely adjust the
curve shape.
The volume handle is at the top center of the object. You can use it to adjust the volume.
The volume level is displayed above the tool tips.
The object name is visible next to the left length handle on the right hand side and the key
symbol to its right can be used for "Locking Objects (view page 119)".
Moving objects
Left click into the lower half of the object and hold down the mouse button: The object now
follows the movement of the mouse. You can also move an object into other tracks. Here
you can move objects into other tracks. If you let go of the mouse the object remains at its
current position.
If you wish to move multiple objects simultaneously, select them as described above.
Click and drag one of the selected objects using the mouse to move all selected objects
together.
If you press the "Shift" key when moving, you can drag the selected objects vertically
onto other tracks, the time position, however, does not change.
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Object effects
You can use effects in object just like in tracks. To do so, select effects in the object editor.
Reverb tails do not stop at the end of an object, but normally last to the end, granted no
fade is placed at the end of the object.
Hint: For full dying out of the reverb, please make sure that the object's "volume"
parameter in the "FX/Routing" dialog is moved in front of the corresponding effect.
Locking objects
You only need to click on the key symbol at the lower border of each object to protect an
object against accidental moving. This function corresponds to the "Lock" command in the
object editor.
Clicking on the key symbol again unlocks the object.
Multiple selected objects can be locked with a mouse click.
The menu entry "Object -> Lock objects -> Lock objects" applies to single and multiple
objects.
If you wish to lock all of a track's objects, click on the lock symbol in the track overview box
or track editor.
Further locks against fades, changes to length, or deletion can be set in the "Object menu
-> Lock objects -> Lock definitions".
You can temporarily disable the lock function by holding down the "Alt" key while clicking
objects.
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example, if a filter setting is added to an audio file in destructive mode, the object is also
heard with this filter setting in the VIP. When working in destructive mode, you should
therefore know exactly which objects in the VIP the audio file to be edited uses. "Create
copy" is activated by default for all destructive effects for safety. In this case, a copy of the
affected audio material is always created for effects. This allows objects in the virtual
projects which reference the non-edited audio file to continue accessing it.
1.
2.
3.
Right-click on the object you wish to move. In the context menu that opens click on
"Objects / Move crossfade / Edit -> Move object...". A window will open in which the
new starting position of a sample, millisecond, SMPTE time or beat of the object can
be entered.
Similarly, in the object editor you can enter the desired position under "Object start".
If you want an object to start at the position of the play cursor, right-click on the
object you would like to move. In the context menu that opens select: Object ->
Edit/Move crossfade -> Object to play cursor position.
Group/Ungroup objects
First, select all objects that you want to group.
Now, either select the "Group" symbol in the toolbar or right click one of the selected
objects and select "Object -> Create group" from the context menu. The selected
objects are now a group.
Click on the "Ungroup" symbol in the program toolbar or right click one of the selected
objects and select "Object -> Ungroup" from the context menu to ungroup the objects
again.
With the "Object -> Select objects -> Ungroup objects by time" command, you can
remove objects from an existing group according to when they were last clicked. By
clicking on an object again and repeatedly using the function, the removed object is moved
back into the group.
Keyboard shortcut:
or
Ctrl + Shift + U
"Shift + Ungroup"
"Object -> Select objects -> Ungroup all objects by time" temporarily ungroups all objects
from the group. In this case, the "Preserve group" button will blink. If the function is
reactivated or if the blinking buttons are pressed repeatedly, then the groups will be
reproduced and the button will stop blinking and return to inactive status.
Shortcut: Shift + Alt + Ungroup
"Ctrl + Alt + Ungroup button" resets the grouping history.
Saving ignores the temporary condition, but records the original grouping.
If "Group colors" are activated in the display options, a different color will be assigned to
each group. This will ensure that you can easily distinguish the groups from each other.
You can also activate the display of the "Group numbers" in the VIP display. Individual
objects can be removed from the groups if "Ungroup" is pressed while holding "Shift".
Detailed information on the display options can be found under "View -> VIP display (view
page 405)"
Linking objects
This is how to link the objects:
Click on the "Link objects on all tracks" button in the mouse mode bar. Now all objects are
linked to the selected objects which are aligned one after the other along the time axis.
Click on the "Connect all objects in one track" button in the mouse mode bar. Now all
objects are linked to the selected objects which are aligned on the same track along the
time axis.
If you now click on "Normal object" mode in the mouse mode list, all objects will return to
their original modes.
By clicking on the "K" key, you can temporarily toggle the object mode. This activates the
other mode for the length of time the key remains pressed.
Overlapping objects
Only one object can be played per track (channel) at any given time.
If an object is moved over a bordering object, it will cover the preceding object. The
invisible part of the subsequent object can be made visible and audible again by moving
the first object. To create a crossfade between two consecutive and partially overlapping
objects, you can use the "Crossfade" function in the "Edit" menu. It is best to use the
crossfade editor in the "Edit" menu to precisely adjust the crossfade.
If "Auto crossfade" is active, a crossfade is automatically created as soon as the
overlapping object is faded in.
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f you hold the keyboard shortcut "Ctrl + V" before releasing, then the shorter object will
also replace the longer object across the entire length of the shorter object, but the end of
the longer object that extends past will remain.
Now try it the other way around and drag a longer object over a shorter object; the shorter
object will be replaced from the start position of the longer object if's start position lies
behind that of the shorter object.
If the start position of the object being moved lies before that of the target object, then the
target object will remain complete. Only the part of the object to be moved will be added to
the target track that is present before the start position of the target object.
If you use the keyboard shortcut "Ctrl + V" before releasing, the object being moved
replaces the target object across its entire length.
Gluing objects
If you wish to treat two objects as one, select both and right-click on one of them. In the
context menu that opens select "Glue objects". Here a new file is created, which is saved
to the "Freeze data" folder from the project folder.
If you uncheck "Freeze" in the object editor of the new object, it will be separated into its
old components.
Looping objects
Looping repeatedly plays an object or object range. You can change the length of objects
by dragging out the length handles.
An object is normally played back between the object start and end. A loop object also
starts from the beginning of the object, once the loop starting point has been reached only
the set loop range will be repeated until the object end.
The easiest way to loop is by right-clicking on a selected object and selecting "Build looped
object" in the context menu (Shortcut: Ctrl + L). The entire object is treated as a loop. If you
now drag the length handle at the back to the right, you will see a vertical dash at the
previous object end. For this marking onwards the object will be played back again, it is
looped and can be stretched out to the right.
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An object loop can be edited in far more detail by using the object editor. In "Loop" mode
you can set and customize the loop start, loop length as well as the loop end within the
object. This way you can use the loop function to bypass having to make time-consuming
cuts.
Trimming objects
"Trimming" means the shortening of objects to a selected range, i.e. cutting off object ends
that exceed the range. Please note that the selected range does not exceed the object
borders.
Once you have selected a range, right-click on the object and select "Trim objects"
(Shortcut: Ctrl + T). Your selected object now has the length of the previously selected
range.
In the same way you can simultaneously trim multiple activated objects even if they don't
have the same starting and end points.
MANAGERS
Managers
The managers combine frequently required management/control functions within one
window, such as for markers, tracks and CD tracks. This includes a file browser for finding,
previewing and loading media files.
The managers can be opened from within or outside of the main window without blocking
it. The manager window is multi-monitor enabled and saves the last position when closing.
You can open several managers simultaneously and independent of each other in different
views.
The manager integrates the following sub-menus (with keyboard shortcuts):
To open a manager, click on the Manager entry in the toolbar or select Open new
manager from the Tools menu. You can also open additional manager windows via this
menu entry.
Use the mouse to click on the window tab at the lower frame of the manager window to
open the required sub-menu. You can predefine shortcuts to open these sub-menus
directly (see above).
Note: Shortcuts also affect an already opened manager and switch to the view assigned to
the shortcut. If several manager windows are open, the shortcut affects the first opened or
currently active window.
File manager
Samplitude contains a File Manager where files can be previewed and loaded directly into
projects. The browser lets you create Favorites folders and grants you access to all
recently opened folders.
To view the file manager, click the "Managers" button in the toolbar, and then select the
"File" tab in the manager window.
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Menu:
Keyboard shortcut:
Navigation/Favorites
The file manager includes a directory tree that may be switched on/off; it behaves similarly
to Windows Explorer. Directories and files are displayed with directory and file symbols in
the form of a list.
The file browser shows you the following information about the file:
name
Extension
Size
Date
Length
Resolution in bits
Stereo/Mono
Sample rate
Timestamp
Description/Title
Originator/Artist
Path
BPM: Specified by the loop length
Navigation is done via mouse or keyboard. A drive selection menu found in the toolbar lets
you quickly switch between all data storage devices connected to the workstation.
A display filter located in the toolbar lets you limit the display to certain media types, e.g.
.WAV, MIDI or project files, only. "All media files" is displayed by default.
As known from other manager windows, the "Search" option lets you search the current
window for directories or files. Enter a search item into the box and press the search
button. Found directories or files are highlighted. You can find and highlight several entries
that meet this search criterion by entering one or several first letters.
MANAGERS
To the right in the file manager, the current directory may be added or deleted as a favorite
to your favorite list. Click a favorite to open it.
Underneath the favorites list a selection menu can be found with a list of paths used last.
Here you can switch into the current project folder.
Playback is not routed through the mixer or internal effects. For playback, the audio device
selected in the playback parameters (shortcut: "P") will be used. This can be an MME,
WDM, or ASIO device. If no playback occurs, first check that the routing settings for this
device are correct.
The option BPM sync enables the selected loop to be previewed in the VIP's tempo (see
below).
Looped preview enables the selected file to be previewed in a loop (see below)
Note: To preview certain media data, e.g. in WMA format, you have to convert these files
to .Wav format. Conversion is carried out automatically in the background.
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If several files are selected in the list, all files will be inserted at the current cursor position as
new objects, whereby the loading options ("Options") will also be applied. This way, you
can specify whether all files should be inserted into the current project one after the other,
one underneath the other, alphabetically, or according to their timestamp positions. The
load option settings are also valid for files loaded via the "Load" dialog of the program.
Options
Additional options may be accessed via the gear icon:
BPM sync: This option enables the selected loop to be previewed in the VIP's tempo. The
BPM is determined by the loop's length. When playback is running, loops are positioned at
the beginning of the beat by double clicking and added into the arrangement as loop
objects.
Looped preview enables the selected file to be previewed in a loop.
MANAGERS
Hint: Deleted files will always be removed to the recycling bin. "Shift + Del" deletes directly
without placing the file into the recycling bin (after confirmation request).
Object Manager
The object manager lists all objects contained in the current project and makes it possible
to edit select object parameters.
To view the object manager, click on the "Managers" button in the toolbar and then select
the "Object manager" tab at the bottom of the manager window.
Menu:
Keyboard shortcut:
You can export object manager information as a text file. Click the "Export text" button on
the control bar. The Windows text editor opens with an excerpt from the object manager
list. The following information will be saved:
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MANAGERS
Start position
Name
Length
End
Volume
Group
Lock
Original position
To edit a parameter, double click on the respective entry and enter a different value.
Numeric values can be changed by dragging with the mouse, whereby "Ctrl" and "Shift"
allow larger or smaller changes. Tab moves to the next editable value. Cursor up/down
navigates vertically within a column if this is a text column.
MANAGERS
Track Manager
All tracks of the current project are displayed in the track manager, which allows direct
access to the "Solo", "Mute" and "Record" functions, as well as hiding tracks in the project
window and mixer.
To view the track manager, click on the "Managers" button in the toolbar and then select
the "Track manager" tab at the bottom of the manager window.
Menu:
Keyboard shortcut:
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remove the check. Hidden tracks are still available and are still played and edited whilst
hidden. Recheck the box to display a hidden track again.
Marker manager
The marker manager displays all markers contained in the current project (regardless of
type), and makes it possible to jump directly from the list to them or to play them.
To view the marker manager, click the "Managers" button in the toolbar and select the
"Marker manager" tab at the bottom of the manager window.
Menu: Tools -> Managers -> Marker manager
Keyboard shortcut: Ctrl + Shift + M
You can display the following marker types in the marker manager:
You can export marker manager information as a text file. To do this, click on the "Export"
button in the toolbar. The Windows text editor opens with an excerpt from the marker
manager list. The following information will be saved:
Project name
Marker position in project
Marker type
Marker name
ISRC (International Standard Recording Code) for CD markers
MANAGERS
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Range Manager
The area manager displays all areas contained in the current project and makes it possible
to select them directly from the list.
To view the area manager, click on the "Managers" button in the toolbar and then select
the "Area manager" tab at the bottom of the manager window.
Menu:
Keyboard shortcut:
Name
Start
Length
End
To edit a parameter, double-click on the respective entry and enter a different value.
Numeric values can be changed by drag & drop, whereby "Ctrl+Shift" allows for larger or
smaller value changes. Tab moves to the next editable value. Cursor up/down
navigates you vertically within a column if these are name text boxes.
MANAGERS
Take manager
Menu: "Tools -> Manager -> Take manager"
Keyboard shortcut: Ctrl + Shift + Alt + T
The take manager offers you a convenient option for selecting and organizing recording
takes and loop recordings (view page 81).
When graphical comping with the take composer (view page 137), you can edit together a
new take from available take sections.
Following calculation of destructive effects, a new take is also created, and this becomes
visible in the take manager immediately.
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MANAGERS
The basis for working with the take manager is always a selected object, for example, the
most recently created object after a punch-in recording. The current object take is
identifiable via the checkmark in front of the names in the take list. Now, all the takes suited
to the selected object are shown in the list. In the basic settings, this refers to all the takes
from the same track and original position.
Select takes
To select a take for the object, place a check mark before the desired take or press "Enter"
after you have selected the corresponding take in the take manager.
Take selection can be made directly in the arranger window using "Ctrl + right click" on
the object.
All of the takes shown in the take manager and the currently selected take are visible in the
take composer one below the other. In the take composer, the takes can be compared
directly and a combination of the various takes can be cut out.
Rename take: Right click on the take and open the context menu to rename it, edit the
recording position, or delete the take. Multiple selection is also possible.
Delete takes: Right click on the take and open the context menu to delete it. Multiple
selection is also possible. Once you have deleted all of the takes except for one, you can
decide next to the last if you would also like to delete the referenced file. Note that the
audio file to be deleted will not be usable in other projects.
Note: In case the audio file is no longer referenced via objects, but contains various takes,
then not every take has to be deleted in order to fully remove it from the hard drive.
Instead, use the "Delete unused samples" function from the "Tools" menu.
Note: For a better overview, easy-to-use take-naming options are available even while
recording in the recording window.
MANAGERS
name. If the option "Takes on all tracks" is activated, you can exchange all takes of a multitrack recording in one step.
Note: Since the take manager display refers to the last clicked object, the reference track
can be switched at any time.
Following destructive effect calculations, a new take is also created and becomes visible in
the take manager immediately.
Take composer
The take composer is an editing window which provides a clear overview of individual
object recording cycles (takes) as well as revolver tracks created for the corresponding
track. Revolver tracks that have been created are also located in object takes.
Add the best parts of individual recordings of an object to create the perfect take or edit
the revolver tracks created for the corresponding track.
The take composer opens along with the arranger.
Playback in the take composer runs synchronously with the arranger by pressing the space
bar.
In the manager's marker menu, specify whether revolver tracks should also be displayed,
whether the take composer should be opened docked to the arranger in one window or as
its own window, and whether the take manager should run synchronously to the arranger.
To quickly execute comping (see below), switch to "Cut" mode or close the
take composer.
The current selection of takes in the arranger for the respective track is displayed in the
take composer's first track. During so-called "comping", you can edit the best passages of
the individual takes together in this master track by using the editing operations described
below.
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MANAGERS
The individual recording takes are arranged in the take composer one above the next
starting from track two.
MANAGERS
Comping
"Comping" refers to the process of combining several takes to create a single one.
Cutting mode: For this process, the take composer offers a specially modified scissors
tool for quickly cutting/copying take sections into the first take composer track.
Select the scissors tool by selecting "Split object" mouse mode. The mouse pointer
becomes a scissors icon.
Now click on the desired edit point in the respective take. The selected take is inserted
from the current position to the end into the first track in the take composer. "Auto
crossfade (view page 400)" mode is activated as a default during the process. Cut the
required sections from the respective takes in this way along the timeline into the top track.
If you only want to transfer specific ranges of a take into the "Master track", then drag out a
limited range with the scissors tool by holding down the mouse button. When the mouse
button is released, the section indicated in the respective take will be copied to the first
track.
The keyboard combination "Shift + click" replaces an object in the "master" track with the
respective contents of the take composer track over which you are holding the scissors
tool.
Marking the desired section from a take in the track is another comping alternative.
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MANAGERS
In "Universal" or "Range" mode, drag out a section in a take composer track. Use the
keyboard shortcut "Shift + C" to transfer the selected object's section to the first track.
"Auto crossfade (view page 400)" mode is also activated as a default during this process.
In this way, the best parts of the available takes can be selected and added to the top
track in the take composer. These parts can be combined to create the perfect take.
When the take composer project is closed, you can select if the changes should be
applied, thereby transferring the take manager's "master" track into the original project.
VSTi manager
The VSTi manager facilitates easy display, insertion, and deletion of MAGIX, VST, and
ReWire instruments in the current project. Right clicking on the selected instrument opens
the plug-in dialog of the selected VSTi. If you click on the plus sign beside the instruments
display, the outputs to the assigned tracks will be shown. By right clicking on "Output to
track", you can select a track which should only be fed the individual output of each. The
assigned output then appears in the target track's plug-in slot.
The general instrument outputs are routed in the VSTi manager via "Routing setup". In the
dialog taht appears, you can specify how many outputs you want to route. You can either
route all outputs to the current track or, if you like, create new mono or stereo tracks.
Pressing "Del" removes a selected instrument completely from the project. If only individual
output signals were selected, routing to a track is canceled by pressing the "Del" key.
MANAGERS
Detailed information about instrument routing settings (view page 271) and about
managing outputs can be found in the chapter "Software/VST instruments -> Routing
instruments (view page 275)".
Routing Manager
The routing manager provides you with a clear overview of the matrix of inputs and outputs
and AUX connections of all tracks.
You can assign several tracks to the same inputs and outputs by selecting the desired I/O
for the first track and then assign the same I/O by pressing "Shift" + clicking on the last
track. Routing may be arranged vertically or diagonally.
In the output section, all tracks are displayed as potential submix busses behind the play
devices, a track can be quickly converted into a submix bus by clicking the corresponding
matrix field.
Similarly, an AUX bus may be routed to an individual track. Right clicking allows you to
define the AUX bus as a pre-fader send or as a sidechain send, or access the stereo editor
for panorama specification for the the respective AUX bus.
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MIXER
Mixer
Mixer Overview
You can open the Samplitude mixer via "Window > Mixer". The mixer is very similar to a
hardware mixing board. As a result of the digital environment, however, it is by far more
flexible than an analog mixer.
All settings made in the mixer are processed and edited in real-time. This includes track
and master effects, panorama and level settings, device allocations for individual
tracks/busses as well as device allocations for the master section.
MIXER
Position 1: Resets the mixer element to its preset (passive) initial value. If you press "Pos
1" again, the element is reset to the last value, providing a simple comparison between
the changed and initial preset states.
End: Opens the assigned sub-window of an element, e.g. the EQ window for one of the
EQ knobs. This function corresponds to clicking on a knob with a right mouse click.
Enter: Opens the numeric entry field for a control. Switches are turned using the "Enter"
key and with "Page up/Page down" keys.
Del: An activated plug-in slot can be reset with the "Del" key.
"Ctrl + Shift + left click" on knobs and faders: With this keyboard shortcut, you can
switch the behavior of corresponding faders or knobs within a linked group (inverse
selection).
With just a single mouse move, you can, for example, create opposing movements of two
grouped faders or move panorama faders of two tracks in opposite direction.
Alt + left click: A single control element can be temporarily positioned within a group by
pressing the Alt key and operating the element.
Double click on numbers: Opens the entry box to allow manual entry of numeric values.
Double clicking on buttons: Resets the control element to its preset (initial) value. Double
clicking again sets the value back to the altered value.
Left clicking on value displays: Clicking on the area below the faders or on the left button
corners decreases the values. If the key is kept depressed, the value is automatically
reduced until the key is again released or the end of the scale has been reached.
(Keyboard shortcut: Page up)
Right-clicking on value displays: Clicking on the area above the faders or on the right
button corners increases the values. If the key is kept depressed, the value is automatically
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increased until the key is again released or the end of the scale has been reached.
(Keyboard shortcut: Page down)
The level faders can be adjusted very precisely. If you click on these, keep the mouse
button pressed, move the mouse pointer away from the fader to the left or right. You can
then adjust the settings by moving the mouse in a vertical direction. The steps of the
settings become smaller as the mouse button is moved further away from the selected
fader.
The step size of the fader movement also becomes smaller if you keep Shift depressed
while moving a fader.
Knobs can be set in two different ways. After clicking on a knob, you can either move the
mouse around the knob this corresponds to the preset or move the mouse up an
down like with a fader. It is possible to make the settings steps smaller by holding down
"Shift". How the knobs are controlled can be set in the "System/Options" dialog (shortcut:
"Y") under "Keyboard, menu & mouse -> Mouse".
New AUX bus in mixer: A newly added AUX bus is always displayed in the arranger at the
bottom and in the mixer to the right with the highest channel.
Drag & drop in mixer: You can rearrange individual channel strips in the track number box
or name box via drag & drop. The mouse pointer turns into a hand. The overall settings of a
channel can be transferred to another channel via dragging & dropping the "FX" button.
The EQ settings can be transferred by dragging & dropping the "EQ" button.
The plug-in slots offer drag & drop functionality to copy effects to a different track or
between tracks and the master. The effects sequence for VST and DX plug-ins can be
changed within the track via drag & drop.
Note: If a certain effect is already available, a repeat drag and drop of the same effect onto
the same track performs a reset of the effect to the values of used effect, and does not
copy it; the original values will be overwritten.
If all you want to do is move effects between the channels in the mixer instead of copying
them, simply keep "Shift" pressed while dragging & dropping.
MIXER
Channel strips
Each track in the VIP is fed through a specific mixer channel. The sound settings of the
respective mixer channel are applied to the objects on the track.
Each channel strip provides the following settings options. Each individual section can be
opened and closed by clicking on the corresponding dropdown arrow symbol.
In (Input): In this field you determine the recording mode for the incoming signal:
If you select "1+2 - Stereo in", the channel input will be switched to stereo and the
signal will be picked up on two channels.
If you select "1 - Mono IN", the channel input will be switched to mono and the signal
will only be picked up on one channel.
If you select "1m2 - Mono mix IN", the channel input will be switched to mono and the
signal will be picked up on two channels and then mixed down to one.
Using the "Mono effect calculation" command you can switch the calculation of the
complete channel strip from input to panorama fader to mono. All object effects and the
track effects before the panorama fader will be calculated in mono. This function saved
CPU resources, given that it is supported by every plug-in. Opening "Mono effects
calculation" switches the input to mono automatically. This function corresponds with
the mono switch in the track editor. This option is not available for buses because they
always calculate in stereo.
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MIXER
Detailed information about the stereo editor can be found in the chapter "Stereo editor
(view page 200)".
Link: This button connects the corresponding channel with the one to the right of it. All
settings and adjustments affect both channels.
Automation: This button gives you access to the automation functions of the channel.
Detailed information on automation can be found in the "Automation (view page 283)"
chapter.
Solo: The solo button mutes all channels with the exception of the selected channels.
Right clicking enables the selection of the output device for the channel.
Keyboard shortcut: Alt + S
Solo exclusive: This setting switches the active track to "Solo exclusive" mode, i.e. only
the active track is audible. All other tracks are silenced in solo mode.
Keyboard shortcut:
Alt + Shift + S
Detailed information on the global solo modes can be found further down in the "Global
buttons -> Global solo modes (view page 154)" chapter.
REC: This button activates the track. Right click to determine the recording mode for the
incoming signal. (see above "In (Input)").
Mute: The mute button mutes the selected channel. Right clicking enables the selection of
the output device for the channel.
Shortcut key:
Alt + M
Mute/Inactive: Mutes and also deactivates the track. This increases performance as
caching and FX processing of this channel are not necessary.
Keyboard shortcut:
Ctrl + Alt + M
Mute bus inputs: Use this function to mute the bus inputs routed to this channel.
Volume fader: Controls the level of the tracks.
Hint: You can also enter levels higher than 6 dB numerically.
Monitoring: Click the loudspeaker button to activate the monitoring function. Audio
material will be passed through the inputs of the sound card and forwarded to the outputs.
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MIXER
If the "Hybrid Engine" is set up for monitoring, all mixer channel effects for the feeds can be
used. This requires working ASIO drivers for the sound card. This way, Samplitude can be
used as a live effect device.
More details on monitoring can be found in the chapter "System settings -> Global audio
options -> Monitoring settings" (view page 28).
Track name: You can enter the name of the VIP track here. This name can be edited by
double clicking.
FX: This key activates the effects routing dialog for the corresponding track, and can be
used to configure and edit the effects chains. This specifies sequence in which the effects
are used.
Find out more about this in the "Buses and routing -> Order of effects calculations and
signal manipulation (view page 156)" chapter.
Clicking the "FX" button above opens a context menu. Here you can open the effects
routing dialog for the channel, as well as preset effects settings. Track effects settings can
be copied, inserted, reset, saved, or loaded. Save your personal track effects settings in
the program directory in "FX presets -> Track FX". Of course, new subfolders may also be
created.
Out: Sets the channel's audio output. This can either be a submix bus in the mixer or a
wave out device.
MIXER
Master section
The master section can be found to the right beside the channel strips.
Master plug-ins: This function can be used to set
effects inserts, MAGIX plug-ins, VST or DirectX plugins for the master out signal. Right click on the
control button to show the plug-in dialog. To switch
the plug-in effects on or off quickly, click the control
button.
De-hisser: The "De-hisser" mastering effect helps
reduce existing distortions like high-frequency
hissing. Open the "De-hisser" dialog by right clicking
it.
FFT EQ: A right mouse click opens the FFT filter
dialog.
Vocoder: The vocoder for the entire signal. A right
mouse click opens the dialog.
Room simulator: The room simulator for the entire
signal. A right mouse click opens the dialog.
Multi-band dynamics: A right mouse click opens the entire multiband dynamics section.
Dynamics/Limiter: The limiter for the master signal opens with a right click.
Master equalizer: This equalizer affects the complete signal.
Stereo enhancer (StE): The stereo enhancer lets you modify the entire signal's stereo
picture.
Mono: This button plays the entire signal in mono. It's useful for temporarily checking
mono compatibility.
Normalize (N): This is the master normalization. If this key is selected, the output level will
be adjusted in such a way that the loudest signal sections reach 0 dB levels. The maximum
level reached during the last playback will serve as the basis during this process and will be
displayed on the peak meter.
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Hint: Click the level display in stopped state, and the cursor will jump to the position
indicated by the level.
Link: This button connects both faders. Please use this function to change the left and
right faders simultaneously.
Faders: These faders adjust the left and right master signal. Reset the faders to the 0dB
position by double clicking them.
FX: Opens the effects/routing window for editing and configuring an effects chain. This
specifies sequence in which the effects are used.
Find out more about this in the "Buses and routing -> Order of effects calculations and
signal manipulation (view page 156)" chapter.
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3.
4.
Click the "Mix to file" button and a dialog window will open to specify the name and
place where the created wave file should be saved. When the "On" button is active,
the master output of the mixer can be written to a wave file during playback.
Start playback of the VIP.
On playback, any parameter desired may be changed to record any live sound
adjustments that are made.
At the end, stop the playback of the VIP.
Important: Make sure that the "Mix to file on" button is deactivated if the master signal
should not be mixed into a new file. Otherwise, the system creates a wave file every time
the file is played.
The "Mix to file" function does not necessarily need to be used to record dynamic mixer
movements during playback. Effects may be controlled via AUX busses, and volume and
panorama curves using the automation functions.
Note: The "Mixdown" button is available in some mixer skins, e.g. "Multi-track mixer" or
"Recording mixer". This function also mixes down and saves the entire VIP, including all
settings, in one file. In contrast to "Mix to file", no parameter changes during playback are
taken into consideration, but the track is merely "bounced". Detailed information can be
found in the menu reference under "Menu Tools > Track bouncing (internal mixdown)".
Device/Master out: Enter the playback device for the stereo signal. Select "Master
inactive" if you don't want to use the master playback device in the project (e.g. multiple
I/O setups).
MIXER
Hint: When the settings for the master playback device are changed, all tracks routed to
the master will also automatically change settings. If you don't want this to happen, select
"Master inactive" before setting up a new device.
Global buttons
Some additional buttons for adjusting the global settings of the mixer window and mixer
handling can be found to the right side of the mixer window.
This includes (anti-clockwise from bottom left):
Start track: If the arrangement has many tracks, only a section of the corresponding mixer
channels are generally displayed in the mixer window. The visible section can be moved
using the scroll bar at the bottom of the mixer.
Hold the Shift key down and click on one of the Start track buttons to save the current
view (a left click is sufficient the first time).
You can recall the previously saved section by clicking again on the Start track button.
Right click on the "Start track" button to open a context menu which gives you the choice
between "Load snapshot", "Save snapshot", and "Delete snapshot".
Solo/Monitor/PFL/AFL/Solo in place: (see below)
Play/Stop: Playback of the VIP can be started and stopped using these buttons. A right
click opens the transport controller.
Show functions: To the right of the master volume fader, individual sections of the mixer
window can be switched on and off.
Group selected controls: These two buttons are used to group and ungroup elements of
the mixer. If you want to group track controls, select the desired elements while holding
down "Ctrl" and then activate "Group track controls". To ungroup, choose one of the
elements in the group and then press "Ungroup controls".
AutoRec: This display indicates recording of automation data such as volume and
panorama on at least one track.
Bypass: This button switches off all mixer effects for comparing the settings.
Solo/Mute: All solo/mute functions can be globally activated and deactivated using these
buttons.
Preset: By clicking on the preset menu, you can select various mixer setups.
Setup: The mixer setup dialog can be opened by clicking the "Mixer setup (view page
681)" button.
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MIXER
Additional detailed information can be found in "Options menu -> Project properties ->
Mixer setup (view page 681)".
Snapshots: The snapshot function is particularly useful to compare various setups with
each other. You can easily switch between setups. Naming snapshots is possible by
double clicking the name field. The two buttons on the bottom of the last name field enable
you to save and load snapshots.
Right clicking on a snapshot opens a context menu where snapshots can be saved,
loaded and deleted, and where it is possible to switch between snapshot banks. Using this
process, up to 32 mixer snapshots can be saved.
In this menu, mixer settings can also be stored to a separate file.
When loading a snapshot, the current mixer settings are temporarily saved and can be
restored by clicking on Load last mixer. This also allows for A-B comparison between the
snapshot and the current settings.
Reset FX: Resets all effect parameters to the default settings so that effects can no longer
be processed.
Reset peaks: Resets the LED peak meters (peak hold display).
Reset EQ: Resets all equalizer settings.
Reset AUX: Resets all AUX portions of the channel strips to their default values (= no AUX
portion).
Reset (stereo): Resets all mixer settings to default settings for stereo tracks (when working
with stereo wave projects).
Reset (mono): Resets all mixer settings to default settings for mono tracks (when using
mono or LR wave projects).
MIXER
The solo fader controls the monitor volume of the solo mode, while the monitor fader
influences the level on the monitor output. Furthermore, the audio monitor point can be set
using the AFL/PFL switch.
PFL = Pre-fader Listen
AFL = After-fader Listen
In general, the monitor bus behaves like "Main to monitor", meaning that the content of the
master can be heard at the same time on the monitor bus. As soon as solo is activated,
only the solo state is played over the monitor bus.
Caution: When using the monitor fader in this mode, it's possible to influence the audible
master level and thereby the level of external devices connected to the stereo master. You
can set the monitoring volume in the mixer, without using external volume controls. The
audible result is different to that of the peak meter display in the mixer, which is the reason
for the numerical level values in the mixer displaying in red. Additionally, the solo fader
influences the volume of the solo tracks that are played via the master. The internal level for
bouncing and burning, however, remains unchanged.
Another function of this mode in Samplitude is to toggle between pre-fader listen and after
fader listen in solo in place modes by clicking on the AFL/PFL switch.
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MIXER
Global: Solo is not explicitly listed as a mode. It is activated if you don't check off any of
the listed solo modes and you will hear channels switched to solo without the AUX return
channels which feed them.
Global: Solo Safe mode has the effect that in Solo In Place mode, every channel switched
to solo will be automatically heard with the AUX return channels that feed it.
Global: Solo PLF (available only in hybrid mode) switches solo tracks to PLF mode. The
signal is tapped before the fader and effects, but after the input gain. In deactivated state,
the solo track are tapped after the fader.
Note: Economy tracks cannot be monitored with PFL.
MIXER
In Global: Solo exclusive mode, you can switch only one channel at a time to solo by
clicking on the solo button. Solo state is removed from all other channels. If you activate
the "solo" button for another channel, it alone will be switched to solo. Solo is removed
from the channel that was switched to it before. In this mode you can quickly "walk
through" individual channels.
If you would also like to hear the AUX return channels on the channels switched to "solo",
please additionally select the "Global: Solo Safe" mode.
Note: If you are in the "Global: Solo Exclusive" mode, but would still like to hear a single
channel in "Solo Exclusive" mode, click on the "solo" button of this channel while holding
down "Shift" + "Alt" buttons.
If you have already set "Solo Exclusive" as the global solo mode, the same key combination
lifts the "Solo Exclusive" mode, allowing you to hear multiple channels in "solo" at the same
time.
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MIXER
Submix busses
A submix bus combines several tracks. It controls the volume, panorama and effect
settings of all tracks that are routed to the submix bus. For example, all drum tracks (Hihat track, bass drum track, etc.) can be combined to one submix bus so that the entire
drum kit can then be controlled via the volume controller of the submix bus.
Aux routing
By right-clicking the channel AUX sends and selecting "Track AUX sends" from the context
menu, the dialog as shown above appears. In this dialog all available AUX busses are
listed. You can enter the intensity of each AUX bus in numeric values, or by moving the
orange bar (the bar is not visible in Off mode).
By default all AUX busses are routed "post" in Samplitude. Activate the corresponding
pre box for pre-routing. In the FX routing dialog you can determine the precise position of
the "pre" and "post" AUX busses within the effects chain.
Using the "Pan" button you can use a complete panorama section for every AUX send,
which is analogous to the stereo editor of a track. Thus you can, for example, make a
change to the stereo width or the phase inversion of the AUX send.
New AUX bus: Creates a new AUX bus.
Reset AUX sends: All AUXes are reset to "Not routed".
MIXER
The order of gain, panorama and filter manipulation effects has no effect - at least when
working with 32 bit float. In this case it's not important whether you filter first and change
the gain, or vice versa. Many of the effects results are independent of the input signal as
well. Some of these are the room simulator, stereo enhancer, delay, resampling and
timestretching/pitchshifting.
Effect sequence/plug-ins
All available effects are listed in the effects list in the respective context (track, object, or
master).
The order of the effects can be configured freely using the effect routing dialog. This
dialog can be reach via the "FX" buttons in the Track Editor, Track Box and Mixer.
You can set new sequences using the arrow keys. This way, you can order the FX inserts
before or after the EQ or the dynamics. The free movement of the effects in the insert slots
of the Track Editor or the mixer channel is limited by the order determined here.
Note: The FX inserts can only be moved as a group.
By right clicking on an effect in the effect routing dialog, you can directly access its settings
dialog.
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MIXER
MIXER
Plug-in options > Settings: Opens the VST/DirectX setup dialog in plug-in options.
VST plug-in path: Here you can set the path for VST plug-in effects and VST instruments.
You can execute a VST scan of the chosen folder. Not only are all the plug-ins imported,
but they are also checked for usability within Samplitude. This scan is only necessary once,
since available VST plug-ins are saved during this process. If you have more than one VST
plug-in folder, you can specify other folders which can also be scanned. Samplitude
automatically finds newly installed plug-ins in the specified folders only. The corresponding
details are saved in the "VSTplug-ins.ini" file.
Activate ReWire: If this option is activated, rewire-compatible client applications can be
integrated into Samplitude as synthesizers.
ReWire is generally used for sample-exact, real-time transfer of audio channels between
two programs. Both programs can be connected with the same sound card. The transport
functions of the applications (such as playback and forward/reverse) are connected via
ReWire. If you are working with ASIO drivers, you can place sounds from ReWirecompatible applications onto different sound card outputs.
To integrate ReWire applications into Samplitude, find the ReWire-compatible instrument in
the "MIDI out" slot of the track editor via "New instrument -> ReWire" which you wish to
connect Samplitude. The instrument outputs of the ReWire application can be opened via
the "Audio in" slot of every track.
The tempo is always gauged according to the settings specified in Samplitude, i.e.
Samplitude is the master. The tracks/channels to which you have connected ReWireenabled software can be edited with the equalizer, effects, and other plug-ins and then
routed to the available buses.
Note: Please make sure that the set sample rates of the two applications connected with
ReWire match one another so that playback at the correct pitch can be guaranteed.
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MIXER
Additional information about ReWire can be found in Software instruments/VST plugins/ReWire -> ReWire client applications (view page 281)".
Plug-in buffer
The default presets usually cover most cases when working with plug-ins. Try out various
presets if you happen to be experiencing problems with plug-ins or DSP cards.
You can directly specify the buffer size which is then sent to the plug-in for XD and VST
plug-ins. The following special values apply here:
0: The program can be used to set the buffer size.
-1: In this case, the ASIO buffer size is used.
The VST buffer size is equal to the VIP buffer size (default). To use the ASIO buffer size in
the "Hybrid Engine", enter the value "2" or select the "Forced ASIO buffers (Hybrid)"
preset. The "Forced VIP buffers (use UAD & Powercore in economy engine)setting
diminishes latency with UAD/Powercore plug-ins.
DirectX preload buffer size: If you enter the value "-1" here, the entire buffer size for the
DirectX start initialization will be used.
VST automation rate
ASIO buffer size is used in the "Hybrid Engine". To achieve shorter automation times in
the "Economy Engine" (which works with VIP buffers), you can enter a corresponding lower
value here.
The "Write DirectX logfile" option is only useful for support purposes and should usually
be turned off.
You can also activate the "Start all object-related plug-ins at play start" option. Some
plug ins cause delays when switched on in this case, these plug-ins should be switched
on before starting playback, since otherwise errors may occur when the corresponding
objects are played.
Disable all DirectX effects when scrubbing/jogging: DirectX plug-ins may cause errors
or distortions when scrubbing or jogging. Use this option to disable communication with
DirectX plug-ins.
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Effects that are added/launched from within the mixer or object editor are pre-configured
with the values assigned to the virtual project. If the virtual project is to adopt particular
changes made to the settings in the effect dialog, you will need to click on the OK button to
transfer them to the VIP.
You also have the possibility to apply the settings of the last destructive effect, a
corresponding entry can be found in the options box. If there is no destructive application
of the effect, the parameters selected in the list entries will be applied to the default
parameters for destructive editing.
Effect Routing
The sequence of all real-time effects can be adjusted individually for each track. You can
therefore individually specify the sequence in which the effects are used. Please also read
the section "Order of effect calculations" in the "Effects and effect plug-ins" section.
The order of inputs and outputs for the program is saved globally. The setup of external
effects integration is project-dependent.
Hint: Return tracks have to be recorded first in order to be available for track bouncing and
CD burning. For this reason, external effects are integrated via the program's own tracks
and are not available in the tracks themselves as plug-in inserts.
You can open the "External effects" dialog via "Project options" and with the keyboard
shortcut "I".
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At all points in the program where input and output channels are set up you can also
integrate external effect devices, for example, in the mixer, in the track editor or alternately,
by right-clicking on mute or record. In this case the names external effects are displayed
behind the device name.
Effect as AUX
Under "Add effect tracks", select the options "Add FX send track" and "AUX bus", then
tick the box beside "Add FX return track" and finally click on the "Create tracks" button.
You'll now see two newly created tracks or channels in the arranger and in the mixer that
control the send or return signals of the external effect device.
You can now set up the send level of every integrated effect device in the AUX slot of every
mixer channel using the mouse, and also position the effect signal in the mix using the
fader of the effect return channel.
Effect as Insert
If you want to add an insert effect, select the options "Add FX send track" and "Submix
bus" under "Add effect tracks", tick the box beside "FX return track" and then click the
"Create tracks" button.
Two newly created tracks appear in the arranger and in the mixer to control the send
and/or return signal of the external insert effect device. For the track to which an insert
effect should be added, select the send (submix) track for the external effects device as the
output device.
Use the effect return channel fader to set the effect signal's return volume.
Note: Make sure input monitoring is switched on for the effect-return track. Activate the
loudspeaker button in the return track. The loudspeaker symbol is highlighted and you will
hear the effect-return signal.
The routing settings for each channel may also be adjusted in the track settings dialog.
Right click on the track name to start. For the effect-send channel, set the the output for
the sound card via "Playback" that is connected with the external effects input. For the
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effect-return channel, set the input of the sound card via "Record" that is connected with
the external effect output. For the channel that is intended to work with the external device,
set the effect-send track via "Playback" [e. g. Submix: PCM70 Send (track 16)].
The double arrow buttons beside the track name field in the track settings dialog may be
used to switch the track settings to those of the neighboring track.
It is possible to use an effect combined as AUX as well as a submix bus. To do so, both
options have to be active when creating new tracks. Use of the FX may be changed after
the fact by accessing the track properties (right click on the track header for the FX send
bus) and setting a check next to the corresponding setting, i.e. "AUX bus", "Submix bus",
or "Pre-master bus".
Effect as pre-master bus
If you select "Pre-master bus" when creating tracks, the new tracks will be added at the
end of the project, and then all project tracks will be routed to the input of the send track.
The return track is automatically routed to the master. This way you can use the external
effect as a master effect.
DirectX / VST FX
Microsoft's DirectX and VST-compatible plug-ins may also be used for processing effects
in Samplitude. This allows almost any effects algorithm and VST instrument from third-party
vendors to be used in addition to the effects included in Samplitude.
VST instruments
The first effects slot of each track in the track editor provides access to the MAGIX synths
Revolta 2, Robota, and Vita, plus a list of the VST instruments connected, the object synths
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Atmos, BeatBox 2, DrumnBass, and Livid, plus devices connected via ReWire. You can
include your VST plug-in folder via "Options -> System options -> Effects ->
VST/DirectX/ReWire (view page 715)" in Samplitude.
Detailed information about plug-ins can be found in "Software/VST plug-ins/ ReWire (view
page 269)".
MAGIX plug-ins
MAGIX plug-ins are effects that are accessible via the track editor plug-ins, object editor
plug-ins, track header plug-ins selection menu, track header plug-in button, the insert
section in the mixer, or via the "Effects" menu. They are further split into the Analog
Modeling Suite (am-phibia, am-pulse, am-track)(Samplitude Pro only), Vintage
Effects Suite (CORVEX, ECOX, FILTOX), VariVerb Pro, am-munition (Samplitude Pro
only), and de-esser (Samplitude Pro only), essentialFX and Vandal.
Synth object
Synth objects represent a special form of sound creation. The instrument selected, i.e. the
synth object, is a component of the object created. Objects created in this way are not
based on previously created MIDI data. They may be edited easily and can therefore be
conveniently used as an audio building block.
Synth objects therefore form individual synth objects. Synth objects may be moved across
tracks in Samplitude in any way without changing the synthesizer settings. The synth
objects are Atmos, BeatBox 2, DrumnBass, and LiViD.
Synth objects are available as installation options. After installation, they are located in a
separate folder, i.e. "Synths".
Synth objects may be accessed via the menu item "Object -> New synth object" or via
the first plug-in slot of the plug-ins section in the track editor for the respectively selected
track. A 4-beat loop object is created at the current play cursor position. The instrument
interface for the synth object created may be opened by double clicking the object.
The shortcut "Ctrl + space bar" plays the selected synth object in "Solo" mode.
Atmos
Atmos is a synthesizer which can be used to easily create realistic nature sounds. From
thunder and lightning to animal sounds and traffic noise, Atmos helps you design naturalsounding atmospheric noises for your projects.
In the upper border window, select the top category "Scenario". You can select a nature
sounds category (e.g. "Thunder and Lightning").
In the middle of the window, a collection of control elements appears for designing the
desired "Ambience". Each element has its own description (e.g., "Vinyl") and two faders
"Volume" and "Intensity". The "volume" control adjusts the loudness portion of the
element. The "Intensity" controller adjusts (depending on the controller element) the
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corresponding sound. For example, for "Thunderstorm", this sets the frequency of the
thunder and lightning, etc.
On the bottom right border, a master volume fader for setting the master volume of the
synthesizer is present. The parameters "Random" and "Auto" are also available.
"Random" produces randomly placed settings, and the "Auto" parameter switches on
automation of the individual parameters.
BeatBox 2
BeatBox 2 is a 16-voice pattern-based drum computer with hybrid sound synthesis and a
step sequencer. The handling includes a multi-effects section (one effect per drum
instrument), auto copy, and a convenient velocity editing function.
A drum sound is created in BeatBox 2 using a sample, which is combined with a synthetic
sound that can be created using up to three different synthesis models (hybrid sound
synthesis). BeatBox 2 also enables detailed editing and automation of all sound
parameters.
BeatBox 2's interface uses two states. While closed, you can listen to included sounds or
those you've made in BeatBox 2 without using too much window space.
Only the most important control elements are displayed when the program window is
minimized.
1.
2.
3.
4.
5.
6.
Edit button: The edit button opens BeatBox 2 for you to program your own beats
and sounds.
1.
2.
3.
4.
5.
Drum kit: This section is where drum kits (collections of different drum instruments)
and the individual drum instruments are loaded.
Selected drum instrument: The settings in the synthesis section (5) and
velocity/automation (4) always affect the selected drum instrument.
Pattern editor: Programs the beat sequence. In the top part, different patterns
(sequences) can be loaded and saved as well as different settings for the view and
function of the pattern editor. The matrix is where the beat is programmed: One line
corresponds to a drum instrument, and a column matches a specific time position
within 1-4 beats. If a cell is clicked on, then the respective drum instrument will be
triggered at this position.
Velocity/Control: This section has two modes: velocity and automation. The
"Velocity" setting displays the velocity levels for the selected instrument's beats as a
column. The "Automation" setup allows automation to be set for sound parameters in
the synthesis section (5).
Synthesis: The selected sound parameters and effects settings for the selected drum
instrument can be edited here.
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This section loads drum kits (collections of different drum instruments) and the individual
drum instruments. You can also try out an already programmed pattern with different kits
or exchange individual drum instruments.
1.
2.
3.
4.
5.
Select drum kit: Use the <> buttons to switch through the different drum kits. A
drum kit is a collection of percussion instruments with matching sounds, e.g. rock kit
or electronic drums la TR 808. By changing the drum kit, you can add an entirely
different sound to the rhythm you have already created.
Save drum kit: Use this button to save the current collection of drum instruments as
a kit.
Drum kit list: Click the arrow to the right of the name to open a complete list of
available drum kits.
Select drum kit: The arrow buttons function analogously to those of the drum kit.
The sequence of drum instruments in the kit can be resorted via drag & drop.
Mute/Solo: The "solo" button switches a drum instrument solo, i.e. all other
instruments which are not "solo" will be muted. The "mute" button mutes a drum
instrument.
New drum or effect sounds can by added to the current drum kit by drag & drop from
Windows Explorer. Drag a wave file to a drum instrument to create a new drum sound
based on this sample. BeatBox 2 copies the sample into the sample folder to make sure
that the instrument or kit created can be used again later. Drag a complete folder with
wave files to the drum kit to create a kit based on those samples.
BeatBox - Context menu
Right clicking a drum instrument always opens a context menu:
Copy/Paste: Copy an instrument from a track and paste it to another one.
Empty instrument: An empty instrument is added. No sound is played, it has no name,
and is used to clean up an unused track.
Default instrument: Adds the standard instrument. It has the standard parameter for all
synthesis shapes and serves as the starting point for your own sounds.
Reset automation: BeatBox 2's own presets contain automations. These are dynamic
sound parameters like filters or pitch changes. This command allows these to be
completely removed for the selected instruments.
1.
2.
3.
4.
5.
6.
7.
Pattern: Use the <> buttons to switch through the different patterns. The arrow to
the right opens a list of all available patterns, and the save button stores the current
pattern.
Clear track/all: All events for the selected instrument (track) or all events for the
pattern (all) are removed by clicking this button.
Bar selection: The bar you wish to edit can be selected via the corresponding
number button. Use the Follow button to select follow mode, i.e. the step display
follows the steps of the currently played beat. All shows all bars of the pattern.
"1>2-4" auto copy: If more than one bar is set as the pattern length, "Auto copy"
mode makes sure that the drum notes set in the first bar are automatically placed into
the next bars. This also makes it easy to create a continuous beat, even with a loop
length of four bars. Notes set in the bars further back are not affected by the "Auto
draw" function, which, for example, makes faint variations detectable only in the
fourth bar.
Bars: The maximum length of a drum pattern is four beats. The length can be
selected via the small scroll bar.
Shuffle: This controller changes the timing in BeatBox 2. If the fader is turned to the
right, the eighth of a rhythm is played more and more like a triplet. If that sounds a bit
too abstract simply try it out, ideally with a pure 1/16 Hi-Hat figure; you'll soon see
what the shuffle fader is capable of.
Grid: Set the time resolution for BeatBox here. Choose from 1/8 notes (only for very
simple rhythms), 1/16 (default), and 1/32 (for more refined constructions).
This is the heart of BeatBox. A click on any position in the drum matrix creates or deletes
drum notes (events). Clicking and dragging draws in a series of notes. Together with the
velocity editing options (see velocity), it's easy to create drum rolls.
If "Shift" is held when notes in the range are clicked, a rectangle will be drawn out which
selects the notes contained within this rectangle (lasso selection). Selected notes can be
copied by dragging them to a new position. If "Ctrl" is also held down, then existing notes
will remain at the target position. Delete all selected notes by right clicking.
Two special commands are available for selection:
Shift + double click: Select everything in the beat that has been clicked.
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->
Open/Close editor
a ->
f ->
1..4
0 ->
+/-
previous/next
Preview
Live entry
Mute on/off
->
Solo on/off
BeatBox - Velocity
The velocity mode serves for editing the velocity/automation of the individual drum notes
for the selected drum instrument.
1.
2.
3.
4.
5.
BeatBox - Automation
Every parameter for a drum sound, including effects, can be automated, i.e. can change
during a pattern. For example, you can make your snare drums more lively by adding
higher voices to loud hits or by setting accents on individual hits with reverb effects.
The synthesizer section below enables the selection of a
parameter for automation via the small blue LEDs above a
parameter controller. More about the parameter controllers is
available in the "Synthesizers" section.
1.
2.
3.
4.
5.
Reset: Sets all automation values for the selected parameter to "0".
Mode switcher: Switches the section between velocity control and automation (see
page 249). This happens automatically during selection of parameters.
Random: The random parameter adds random variations to the set automation. This
helps make the beats sound more natural because each programmed hit will sound
slightly different. The level of the random parameter is also influenced by the amount
controller (see below), i.e. if the amount is at "0", then the randomness will have no
effect.
Amount: The amount parameter regulates the complete influence of the automation
values and of the random factor on the selected parameter. An amount of "0" does
not have any effect at all on the automation; maximum level has the greatest effect.
The effects of the amount controller on the automation values is made visible by a
slightly lighter line in the value columns.
Automation values: The selected parameters can be drawn in as a column with the
mouse. Automation values can also be drawn between the set notes; the sound of
the drum instrument changes during playback. The automation values are added to
the original parameter value.
Select all
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The "Copy" button copies the selection to the clipboard. If you select this or that track in
another editor, then you can paste the notes there now from the clipboard. If the target
selection is larger than the contents of the clipboard, then it will be inserted again. This lets
you quickly add a short section throughout the complete length of the pattern.
The three handles allow the velocity or automation values to be edited together.
If you move the handles horizontally you can change the curve shape of the transition.
A single click in the automation section cancels the selection again.
If you move the handles horizontally you can change the curve shape of the transition. A
single click in the automation section cancels the selection again.
Note: A selection of velocity values matches the selection of corresponding notes in the
matrix editor track.
BeatBox - Synthesizer
In the lower section of BeatBox, you can set the sound for the selected drum instrument.
1.
2.
3.
4.
5.
6.
7.
1.
2.
3.
4.
FX on/off
Parameter controller: An effects module includes four adjustable parameters. The
fourth, "Mix", is always available and the remainder possess a function dependent
upon the selected algorithm.
Automation: This selects the controller's parameter for the automation.
Effects algorithm: Click the arrow to select an effects algorithm.
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A modulation effect just like chorus & flanger, but in this case no detuning takes placed.
Filter components periodically alter the signal's "phase response" (principle of the "phase
shifter"). Characteristic notches are produced in the frequency spectrum response to
create so-called "comb filter effects". The phaser effect is suitable for pads and
"psychedelic" sounds.
Parameters
- Rate: Modulation speed
- Feedback: Feedback of filter steps
- Depth: Modulation amplitude
Room reverb / Hall reverb
In the case of reverb there are two realistic simulations of natural reverberation. Sounds
receive "atmosphere" and thereby appear lively and "authentic". Room reverb simulates a
small space with high echo density. Hall reverb mimics the typical reverb of large concert
halls.
Since natural spaces never sound "static" (air molecules are constantly moving and the
reflection process is quite complex), both algorithms include a modulation parameter which
varies the delay time of individual echoes and thereby affects the liveliness of the reverb
impression depending on strength.
Parameters
- Decay: Reverberation length
- Damp: Damping of highs, simulates absorption via air, wall materials, and objects
- Mod: Modulation strength
LoFi
This algorithm gives the sound a little bit of "grit", or a certain measure of signal destruction
depending on its setting. An ideal partner for creative sound design. The simulation of early
digital synthesizes or samplers is equally possible since their AD/DA converters were
anything but "true" in the character of their sound. The sample rate from the output of the
lo-fi effect can be continuously reduced and a generous measure of "aliasing" distortion
can be produced alongside the unavoidable loss of highs which results from "down
sampling". Bit resolution is clearly changeable, too.
Parameters
Rate: Sample rate
Crush: number of bits
- Low-pass: Low-pass filter at the output to smooth out induced noise
Distortion
This overdrive effect works similarly to common guitarist effect pedals. Everything is
possible, from light, bluesy signal saturation to hard "metal shred boards". Here a dual-
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band EQ works on the in and output signals and therefore provides a rich palette of
sounds.
Parameters
- Drive: Controls the internal level and thereby the overdrive
- Low: Bass portion
- High: High portion
Analog filter 12/24 dB
An additional filter may be applied across the entire drum sound.
Parameters
Cutoff/Resonance: Filter frequency and resonance
Type: Filter type
-Drive: Filter saturation
Vintage compressor
A compressor with a special "analog" controlling behavior for more pumping bass drums.
Parameters
Input: Input level
Attack/Release: Time constants for compression.
Ratio: Compression ratio
Synthesis models
The sound synthesis in BeatBox 2 consists of a simple sampler and a synthesizer which
includes three different synthesis modules.
Sampler
The sampler plays short sound recordings ("samples") in different pitches. The sampler is
intended for creating all kinds of drum sounds; the sounds are static and unnatural if the
pitch is not altered. This is why the sampler is combined with on of the three synthesis
models.
Filtered noise
White noise is filtered by two band-pass filters with separately setup frequencies and
resonance. This algorithm is suitable for creating synthetic snares and high hat sounds.
Phase distortion synth
Two oscillators with regulated phase distortion and thoroughly variable frequency modulate
each other (FM/cross-modulation/ring-modulation). Depending on the setting, this
algorithm can be used to create kick, tom, or metallic percussion sounds; higher values for
frequency and modulation level produce noisier sounds for high hats or shaker sounds.
Since the oscillator frequency can be set exactly according to the musical pitch, this model
can be used to produce mass lines or melodies.
Physical modeling
This is a simple physical model of an "abstract" percussion instrument. A fed-back network
of delays is caused to oscillate by an impulse of filtered white noise (exciter). Depending on
the setting of the exciter, the size of the model (surface), and the damping, a wide
spectrum of natural sounding percussion instruments like cymbals, claves, gongs, or
triangles can be created.
The upper half of the synth controls the rhythm section, and the lower half controls the
bass section. In between that, the left side features an icon for switching the sections on
and off. For example, the bass section may be switched off to add just the breakbeat of
the drum section into the arrangement. For a mixdown of the arrangement, only the drum
section will be calculated into the mix file.
The right edge includes a "Volume" controller that is used to control the volume of the two
sections. The "Play" and "Stop" buttons play your drum & bass creations.
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The label "Drum 'n' Bass" hides a menu that contains functions for loading and saving
drum & bass patterns (Load machine state/Save machine state) and functions for deleting
or generating patterns (Clear all/Random all).
In the "Velocity presets" submenu, help functions are available for programming the velocity
sequence (see below for description). Homemade drum loops and bass samples may also
be loaded there.
Drum & Bass Machine - Rhythm section
This area makes it easy to create complex and authentic-sounding jungle breakbeats.
Jungle breakbeats are produced in professional studios by taking a drum loop and splitting
it into little "bites" and then putting them together into another sequence. The Drum&Bass
Machine makes this laborious process a lot easier.
The top sequence, i.e. the "steps" row, specifies the new sequence. The blue cells indicate
the individual sections ("count times") the loop is divided into.
Left clicking on one of the blue cells allows one of six icons to be selected. Each symbol
indicates other notes or another type of note playback. Each time a blue cell is clicked, the
next symbol will be selected.
A short description of the symbols:
1: Play drum loop from start
2: Play drum loop from second note
3: Play drum loop from third note
4: Play drum loop from fourth note
Reverse symbol: Play in reverse from this position
Stop symbol: Stop playback
Right click the step cells individually to delete them. The "Clear" button the right deletes all
step cells; the drum loop is played back in its original condition.
The button "Random Rhythm" generates a random sequence. This rhythm can be
changed in any way.
Clicking the blue field in the lower part of the rhythm section opens a popup menu for
selecting the drum loop. Select another drum loop and it will load and play in the playback
style selected.
The "Flam" row specifies that the note at this position should be played twice quickly. This
enables rolls and fill-ins to be programmed.
In the "Velocity" row, intensity values of 0 to 16 may be specified with the mouse (left
button increases the value, right button reduces it). The manner in which these values
influence the loop may be specified via the 3 buttons below the "Velocity" row. If "Volume"
is selected, then the velocity value changes the volume in this cell (16= loud, 0 = quiet). If
"Filter" is activated, the velocity value specifies the filter strength in this cell (16 = bright, 0 =
dull). The "Off" button deactivates the velocity values.
Select one of four styles (pop, rock, funk, latin), which are also divided into four substyles
(TYPE), which are further broken down into six song parts per style/substyle (intro, verse,
bridge, chorus, fill-in, outro).
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MAGIX Synth
Samplitude includes Robota, Vita, and Revolta 2, software synthesizers based on VST
technology
Robota: Eight voice drum computer for "mean" electronic beats.
Vita: A sampler with incredibly realistic-sounding, "classical" instrumental sounds like
different guitars (Power Chords, clean electric guitar, acoustic guitar, bass guitar), different
pianos, percussion, strings, brass, woodwinds (each as an individual set & as an ensemble
set), and much more .
Revolta 2: An analog, varied, and powerful-sounding 12-voice synthesizer with sound
matrix, noise generator, and a complete effects section with nine effect types. With this
synthesizer, you can create any electronic music you can imagine.
The following differences define the synth objects:
Robota Pro
(Samplitude Pro)
Robota is an eight-voice drum computer VST instrument based on virtual-analog synthesis.
You can open it via the first plug-in slot by going to "MAGIX Synth -> Robota".
Samples are not usually used as drum sounds but rather the sounds are created in realtime with a specialized drum sound synthesizer. Typical analog sounds of classic drum
computers like Roland TR-808, TR-909 or those of more modern manufacturers like Korg
Electribe or the Jomox X-Base can be created using Robota. It is controlled via a step
sequencer with flashlight programming or via MIDI.
The Robota Drum map can be found in the Samplitude program folder under MXSynth ->
Robota -> ROBOTA.map
Robota - Technical data
8-track sequencer
64 steps (4x16 or 2x32)
Notes mode (velocity information per step)
Snapshot mode (instrument setting can be saved for each step, variable snapshot
recall time)
Groove presets (swing & velocity information)
Follow & auto copy mode for simplified editing
8 instruments (1 per sequencer track). Available for each instrument:
Oscillator section (sine/triangle/saw tooth/ .WAV) + noise generator
Modulation (FM/ring)
Lo-Fi section
Filter section (multimode filter (12/24dB), comb filter, filter envelope)
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Tube simulation
Compressor
Volume + pan
Output routing for stereo output pair 1 4
Sorting of 8 instruments as drum kits
Setup files as overall machine status (pattern + instrument setting + further settings)
Config View with enhanced settings (MIDI trigger, controller matrix, performance
parameter, etc.).
(For editing in Stop Mode please ensure that you have activated input monitoring in
Samplitude).
Robota provides 8 audio outputs, as 4 stereo pairs. It makes sense to use more than one
stereo pair if you aim to edit patterns with many tracks and individual sounds separately in
the Samplitude Mixer. When editing an instrument you can choose the output to which you
would like to send it (horizontal slider below the display).
By default all instruments are routed to output pair 1. Please note that changes are not
always saved together with the instrument, but are always saved in a "Setup".
Robota - Master section
With volume you can control the master volume of the Robota. "Tube" adds a controllable
tube distortion to give the sound more power and make it sound rougher. The peak meter
serves to control the output level, should it appear in the red area, reduce the master
volume.
Robota - Sequencer
Classic flashlight programming is used to control the drum patterns, as is the case in
practically all classic drum computers and groove boxes. The step sequencer consists of
16 individual step buttons with LEDs which correspond to the sections of a bar (16 or 32
beat, whereby only half a bar is displayed). A flashing button corresponds to the drum
sound at this point in the bar. A left-click switches on the step, an additional left-click
deletes the step again.
The maximum length of a drum pattern is four beats. The length can be selected via the
small scroll bar above the button list.
Use the appropriate Edit button to select the beat you would like to edit. Use the Follow
button to select follow mode, i.e. the step display follows the steps of the currently played
beat.
1 > 2-4 Auto Copy: If more than one beat has been selected as the pattern length, the
Auto Copy function ensures that the drum notes placed in the first beat are also placed in
the following beats automatically. This also makes it easy to create a continuous beat, even
with a loop length of four bars. The Auto Copy function does not affect notes that have
been placed in later beats so that you can, for example, enter a variation in the 4th bar
only.
Programming a new drum pattern:
1. Use the slider to select the pattern length.
2. Select Event mode.
3. If you are editing during playback, you should switch off Follow. Choose the track you
would like to edit by using the Edit button.
4. Use the Select button to select the instrument to be edited.
5. The Clear button lets you delete all tracks in the current bar of the selected instrument.
6. Switch on the appropriate step buttons. You can use the Velocity slider to predefine
the velocity of a beat.
7. Repeat the process for the other instruments.
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Robota - Snapshots
It is also possible to automate the editable sound parameters of a drum sound with socalled Snapshots. This allows for the sound parameters of an instrument to be saved on
the step buttons of the sequencer. Doing this, you can model an individual event within the
sound and, for multi-beat sequences, can program very lively and crazy processes. This
way, you can even program melodies by changing the tuning of the affected steps (please
ensure that the oscillators are working in Chromatic mode in Config View.
Here's how to automate a drum instrument using snapshots:
1. Set edit mode to Snapshot.
3. If you are editing during playback, you should switch off Follow. Choose the track
you would like to edit by using the Edit button. The snapshot automation should first
be deactivated (switch the On button to off). The settings you have just made would
otherwise be replaced by snapshot already recorded at the current position.
Select an instrument and change the sound according to your preferences. You can
check the sound of an instrument once playback is stopped by clicking on the
loudspeaker button or by triggering the sound by MIDI (requires activated monitoring in
Samplitude).
2. Save the sound as a snapshot on one of the step buttons.
3. You can now change the sound of the drum instrument and save the settings on one of
the other step buttons.
Hint: The parameter changes are not performed abruptly but are far more faded internally
to prevent crackling. You can use the "Time" slider to specify how fast the parameters
should be faded to the new sound. This lets you create interesting "morphing"effects. The
settings of this controller are saved with the pattern (or setup file).
4. You can jump between the individual snapshots by using the cursor keys if you want to
correct individual scenes (input monitoring in Samplitude must be activated).
5. Now click on On to activate snap automation.
Robota - Groove control
The secret to groovy beats is to playback the individual beats delayed or earlier according
to certain patterns. For example, shuffle is used for house beats, whereby the even 1/16s
are delayed.
Robota features groove velocity and groove swing presets. Groove velocity presets have a
certain offset for every step of a beat by which the original velocity is increased or reduced;
groove swing presets feature a time delay for every step, in order to delay or bring forward
the step. The result is a considerably more lively-sounding drum sequence. The strength of
each effect can be selected with the % controller.
Groove Presets can be selected from the lists in Config View.
Robota - Setups, drum kits, presets and patterns
Loading/Saving
Instruments, drum kits, patterns and setups can be selected using the "up/down" keys
located next to the display. Alternatively you can click on the display to open a list with
available presets. To save a preset, klick on the "Save" button (disk symbol). The current
preset name is selected. However, you can also enter a new file name and delete unused
presets from the folder view.
(Please note that Robota always uses the predefined directories, even if you switch to
somewhere else. You cannot save files in a different location.)
Robota organizes sounds and beats according to the following hierarchy:
A single drum sound is saved in an instrument.
The 8 instruments can be saved together as a drum kit. The individual instrument
parameters, however, are not saved, but rather the 8 references to the file names.
Therefore, if you manually delete an instrument from your hard disk or change one of
these sounds later and save it again, this consequently affects the drum kits that this
instrument uses. Drum kits are therefore suitable for organizing frequently used
sounds. So, if you have prepared your own drum sounds by changing existing presets
and would like to save these as a drum kit you have to first save the instruments as new
presets and then the new drum kit.
All note information and snapshots are saved in a pattern.
The combination of everything (instruments + pattern + further settings) is a setup. In
this case it does not matter which instruments belong to which drum kit and whether
you have made individual changes to the parameters. A setup always saves the current
master status, including all sound parameters, notes, snapshots and groove settings.
In general, you can save all edit processes as a setup. This would freeze everything
safely and you could continue from this position at any time. However, we recommend
the following:
Create a personal instruments library.
Group regularly used instruments as a drum kit.
Create a sufficient basis of basic patterns.
You have then also made sufficient provisions for future projects. You can now use
setups in a well-aimed manner by using these primarily as a song basis. An advantage
in this case is that in addition to triggering individual events by MIDI notes, you can also
changeover the patterns and drum kits. (Please also observe the Config View section).
You can changeover individual setups in Samplitude in the preset list (below the instrument
selection) or by means of MIDI Program Change (1-128).
If you save a project in Samplitude, the last selected setup is opened. Please make sure
that you save the state in the setup before closing the VIP.
(When using program changes please note that the storage locations can move when
inserting new setups). Setups do not have fixed program locations but are sorted
according to the alphabet.)
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Vita
Vita is provided as an installation option.
The MAGIX Vita synthesizer specializes in realistic playback of "real" instruments by utilizing
sampling technology. Short samples of real instruments in different pitches, playing
techniques, and volumes are used, combined, and played again at the correct pitch.
The VITA synthesizer is controlled via the MIDI objects.
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1. Layer selection/Peak meter: The Vita sounds, also known as layers, can be selected
here using the arrows. Right clicking on the display opens the layer menu.
2. Main parameter: Set the volume, panorama position, pitch characteristics ("transpose"),
and the fundamental frequency ("master tune") here.
3. AMP: This is the volume envelope. Here you can influence the temporal progression of a
track's volume. A(ttack) stands for the volume increase at the start, D(ecay) for the length of
time the decrease in volume takes on a section set with S(ustain) at the maximum volume.
R(elease) is the length of time it takes for the sound to ring out.
4. FILTER: Here you can switch on a filter which influences the sound. With FILTER TYPE,
you can select a filter type. "Cut-off" regulates the filter frequency, "Resonance" controls
the strength of the amplification of the filter frequency. "Velocity" specifies how strongly
beat should influence the filter frequency, while the volume can be balanced using the
"Gain" controller. The filter envelope (ADSR slider) influences the filter frequency depending
on the time.
5. DELAY: Switches on an echo effect; "Time" controls the delay time, "Level" controls the
strength of the echo sound.
6. REVERB: Switches on a reverb effect; "Time" controls the delay time, "Level" controls
the strength of the echo sound.
7. VALUE DISPLAY: The value display shows the exact value of the parameter which was
just modified.
8. DYNAMIC RANGE: Usually, the relationship between the created volume and MIDI
velocity is proportional. Since some MIDI keyboards produce a velocity which is too hard
for loud sounds or the other way around, this behavior can be balanced out with the "MIDI
Input Curve". With "dynamic" and "dynamic curve" the dynamics of the sound can be
influenced, that is, the relationship between the quietest and loudest sounds.
9. Voices: Here you can control the amount of voices played simultaneously. If notes are
no longer played during fast passages, you can increase the amount of voices here
(performance will not be as good).
10. Keyboard: A preview of the Vita sounds. This only works during playback or recording.
Revolta 2
Revolta 2 is polyphonic, and may be played with up to 12 voices. It includes a series of
additional features, like an additional noise generator, a step sequencer, and an extra
flexible modulation matrix. Its effects section of 9 different effects and presets, designed by
a famous designer, make its a full-fledged synthesizer for all kinds of lead, sequence, and
pad sounds.
REVOLTA 2 has a whole array of presets. The sounds have been created by professional
sound engineers and demonstrate the huge potential of this instrument from the word "go".
First off, however, we would like to encourage you to try out the various control functions
and to experiment around as much as you like. The sky's the limit to your creativity.
Revolta 2 - The interface
The Revolta 2 interface can be displayed in two sizes. In rack mode only the elements
necessary for preset loading are visible:
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7. Options and modulations matrix: The two buttons open Revolta's options page for
general and preset-specific settings and modulation matrix. In the modulation matrix,
modulation sources are connected with modulation targets. Simple modulations like the
oscillator, where the pitch will be modulated via an LFO (vibrato), can be set quicker directly
on the interface. Much more complex modulations are possible in the matrix because the
matrix offers more modulation sources (e.g. MIDI controller, oscillators) and the modulation
source can influence more targets.
8. VALUE DISPLAY: The value display shows the exact value of the parameter which was
just modified. In addition, you can find out the load of the twelve voices.
9. Preset section: Select different Revolta presets here. Every sound can be listened to,
and an A-B comparison between two sounds is also possible (e.g. an edited and the
original sound).
am-munition is an extremely versatile, dynamic tool for editing groups or signal sums,
especially in the domain of mastering. It has separate units like compression, filtering,
sidechain, limiter and clipper. All modules and parameters are optimized to perform the
fundamental function without any compromises: Effective enrichment of the program
material without causing bothersome artifacts, a high reachable volume and an 'analogue'
behavior with an individual sound signature.
am-phibia is a tube amplifier/channel strip. It combines an optical compressor with a pre
and post-filter unit. By selecting the filter presets the suitable setting can be chosen
depending on the input signal. While interacting with the compressor section, am-phibia
can be used as a vocals pre-amp, tube guitar amp, or simply for creating a warm sound.
am-pulse is a "transient modeler", a creative tool for editing envelope and sustain
processes on percussive or dynamic signals.
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This suite enhances the repertoire of Samplitude with a chorus/flanger, delay and filter
plug-in. CORVEX, ECOX, and FILTOX are each based on the same basic handling
principle: as required, a modulator (LFO) controls almost all knobs accessible via the
"frontplate".
MAGIX plug-ins -> VariVerb Pro
VariVerb Pro is a classic reverb unit which performs classic and modern algorithm-based
reverb generation without accessing impulse responses. The effect includes several rooms,
halls, hall plates and non-linear algorithms that can be edited in two different modes in
many ways.
With the DeEsser you can conveniently and quickly remove annoying "S" sounds from
vocal recordings. The technology it is based on is a combination of classic compressor
technology and notch/low-pass filters. The input signal is automatically recognized and
edited as a mono or stereo signal.
Hint: You can open the MAGIX plug-ins via the plug-in section of the mixer, track editor,
track, or at the object level via "Effects". Detailed information about MAGIX plug-ins can be
found in "Real-time effects -> MAGIX plug-ins (view page 553)".
VST/DirectX/Rewire: All DirectX plug-ins installed on your system are written into the
Windows registry and are available via the effects slot or the menu item "Real-time effects > Object DirectX/VST plug-ins. At track or master level you can access plug-ins by clicking
on the "FX" button.
VST FX: Here you will see a list of all VST effect plug-ins that are included in your VST
plug-ins folder. The path for VST plug-ins can be determined via "Options >
System/Options > Effects > VST/DirectX/Rewire" (view page 159).
Vandal
(Samplitude Pro)
The main concept of the Vandal guitar amp consists of virtual switching that models three
different preamps and two power amps. These can be accessed via the functional design
of a unique frontal display.
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Studio essentials
EssentialFX are low-impact DSP applications - "bread & butter" effects that provide the
following features:
Simple but solid tools with clear feature sets for daily application.
The least possible amount of controls, standard operation, intuitive behavior
Lower resource requirements
Lower space requirements for the interface so that multiple instances may be viewed in
the project
REMIX AGENT
Remix Agent
The remix agent is a powerful tool for determining BPM (beats per minute) and the time
position of quarter note beats of any song.
Detailed descriptions of the remix agent can be found in the menu reference in "Menu ->
Tools".
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ST EREO EDITOR
Stereo Editor
Right-clicking in the panorama controller in the arranger, mixer and track editor allows you
to change panning from the left to right channels for every track in the stereo editor as well
as further settings related to the phase of the track.
Hint: The settings made here are not effective if the track is routed to a surround bus or
surround master or if the option "2-channel surround mode" is activated. In both cases the
surround editor is used for panning.
With mono tracks, the signal is converted from mono to stereo at the position of the
panorama controller, i.e. effects or plug-ins can still be added in stereo. In accordance with
the Samplitude V9 default settings the panorama controller is only followed by post plugins and post AUX sends, i.e. all other effects are processed in mono. The routing positions,
however, can be changed in the FX routing dialog.
ST EREO EDITOR
Here you can change the channels assignment of the tracks. If you activate "Copy L -> R",
then you will only hear the left channel on both sides; "Copy R -> L" has the same effect
for the right channel. Activate both options so that the left and right channels are swapped.
Center channel damping (panning law): In order to balance volume fluctuations while
panning (particularly for automation) it is quite common to additionally dampen the track
volume at the center position, while no additional damping occurs if the pan controller is
moved to the left or right limit. The value should be selected according to the audio
material. Here are some common values:
0 dB: This setting is recommended for stereo material. No damping occurs at the center
position, i.e. if panned to the right, the right channel volume remains the same, if panned to
the left the left channel remains unchanged. The audio material is not changed if set to the
center position. The volume may be perceived slightly louder if the signal is mono.
-6 dB: This setting can be used to automate mono tracks. In the middle, the volume of the
right and left channels will be halved.
Common setting for automating stereo signals are -3dB or -4.5 dB.
The set Panning Law can be applied to all tracks by pressing the "All Tracks" button.
Phase: Here you can invert the phases of the individual channels. The switch in the mixer
or Track Editor, however, always switches both channels.
2-channel Surround mode
Detailed information regarding this option can be found in the chapter "Surround sound ->
2-channel Surround mode (view page 212)".
The individual parameters are processed in the following order:
Copy L-R -> Stereo width -> Phase invert -> Panning/Panning law
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signal (Stereo) (from M/S source)" to only play the side signal in stereo, i.e, left +side and
right -side. Both tracks can be mixed together each at 0 dB.
Mid/Side processing of stereo output material
Another task is the independent editing of mids and side components even if the output
material is available in stereo format. For this, you also should duplicate the output material
and save it as a new track.
"Mono (get mid signal from stereo source)" extracts the mid part from the output
material as the first track, while "Side signal (Stereo) (from stereo source)" extracts the
side part in stereo as the second track. Here, you can also mix both tracks together at
0dB.
Advanced Mid/Side processing
In Samplitude there are additional mono track options available for the behavior of stereo
objects.
Mono (get mid signal from stereo source): Here, you use only the mid component of the
stereo signal used in your mono track.
Left channel only: Here, you use only the left component of the stereo signal used in your
mono track.
Right channel only: Here, you use only the right component of the stereo signal used in
your mono track.
Side signal (mono) from stereo source: Here, you use only the mono side component of
the stereo signal used in your mono track. This way, you can apply all subsequent object
and track effects to the side part as mono effects.
Side signal (stereo) from stereo source: Here, you use only the stereo side component
of the stereo signal used in your mono track. This way, you can apply all subsequent object
and track effects to the side part as mono effects.
Convert side signal (mono) to stereo : Here, you can convert the mono side component
to stereo.
SURROUND SOUND
Surround Sound
(Samplitude Professional)
Samplitude offers several possibilities for mixing audio material in various multi-channel
formats.
One of the pre-requirements is the use of a mixer configured with a surround master
corresponding to the target format. Examples of such so-called target formats are, for
instance, 5.0 ITU, 5.1 ITU or 7.1 SDDS.
In "Project surround setup" (Options > Project settings > Mixer setup > Surround master >
Setup) you can route the channels of the surround master any way you like. The audio
material of the tracks of a VIP can be distributed across the existing surround busses by
right-clicking on the "Pan" button in the track.
Objects can also be routed directly to the surround master and distributed in the surround
panorama irrespective of the track they are assigned to.
The surround panorama module provides four different modes for sorting the signal into the
surround panorama. Various surround effects are provided in the mixer for mixing in multichannel format.
Samplitude also offers 2-channel surround, which can be used for stereo projects and is
based on "Dolby Surround ProLogic". A regular stereo audio card and Dolby Surround
ProLogic compatible receiver/amplifier are sufficient for working with 2-channel surround.
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Besides the channels of the audio track, the mixer of the new VIP now also contains the
surround master in the newly selected surround format (e.g. 5.1 ITU L, R, C, LFE, Ls, Rs).
All mixer channels of the corresponding VIP tracks are automatically routed to the surround
master. The stereo master of the mixer is first hidden; however, you can reveal it again by
clicking the "Master" button in the mixer. You can either route the individual mixer channels
to the surround master or the stereo master.
SURROUND SOUND
Presets
Surround formats that have already been created can be recalled, and newly created
formats can be saved here. The number of surround busses, description, order and
position coordinates of the loudspeakers are saved in a preset. When loading a preset the
corresponding default settings are loaded which correspond to the playback device
settings. When loading a preset, the default values belonging to the preset are applied to
the playback device settings.
Get default
Pressing the button loads the default configuration of the playback devices belonging to
the currently active preset.
Set Default
The current assignment of the surround busses to the playback devices is saved as a
configuration of the currently active preset by pressing this button. This configuration is
then always loaded when the preset is opened.
Channel configuration
Name
Determines the name of the individual surround busses. The abbreviation used in the
following Abbreviation column is then generated from this description. The first letters or
subsequent upper case letters of the words are used for the abbreviation.
Left = L
Left surround = Ls
LFE = LFE
This abbreviation is used in the surround panorama module and for labeling the
corresponding mixer channels. During surround trackbounce the abbreviation is
automatically added to file name of the .WAV files that is to be created.
Median / Frontal
These columns describe the position of the respective loudspeaker in relation to the
median and frontal levels.
Position x / Position y
This describes the precise position of the loudspeaker in a system of coordinates. This can
be edited by entering the value manually. The settings refer exclusively to the loudspeaker
positioning in Sound field" mode.
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Audio device
Assignment of a physical output of the sound card to the respective surround bus. A
default device setting can be saved for every surround preset. Refer to Set/get default.
LFE settings
You can activate a filter for the LFE channel in Project surround setup. You can choose
between a 4-band filter (default setting) and an FFT filter. These filters can be edited by
clicking on Edit.
Cut-off frequency: Determines the cut-off frequency of the high-cut filter.
Dampening: The dampening of the filter above the cut-off frequency is set to 12
dB/octave for the 4-band filter.
Edit: Opens a window to edit the filter settings.
Surround Panning
Now that the basic settings have been made you can proceed to the actual mixing. There
are two methods for mixing audio material displayed in the VIP window into the surround
master.
SURROUND SOUND
Stereo in the Output selection means routing of the object to the VIP track and the
corresponding mixer channel, i.e. track-based surround panning (basic setting). Surround
master means direct routing of the object to the surround bus, i.e. object-based surround
panning.
Object-based surround panning is identified in the VIP object display by the Sur additional
suffix to the object name.
Note: In object-oriented surround panning the audio signal is not routed through the
channel strip of the corresponding mixer track. All settings made here (AUX send, EQ, etc.)
have no effect on this object.
For most applications, an object should be mixed to the surround bus either via trackbased or object-orientated surround panning. However, by pressing the "Ctrl" key whilst
selecting the output you can select Stereo and SurBus in parallel.
Display elements
Starting from the stereo track conception in Samplitude, a two-channel input meter can be
found on the left. Both scales display the mono signal of the mono input signals.
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The level meters of the surround master's channels are on the right side. Only the levels of
the material currently edited in the surround panorama module are displayed.
The loudspeaker channels of the surround setup are displayed as blue dots in the main
panorama window. Their position within the surround panorama field is dependent on the
selected mode. Muted channels are marked with a grey dot. A red dot marks the sound
source that is to be positioned within the surround panorama. Depending on the Pan L/R
settings, these may also be displayed as two dots.
The following additional information can be displayed by activating the options below the
main panorama window.
Name: The loudspeakers are described using the abbreviations determined in the Project
Surround Setup window.
Volume: Level information is displayed with every loudspeaker. This displays the value of
the signal share that is passed on to this bus by the sound source. In stereo modes the
sum of the levels of both sources is always displayed. Holding the "Shift" key and clicking
on a source can briefly display the value of a single source only.
Sound field: The meaning of this display depends on the module used by the surround
panorama module.
Channel: Mutes or changes the level of the bus outputs of the surround panorama module
to the surround busses. Deactivates bus outputs/loudspeakers are displayed as grey dots
in the panorama field.
LFE: Level share of the signal that is reproduced via the LFE channel.
LFE only: The source is routed only to the LFE channel.
Center: This parameter controls the center's share in distribution of a sound source to the
front channels. In certain working environments (e.g. movie soundtrack) it is common to
reserve the center channel window and to mix music and sound effects without a share in
the center. A signal that is positioned exactly in the middle is exclusively reproduced by the
center channel if in 5.1 format with center = 100%. At 0% it is reproduced only as a
phantom sound source by channels L and R. This parameter is often also referred to as a
divergence.
SURROUND SOUND
Pan L/R: Mono and stereo sources can be positioned in the surround panorama module.
The Pan L/R function determines how the mono and stereo signals can be positioned. A
distinction must be made between the types of signal. For more information please read
the chapter entitled Stereo and mono signal processing in surround projects.
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This mode operates with a display of the surround panorama as known from many
digital mixers.
The positions of the loudspeakers are displayed at the outer borders of the usable
panorama. By clicking on the "Soundfield" option, you can visually display the graphical
levels displayed across the surround busses. The level distribution between two adjacant
loudspeakers is performed according to the -3dB law, which states that both speakers
emit a sound source of -3dB at the exact centre location.
Area of application: Simply static 2-dimensional panning, rough localization.
Downside: No precise localization, not suitable for dynamic panning (automation)
Pan law: The value of -3dB is changed with this setting.
SURROUND SOUND
Angle Mode
A sound field is displayed which extends in radial shape from the center of the circle. The
sound source is located on the central axis of this sound field. The loudspeakers are
aligned in a circle. The level shares of a sound source each routed to one channel are
determined by the angle ratio between the sound source and the loudspeaker as well as
the aperture angle of the sound field. If the angle of the sound source and the channel
correspond with each other (i.e. the middle axis of the sound field is pointing directly at the
loudspeaker: angle difference = 0), the level of this channel is highest. If the angle
difference increases, the level of this channel continuously decreases.
Example of use: Good localization of direction of movements (e.g. airplane passing, etc.)
Con: Not suitable for distance panning.
Width: Determines the size of the sound field aperture angle.
Soundfield character (Pan setup): The panning characteristics of a sound field can be
changed. Inver. Log. results in a larger angle aperture and shorter fades between the
loudspeakers. Log leads to smaller apertures angle and longer fade times between the
loudspeakers.
"Const. max. sum. output level" mode: If this is activated, the master level of all channel
outputs of the surround panorama module does not exceed the value entered here. If this
setting is activated in "Angle" mode, level drops in the sound field in the event of
movements are avoided in connection with large aperture angles.
Matrix Mode
The level of the input signal, which is sent to the individual surround busses, can be
entered directly in "Matrix" mode. Entering the values manually after double-clicking on the
numeric field does this.
Dragging the mouse over the level bars whilst keeping the left mouse button depressed
can also change the value. Fine-tuning is possible by additionally holding the "Shift" key
down.
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Example of use: Analytical chores, e.g. for routing after track bouncing or simultaneous
distribution of a signal over several surround channels. Distribution over 3-dimensional
alignments, e.g. 2+2+2 setup.
SURROUND SOUND
mix. The center is additionally fed with a mono signal (R+L). You can activate two-channel
sound for every track in the track info window (track settings parameters).
The surround panning module can be opened by right-clicking on the pan controller in the
mixer window or by right-clicking on the PAN key in the VIP.
A further possibility is to click on the surround control box in the mixer window (only visible
if surround mode is activated).
Select a position for the track signal within the surround room. You can do this by moving
the original signal (red circle) to a different position using the mouse or joystick.
You can automate these settings and all changes.
Pan Setup
The Pan setup window allows you to make further changes to the surround panorama
module. You can open the window by clicking on the Pan setup button in the surround
panorama module, or by right-clicking on the sound source.
Soundfield offset (dB): The set offset is taken into account for sound sources that are
directly positioned and routed to a single surround channel/speaker. For example, signals
traveling from directly routed positions to panning between individual channels that stand
out too much can be balanced.
Soundfield character: (only available in the surround panorama module in soundfield or
"Angle" mode). This parameter is described in the section on soundfield and angle modes.
"Const. max. sum. output level" mode (Pan setup): If this function is activated, the
master level of all channel outputs of the surround panorama module does not exceed the
value entered here. This feature is particularly useful during automation if the source is to
be moved through the room. This allows for balancing of unintended fluctuations of the
master level in the event of position changes.
Link all tracks: Changes in the following settings within the surround panorama module
are always transferred to all tracks of the VIP: sound field offset, level drop characteristics,
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output volume sum constant, center, pan-law/width, LFE level and settings, channel
settings such as level changes or mute.
Copy settings to all tracks: The settings made in this sound panorama module (sound
field offset, level drop characteristics, output volume sum constant, center, pan-law/width,
LFE level and settings, channel settings such as level changes or mute) are copied to all
other tracks once.
Surround Presets
Frequently re-occurring settings can also be saved as presets in the surround panorama
module. The "Pan L/R" mode and settings are also saved besides the position of the
sound source.
Via "Load preset" you can load previously saved presets.
SURROUND SOUND
Parallel: The following applies to stereo signals: The left and right channels are kept in
constant distance from each other and are moved in parallel. The distance between the
two sound sources can be changed when the "Ctrl" key is depressed.
The following applies to mono signals: The original and mirrored sound sources are kept in
constant distance from each other and are moved in parallel. The distance between the
two sound sources can be changed when the "Ctrl" key is depressed.
Stereo thru: For stereo signals, depending on the position of the sound source, the same
level ratios are reproduced on different channels. However, only the left signal is used for all
left channels, and only the right signal for all right channels, and the mono share for the
center and LFE channels.
The following applies to mono signals: No special function, identical with "Mono" mode.
The sum of the levels of both sources is always displayed under each loudspeaker in the
mirror modes (if display active). Holding the "Shift" key and clicking on a source can briefly
display the value of the individual sources.
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Pressing the pan button of the corresponding track in the VIP window can also do this. If
the sound source is now moved during playback, this movement is recorded and displayed
as a curve in the VIP. This curve can be edited subsequently in the VIP using the panorama
mouse mode.
Dynamics
Multi-band dynamics
Advanced dynamics
Room simulator
FFT filter
Dehisser
Vocoder
For surround sound the effects can process up to six channels in parallel instead of only
two as with stereo.
The user defines the number of channels by means of "grouping".
SURROUND SOUND
The surround effects are recalled as normal track effects in the busses. The selection is
limited to dynamics, multi-band and advanced dynamics, room simulator, FFT filter, EQ
and delay. Plug-ins cannot be used.
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If presets are loaded into the presets window, the parameters affect all surround
channels of the group activated in the window but not the surround channels of other
groups.
For dynamic effects (including the multi-band dynamic module) the control signals are
generated from all channels of the group (just as they would be generated from the two
stereo channels in stereo mode).
For the room simulator a group can be any number of channels, irrespective of the
number of surround busses, as mono or stereo impulse responses are used as in the
case of stereo. Details can be found in the section on the surround room simulator.
SURROUND SOUND
First activate the option Surround Track Bouncing by clicking on the "Advanced" button
and then selecting "Active". You can choose between mono and stereo tracks, an
interleaved file (RIFF64) or create an MP3 Surround File. RIFF64 (also known as RF64) is a
format with which you can combine individual channels into a surround sound production
(for example for 5.1) in an interleaved file.
The other settings are selected as in normal trackbouncing.
The abbreviations for individual surround busses set in the "Surround audio devices" will be
added at the end of the selected names of files to be recorded. For example, during track
bouncing a 5.1 surround mix will be divided into 6 mono files with the file name
"mastermix". The following WAV files will be generated: "Mastermix_L.wav",
"Mastermix_R.wav", "Mastermix_LFE.wav". During conversion into stereo files the following
combinations result: "Mastermix_LR.wav"; "Mastermix_LsRs.wav"; "Mastermix_CLFE.wav".
AC3...: Using this button, the Digigram Ecoder for AC3 can be opened. Track bouncing
takes place directly in this program. This option is available only for projects in 5.1 format
with an installed Digigram Encoder. It is also possible to embed other encoders. File-based
transfers can certainly be used. Encoders for CTS, Windows MEdia Pro, MPEG 4, as well
as DSD (SACD Authoring) are all on the market. For more details please contact your
product specialist or our local distribution partner.
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MIDI IN SAMPLITUDE
MIDI in Samplitude
MIDI Options
All global MIDI settings can be found in the system dialog (keyboard shortcut: "Y") under
"System options -> MIDI".
Please read the chapter "System settings --> MIDI Settings" (view page 32).
Set the playback cursor to the position at which the MIDI file should be inserted.
If you import MIDI files, please note that only type 0 and 1 MIDI files are compatible with the
import function. Each file should end with *.MID file extension so that it can be recognized
as a valid format.
The following dialog will be displayed automatically:
Standard MIDI files often also contain tempo information. Samplitude displays this
information in BPM (beats per minute) in a separate section of the dialog. At this stage of
importing, you can decide whether you want to adjust the virtual project tempo to the
tempo of the imported MIDI file.
If you select the option "All MIDI channels in one VIP track", Samplitude inserts the MIDI
object into the currently selected virtual project. The MIDI object that is created contains all
the tracks of the MIDI file.
MIDI IN SAMPLITUDE
To make an individual track available in the virtual project for each MIDI track, select the
option "All MIDI channels in a new VIP track".
If there is only one channel in the MIDI object, settings will only be available for this MIDI
channel.
You can also use the MIDI object editor to quantize the MIDI files in the MIDI object.
Note: These settings influence the MIDI object in real time and not destructively, making
the changes invisible in the MIDI matrix or drum editor.
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MIDI IN SAMPLITUDE
Quantization: While the quantization conducted in the MIDI editor has an immediate effect
on the start position of the notes, a virtual quick quantization takes place. "Absolute" refers
to the absolute resolution of the VIP project, while "Relative" refers to the relative resolution
of the object itself.
Object BPM: The "BPM" field enables changes to be made to the beats per minute, i.e.
the tempo of the MIDI event played. If you enter a higher value than that displayed, then
you will notice the displayed MIDI object will be shorter in the arranger.
If you change the value for the "original", the BPM value will adjust itself relative to the
original tempo.
Mute controllers: Switches the MIDI controllers off.
Mute SysEx: Prevents control via the SysEx files.
Effect bypass: Switches all real-time effects for this MIDI object off.
Link channels: The settings for all channels will be changed simultaneously.
Background color: Lets you change the background color for the MIDI object.
Using the button located below, you can extract the controller curves from the MIDI
object. The MIDI controller will be switched off in the MIDI object, and for each controller
an automation curve (view page 292) will be created.
The "For all" buttons makes sure that the changes to all MIDI objects are transferred to the
track.
Using the "Bar settings" button to determine the beat, BPM, and PPQ of the object.
MIDI editor: Use this button to open the MIDI editor (piano roll) and easily set, edit, and
quantize MIDI events.
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MIDI Editors
Open MIDI Editor
The MIDI Editor is opened by double-clicking on a MIDI object in the project. You can also
start the MIDI Editor for all selected MIDI objects by selecting "MIDI Editor ..." in the "MIDI"
menu or by clicking on the "MIDI Editor" button. Once opened it displays the MIDI files
starting from the currently active position over the length of the object or within the selected
range.
The MIDI Editor always shows the current MIDI object and the current arranger track from
which this object originates. In the field to the right you will see the plug-in activated for this
track.
If no MIDI object is selected, a dialog will be displayed prompting to create an object at the
playback position. You can then select from a menu of predefined MIDI templates located
in the Samplitude program subdirectory "Templates".
Now you can draw in events into the MIDI Editor or record notes via your MIDI keyboard.
Detailed information on MIDI recording can be found in the "Samplitude Quickstart -> MIDI
recording (view page 83)chapter.
Drum Editor
MIDI EDITORS
Score Editor:
Various tools are available for editing, for example, pencil or eraser tool. Exact values for
each MIDI event can also be set in the edit fields via the Piano Roll.
Fundamentally, changes such as moving or deleting notes, always refer to all selected MIDI
events (red) with just a few exceptions. Changes to the selection in a range always apply to
every other range as well. You can, for example, select a group of notes in the Piano Roll
and then change the velocity of these note groups which modifies all selected notes
simultaneously.
Selection of all notes behind click position: "Shift + Alt + Double click"
Selection of all notes: "Ctrl + A"
Freehand draw and extend (front and back) notes: "Alt"
Select next or preceding note: Cursor left, right
Delete events: Right mouse button
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Duplicate: With "Ctrl + D", you can copy selected notes and add these to the next snap
point behind the selection. Activate the quantization grid ("MIDI menu -> Quantization grid
active") to do this.
MIDI functions
The commands in the MIDI Functions menu always refers to all selected notes. If no notes
have been selected, all functions are applied to all notes.
Legato: Notes may be prolonged and played back in bundles.
Shortcut key:
Ctrl + L
Quantize notes (standard): This command conducts standard quantization of the lengths
of the MIDI notes of all selected MIDI objects according to the MIDI quantization settings.
Keyboard shortcut:
Ctrl + Q
Advanced quantization:
Start Q/MIDI start quantization: This command quantizes the start positions of the MIDI
notes for all selected MIDI objects according to the MIDI quantization settings. The grid
view corresponds to the set start quantization value.
Start and length Q/MIDI quantization (start and length): This command conducts
quantization of the start and length of the MIDI notes of all selected MIDI objects according
to the MIDI quantization settings.
Soft Q (quantize approximation): This command includes the current Soft Q level value in
the quantization options.
Q length/quantize MIDI length: This command conducts quantization of the lengths of
the MIDI notes of all selected MIDI objects according to the MIDI quantization settings.
MIDI EDITORS
Quantize note ends to snap: This command quantizes the ends of the MIDI notes of all
selected MIDI objects according to the MIDI quantization settings.
Reverse quantization: With this command, you can reverse all completed quantization
steps.
Hint: "Reverse quantization" is still possible after the saving and loading of a VIP. During
quantization, the distance to the next grid position saved together with the note and
recalculated after "Reverse quantization" is selected. This way the original groove or phase
of a note can be restored even after displacement or copying.
Quantization settings: In this dialog, you can make detailed settings for the quantization
(see below).
Quantize/Reduce controller: Controller values may be quantized or reduced with this
function.
Humanize: This command considers the current "Humanize" level value in the
quantization options.
Mute notes (Mute): Mutes and reactivates notes or selected note groups with a click.
Remove overlaps (polyphonic): Notes may be shortened to avoid any overlaps. Chords
(simultaneously played notes) are recognized and not corrected, i. e. chords are not split
up.
Remove overlaps (polyphonic): Notes may be shortened to avoid any overlaps. This
function forces monophonic voice leading.
Transform sustain pedal into note lengths: You can transform sustain values of events
into notes lengths and represent them in the MIDI Editor.
MIDI velocity dynamics may be accessed as an offline effect via the menu item "MIDI ->
MIDI velocity dynamics settings" or via the MIDI editor menu "MIDI Functions -> Velocity
Dynamics..." , or as a real-time track effect in the track editor.
"Velocity dynamics" is a MIDI effect that edits the MIDI velocity dynamics of recorded and
selected MIDI notes. It can be used in real time as a track effect during playback and for
MIDI-Thru (button in the track editor in the MIDI area for the "Camo" and "Canis" skins),
and also offline via the corresponding menus.
"Velocity dynamics" makes it possible to adjust the MIDI velocity to the dynamics of the
connected synthesizer, i.e. MIDI synths or VSTis, thereby compressing or expanding the
velocity strength of the selected events.
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Each input velocity value is assigned via the characteristic to a specific output velocity. The
characteristic curve may be set linear like a compressor/expander, but other character
lines are also available which represent exponential and sinus/cosine curves.
The Preset field contains a series of presets for different compressor or expander
applications; these may be used to form a basis for individual adjustments.
Ratio (0.10 - 10.0): This parameter describes the level of compression/expansion as soon
as the MIDI input signal reaches the threshold
Threshold (0 - 127): Threshold specifies the level at which MIDI events are adjusted via
velocity dynamics
Inverse: Velocity values above the thresholds aren't processed, but rather only those
values below the threshold
Gain (-128 +128): The gain controller sets the amplification factor for events after they
have been processed by other parameters
Auto: If this option is activated, the gain parameter will be adjusted automatically to reach a
constantly full overdrive (Velocity 127).
Limit maximum and Limit minimum are used to limit the top and bottom velocity ranges
by entering a minimal or maximal possible velocity value into the field.
Offline mode
Offline mode makes the Set fixed button available. If this is pressed, then the selected
MIDI events may be set to the velocity value that is entered in the field next to it.
Change velocity with the random function
On the other hand, the Random variation button may be used retroactively to add
variation to fixed velocity values. In the field next to the button, enter the maximum
deviation value allowed. The velocity values will be altered randomly within the range
specified.
If randomized variation should be displayed in %, then this option must be checked
accordingly. If the Random variation button is clicked now, the selected MIDI velocity
MIDI EDITORS
values will change accordingly. At a lower dynamic in the original material, variation will be
softer than positions with higher dynamics.
Affect only notes within the lim: A check placed here will modify notes with a velocity
within the limit minimum and limit maximum. This enables (for example) all notes with a
velocity of 100 to be set to 77 or only notes above velocity 100 to work with random
variation.
Note: By setting the limit minimum and limit maximum to the same value, a fixed value
may be set for the velocity for real-time use.
Bypass: This button enables velocity dynamics to be bypassed
Quantize to grid
Irregularities when recording the pattern can be evened out. Samplitude offers audio
quantization as well as MIDI quantization.
Details about audio quantizing can be found in the menu reference Tempo -> Audio
quantizing wizard (view page 653)".
Recorded MIDI events can be set to the exact note start and note length values using MIDI
quantization. In addition, you can vary quantization using additional parameters like "Soft
Q", "Swing", or "Humanize", adjusting quantized MIDI notes to the musical properties of
each song.
The quantization functions can be found in the arranger menu "MIDI" and MIDI editor menu
"MIDI functions".
The settings for MIDI start and length quantization can be found in "MIDI -> MIDI
quantization settings" or "Grid quantization value" and "Length" fields of the MIDI
editor's toolbar.
The grid view in the MIDI editor corresponds to start quantization value (Q raster). If you
also hold down "Alt", then the grid will temporarily be disabled.
Clicking the "Quantize" button at the top right in the MIDI editor conducts a standard
quantization of start positions for all selected MIDI objects according to the MIDI
quantization settings. If no notes are selected, then all notes will be quantized.
Keyboard shortcut:
Ctrl + Q
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The beat names in the quantization grid depend on the beat signature that is set. The blue
lines depict the effective Q snap as well the velocity level (bar height) for groove templates.
Note: The beat signature in the quantization dialog is independent of the tempo map.
MIDI EDITORS
Quantization settings
For precise specification of the global grid and quantization options, a separate dialog is
available to you in the MIDI menu under "MIDI quantization settings":
This dialog can also be accessed in the MIDI editor via "MIDI functions -> Quantization
settings" or by right clicking on the "Quantize" button. This dialog displays the main view
depending on the settings in the quantization area and the respective quantization snap
points.
Quantization settings - Preset
You can select different presets:
5-tuplet: Quantization occurs in fifths
Magnetic quantize: The "Q window" value is set to "50", i.e. only 50% of quantization
will be considered. Only those events will be quantized which are located within a range
of 25% of the snap range to the left and right of the grid point.
Soft quantize: The "Soft Q" parameter is set to "50", i.e. quantization occurs at a half
interval between the current position and the next grid point.
Swing: The swing parameter is set to "75", i.e. in contrast to the binary rhythm, which
features a "swing" value of "50", inclined/un-highlighted counting times will be set to
delay. This highlights the "swing" feeling.
Triplets: Quantization occurs in thirds.
16th offbeat: The quantization grid's timing is moved back a 16th note
8th offbeat: The quantization grid's timing is moved back a 8th note
"New groove" and "More life for hi-hat" provide groove templates
Of course, you can also set your own values and save them as a preset.
Quantization setting - Q snap / Q length
Both fields for "Q snap" and "Q length" match the fields in the MIDI editor's toolbar. The
settings for grid and length quantization are also located here. The value "#" in the length
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parameter couples the length quantization value to the respective raster quantization value
that has been set.
Quantization setting - N-tuplets (8, 5, 7)
The Q grid also provides n-tuplet quantization values (for thirds, fifths, and sevenths). If, for
example, 7 is entered, the grid will be adjusted for septuplets. The count will be divided
into 7 subsections for quantization. A thirds snap is indicated by a "T" behind the number.
Quantization setting - Groove template
Groove templates enable a rhythmic pattern to be applied to selected MIDI events or audio
objects. Groove templates adjust the selected range of a recording to reflect a certain
musical grid. This is used to design static MIDI patterns a little more lively, to quantize audio
drum loops, or to realize special metrics like dotted snap values. It's also possible to set a
rhythmic pattern as the basis for the MIDI pencil. Besides the position, the velocity values
and the note lengths may also optionally be changed with a groove template (MIDI only).
A groove template makes a freely definable snap grid possible. Normally, it has a length of
one to four beats and is repeated cyclically. The length of the groove templates is,
however, essentially freely definable. For example, a snap grid based on the bass drum
track of an entire song could be created to work with the MIDI drum pencil to draw in a
bass that plays along with it exactly. The length and start of groove templates is always set
to full beats.
The snap grid may be selected from the groove template selection box, whereby binary,
triple, and dotted dotted note values will be available.
If a you have selected a groove template, the "Snap/Quantization value" field of the MIDI
editor will indicate "Grv".
The MIDI editor can be used to create new groove templates yourself by selecting the
MIDI events intended to serve as the template and then accessing "Edit -> Create groove
template as selection".
In this case, the groove template will be quantized to whole beats. So if a groove template
is to be created with a length of 2 eighths, set a 2/8 beat signature first.
In addition to each note start position, the note length and the velocity in the groove
template will also be saved. In the file selection box, give the groove template a name. The
groove template will be active immediately and appears in the list of snap quantizations.
Groove velocity (appears only for groove templates): The groove velocity indicates in %
how much the velocity information affects the groove template.
Groove note length (appears only for groove templates): The groove note length
indicates in % how much the note length information affects the groove template.
MIDI EDITORS
Note: If a groove template is selected, then the parameters "Swing" and "Offset" will be
deactivated and grayed out.
For audio objects, groove templates may be created by specifying the transients (AQ
markers) for the audio object intended to serve as the template via "Tempo" and then
accessing the "Create groove" function. The range of the groove template that is to be
created may also be limited by an active range. In this case, all AQ markers within the
selected object area will be included.
Once the groove template has been named and stored in the folder "FX-presets/Grooves",
it will be available in the future as a preset in the groove template selection box.
Quantization setting - indicates beats/beat signature
The desired beat signature and number of beats to be displayed. The display window will
change accordingly.
Quantization setting - Q threshold
The parameter "Q threshold" may be used to slightly vary quantization by excluding notes
from quantization that are very close to the next quantization value.
Quantization setting - Q window
"Q window" refers to the interval to the left and right of a grid point; events will be
quantized within this range. No quantization will take place beyond this, and for this reason,
the events outside of this window will remain at their position. The quantization area is
dependent on the values of the parameters "Q raster" and "Q threshold".
Example: Snap: 4 max. window: 4
100: The Q range covers the entire area between the grid points on the quantization
grid. All events will be quantized
50: The Q range covers half of the quantization interval. Events with gaps of of the
grid width left and right of the grid point (1/16 note values in this example) are quantized
0: No Q range -> quantization off
Select notes within the Q range
This button activates a display of the selected events which will be quantized for the
currently set Q window size of the quantization range (Q range). The affected events are
displayed with a red outline.
Click in an empty area in the MIDI editor to deselect.
The smaller the window size for the quantization area is, the fewer events will be included in
quantization. The Q range and the graphical velocity display function help, for example, to
assign a lower velocity to all offbeat notes.
Quantization setting - swing
Set swinging, ternary playing with this value. This way you can enter the division for an
uneven/unaccented grid points.
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50: "50-50/1:1" division. The uneven/unaccented eighths are exactly half way between
the even eighth notes (even, binary playing method)
67: "67-33/2:1" triplet playing method. The beat is split up into three counts, whereby
the note is assigned 2 beats (67%) and the off beat note one count (33%)
75: "75-25/3:1" division. Here, for example, a pointed eighth and a sixteenth is created
from two eighth notes
Quantization - Offset
The value range in this parameter stretches from -100 to +100. By changing the offset
values, you move the whole quantization grid. Select a negative value for the offset, and the
quantization grid will be moved by t he corresponding value to the left, or forward in time. If,
on the other hand, you select a positive offset value, you will set the quantization grid by
the corresponding value to the right, or backwards in time.
A value of -100 corresponds to a shift of half a grid length to the left, +100 corresponds to
a shift of a half a grid length to the right.
Quantization setting - humanize
The "Humanize" parameter creates another variation option, i.e. notes are able to be
assigned according to the randomization principle up to a specific interval to positions
around the exact quantization value. The setting occurs in % of a 16th note. The value
specified therefore determines the possible interval between the quantized notes and the
exact quantization value.
Quantization setting - Soft Q
This value sets the strength or "Soft Q" value of the quantization.
100 moves the event precisely to the quantize grid point
"50" shifts the event to the middle between the current position and the quantization grid
point,
0 means no movement -> Quantization off
"Soft Q (quantize approximation)" (in the arranger menu "MIDI" and MIDI editor menu
"MIDI functions") considers the current "Soft Q" value in the quantization options in contrast
to "Note" and "Start" quantization.
In contrast, quantization commands "Quantize notes (start and length)" and "Start
quantization" always proceed with 100% strength. This corresponds with a Soft Q setting
of 100.
Note: Use the keyboard shortcut for the approximation of soft quantization and hard
quantization. This allows approximation of soft quantization and hard quantization to be
switched flexibly, without having to adjust the quantization options each time.
Standard quantization
Determine the type of quantization that should be applied as the standard quantization by
pressing the "Quantize". The selection includes:
MIDI EDITORS
Undo quantization/reset
With the help of the round arrow buttons, you can undo/redo the last quantization made.
In this case, the counter-clockwise round arrow serves as the "Undo quantization" function,
while the clockwise arrow serves as the "Redo quantization" function.
Reset MIDI quantization: This function resets all quantization processes.
The "Standard settings" button provides the option of resetting the preset values:
Q threshold: 0
Q window: 100
Swing: 50
Offset: 0
Humanize: 10
Soft Q: 25
The play cursor shows the scope of the current octave in which the following entries take
place. Now you can enter MIDI notes step by step via your keyboard. Note length and step
length can be specified using the length quantization value. The most important keyboard
shortcut for entering MIDI notes using step recording:
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TAB
: One step forwards (set pause)
SHIFT + TAB
: One step backwards
CTRL + Arrow up/Arrow down
: Entry octave upwards/downwards
CDEFGAHB
: Note entry in current octave position
SHIFT
: Enter chords
As long as you hold down the "Shift" key, you can enter different notes without the cursor
jumping. Use this approach to create chords.
Of course, you can also enter notes in "Step recording" mode using your controller's
keyboard.
This mode can be manually switched on and off by clicking the "Cell" button beside the
horizontal scroll bar. "Cell edit" mode gives you an alternative view of the MIDI events:
Notes are displayed as cells. In this case, the actual note lengths for the individual events
are no longer considered. You can specify a unified display width of all events a lot more
by setting the raster quantization and length quantization values in the MIDI editor's
toolbar.
The intensity of color of the individual notes increases with velocity strength for larger
velocity values, the event is displayed in dark blue, and events with little velocity can be
recognized as light blue.
"Cell edit" mode provides a better overview for display of MIDI percussion instruments
(see Drum editor (view page 239)), since these often appear as short, explosive events.
Display is limited to the most important information, note starting points, and velocity.
Velocity mode
If you click the "Vel" button next to the "Cell" button, the view switches to "Velocity" mode.
Velocity strength is longer displayed like before (with different color intensity of events).
"Velocity" mode keeps the events in the same color. The respective velocity can be
recognized by the height of the event representation. You can change the event's velocity
by dragging the mouse to the upper edge of the respective event. In all mouse modes
(except for "Delete"), the velocity can be changed by directly clicking without having to
switch to the controller editor.
MIDI EDITORS
The Piano Roll is easy to recognize thanks to a picture of a keyboard on its left edge. The
pictured MIDI events are each assigned to the corresponding pitch on the keyboard.
Note representation
Notes which are not selected within the editor are displayed in blue. The color's intensity
symbolizes its velocity. Velocity increases with darker/stronger color.
Selected notes are displayed in red. Here too, a more intense color symbolizes increased
velocity
Current event: Selected events appear in bright red with a red border. The properties of
the currently selected events are displayed in the edit fields above the piano roll. If an event
is selected with the mouse, it turns into the current event.
Velocity colors: Unselected notes (blue), selected notes (red) and current events (red with
border) in the piano roll.
You can also determine the colors of tracks or MIDI channels via the "Options" menu in the
MIDI editor. If no colors have yet been set, randomly selected colors will be selected for the
track color representation in the MIDI editor.
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MIDI EDITORS
Drag events horizontally: Click the left half of the selected events. This turns the mouse
pointer into a horizontal double arrow. Now drag the selected events horizontally on the
timeline. The dragging step length is specified by the snap value settings.
Drag events vertically: Click the right half of the selected events. This turns the mouse
pointer into a vertical double arrow. Now drag the selected events vertically in pitch.
You can temporarily remove the snap and freely drag the event by holding "Alt".
Relative snap for dragging operations ("Options -> Relative snap dragging"): If these
option is active, the interval between events to the next snap position remains for event
dragging. This makes preferred implementation of instrument groups easier to rearrange.
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Drum Editor
After opening the MIDI Editor (double-click on the MIDI object), switch to the corresponding
field
in the Drum Editor by clicking. Instead of the piano keys to the left, you now see a list of
drum instruments.
Note: If a drum map is active in the Arranger track (recognizable by the word "map" in t he
MIDI area of the Track Editor), the Drum Editor is loaded automatically when the MIDI
Editor is loaded.
Drum Editor track box: In the individual track boxes of the Drum Editor you can
individually adjust MIDI channel, grid, quantization length, display width in cell mode and
velocity scaling for each drum instrument in %.
Velocity scaling: The velocity value of each note is multiplied by the V value/100 and
adjusted to the MIDI velocity between 1 and 127. Scaling is audible, however, it is not
visualized further. Scaling is audible, but is not visualized further.
Cell Editing Mode: (view page 236) When the Drum Editor opens, Cell Mode activates by
default. In addition, you can individually set the display width for each track box in the Drum
Editor.
Mouse modes
The following modes are available for editing events, just like in the piano roll:
Selection mode (1): You can use this mode to select drum events, move or change the
length of one or several events simultaneously.
Draw pencil (2): In this mode you can draw drum events. If quantization is also activated,
they snap to the grid immediately when you enter them.
MIDI EDITORS
Drum pencil (3): This mode also entails a draw function. However, the quantization length
is also taken into account when the events are drawn.
Pattern pencil (4): This mode allows you to draw entire drum patterns (or melody
patterns). If you want to create a new pattern, you have to select it first in "Selection" mode
and press the keys "Ctrl+P" simultaneously, or go to menu "Edit" in the MIDI/Drum editor >
Create pattern from selection". If you have created a preset pattern, you can start drawing
at any position. The lowest note in the pattern is then the pitch you are drawing.
Velocity tool (5): This mode allows you to mark events and change the velocity values of
all selected events in relation to each other. Absolute values are entered when you hold the
"Shift" key, i.e. all changed events receive the same velocity value.
Eraser (6): This tool lets you delete events with a single mouse-click.
Zoom mode/magnifying glass (7): Sketch a rectangle to zoom in. The left mouse button
is used to zoom in, the right one is used to zoom out.
Velocity
If this button is active, the bar height is used when displaying the velocity value of the note.
In all mouse modes (except for "Delete") the velocity can be changed by directly clicking on
a note without have to switch to the controller editor.
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Drum Maps
A Drum Map assigns certain qualities to the different drum instruments of a MIDI Drum Kit.
Besides key assignment for pitch, the export note, the MIDI channel and the quantization
are defined.
The "General MIDI" map is used by default to distribute drum kits.
You can set the Drum Map in the Drum Editor by selecting the "map" field in the desired
Drum Map. You can also open the Drum Map under in the Track Editor under "MIDI".
It may be the case that your synthesizer, VSTi or the drum computer do not refer to the
GM map, but to a different mapping setup. If this is the case, you will hear a different sound
than you expect when playing the drum events (for example, a tom drum instead of a bass
drum). It is recommended to create a correct Drum Map for the current playback device.
For this, select the command "Create new Drum Map) and assign the individual
instruments to the corresponding pitch or key assignments of your MIDI keyboard. The
quantization options and MIDI channel options can be defined individually. The newly
created Drum Map must be saved, and will then appear in the selection menu.
Note: A Drum Map is already available for the MAGIX Synth ROBOTA PRO. If you embed
ROBOTA into your setup, please select "ROBOTA PRO" as your Drum Map.
MIDI EDITORS
Pitch: This parameter indicates the incoming MIDI note. The value cannot be changed, so
the pitch always corresponds to the input note.
Instrument: Here, you can name each corresponding percussion instrument.
Grid: Here you can determine a grid for the start point of the Drum Events individually for
each instrument. Leave the value set to "Global", and the globally set quantization value in
the tool bar will be adopted.
Length: Here you can determine a grid for each instrument for the length display of Drum
Events. Leave the value set to "Global", and the globally set quantization value in the tool
bar will be adopted.
Output note: With this entry, you determine the note value each drum instrument, or the
incoming MIDI note in the "pitch" field" will be "mapped".
Channel: For each instrument you can set a defined MIDI channel. The value set here
disables the channel setting in the MIDI track.
Note: In addition, you can set detailed quantization settings (view page 229) for each
instrument in the Drum Map Editor using the "Quantization options" button.
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Controller Editor
The Controller Editor is found underneath the Piano Roll or the Drum Editor and can be
hidden or shown using the Short key "Alt + V".
If you position the mouse below the horizontal scroll bars, the mouse cursor will turn into a
vertical double arrow. Pull it up to magnify the Controller Editor view.
With the Controller Editor you can display and edit up to 4 different MIDI Controller curves
simultaneously.
If you click on the arrow of the Controller slots, you have the choice of the following
Controller types:
Velocity
Pitch bend (Bend the note pitch, just like with the pitch bend wheel of a keyboard)
After touch (pressure on the key after the first strike to control additional parameters,
which you can determine in the MIDI playback device)
Program change (Selection of program change for assigning preset sounds of the
corresponding MIDI device)
with a continuous controller numbered 0-127. Controller types available for each object
are marked in this controller selection with a star floowing their name.
MIDI EDITORS
The velocity values are shown in the Controller Editor directly under the corresponding
notes as vertical bars. The height of each bar represents the corresponding note velocity
strength. With increasing velocity, the color intensity of the bars also increases. Selected
events appear red in the Controller Editor.
The values of all other controllers will appear in Controller Editor as ramps. Here, too the
height of the ramps and their color intensity represent the last defined value of each event.
The length of the represented ramps reached to the next varying event. Selected event
ramps are also represented in red.
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MIDI EDITORS
If you click a position on the controller editor and start drawing horizontally, two red vertical
lines will appear. The first shows you the starting point of the selection and the second
displays the end point. All events which are locate within the limits are now selected and
displayed in red.
You can also select individual events by clicking the respective bar.
Additional combi tools editing options:
Click on the bar end: The controller value can now be adjusted by dragging vertically. If
you hold the "Shift" key down while dragging, all of the selected events will be set to the
same value.
Alt + Drag (with the pencil): This activates freehand drawing, and the mouse cursor
becomes the pencil. By dragging in the respective controller range, you can create detailed
envelopes, ramps, and grades.
Shift + Drag (with the cross hairs): This activates line drawing and the mouse pointer
becomes a cross hairs. By dragging horizontally, you can create envelopes, ramps and
grades, or set all of the events to the same value.
Draw freehand:
MIDI EDITORS
This activates line drawing; the mouse pointer becomes a cross hairs. By dragging
horizontally, you can create envelopes, ramps, and grades.
Via Single click, you can create a new ramp which reaches up to the next controller event.
Hint: If you edit velocity, no new notes are generated; existing velocity values are only
modified by dragging and clicking the events.
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MIDI EDITORS
When the List Editor is opened and activated for editing, it has a narrow red border. This is
to make clear that certain functions, e.g. select next/previous event (cursor keys) or the
Select all (Ctrl + A) command, refer only to the List.
Working with the List Editor: The List Editor does not only display Note Events, but also
MIDI Controller and SysEx data. These controllers and messages can be hidden and even
filtered by checking the appropriate "mute" box.
Double-clicking on a SysEx entry in the list opens a simple Editor for viewing and editing
the SysEx information.
A Note On and a Note Off (or a Note On with velocity 0) events belong to each note. These
are always selected in pairs and edited. You can show and hide Note Off events by
checking off the checkbox underneath the editor.
You can create new events in List Editor directly at the cursor position using the "Insert"
button.
The values of the last selected notes are valid for the edit fields channel, byte1 (pitch), byte
2 (velocity), time and length.
If you would like to edit only certain events specifically, the List Editor offers various display
filters. These are small check boxes above the List Editor columns. If you check off a box,
the color will switch to blue and the corresponding display filter will be activated.
The display filter refer to the editing fields MIDI event, MIDI channel, pitch and velocity.
MIDI EDITORS
Example: Select a note and then click on a display filter of the pitch column to only display
events of this pitch. All other events will now be faded out.
Display filters can be combined with one another. This way, you can, for example filter out
and display all Control Change events of type 10 (pan) to MIDI channel 1. Then, you can
select all matches will "Select All" (Ctrl + A) and edit together in the editing field or delete
with the "Del" key:
equals
not equal
larger or equal
smaller or equal
The filter functions listed above relate to the selected event kinds like "Note On" or "Ctrl
Ch". In this way, you can, for example filter out all notes with a velocity of 40 or lower.
In a MIDI editor which is already open, you can include additional MIDI objects by clicking
on them while holding down "Shift".
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MIDI EDITORS
The MIDI editor always shows the current MIDI object and the current arranger track from
which this object originates. In the field to the right you will see the plug-in activated for this
track.
New MIDI events will always be placed into the current, the displayed object. The current
line of notes will be considered in "Score" mode.
If you click on the arrow next to the object or track indicator, you will see all MIDI objects or
MIDI tracks contained in the "MO editing" mode listed one under the other. The current
object or track will have a check mark next to it.
By selecting notes or MIDI events or by clicking using the pen tool, the corresponding
object becomes the current object. The current note line in the score editor will be
automatically reset.
You can also copy and insert MIDI notes between multiple objects.
The current object area can be highlighted using the button behind the object selection
field. Areas lying outside the current object will be grayed-out and the notes of other
objects will be paler, but still selectable.
In MO editing you can activate a display filter for the current track. Data from other
tracks is then greyed out or made invisible. If you also activate the option "Hide filtered MIDI
data" from "Options" in the MIDI menu, MIDI events that are not current will be invisible.
Note: If score editor is activated, only the velocity values of the current note line are
displayed in the controller editor.
In representing notes, the note system of the active track will be highlighted using blue note
lines.
MIDI EDITORS
Score Editor
(Samplitude Pro)
The Score Editor displays the score of a MIDI track in realtime. If you move or extend MIDI
data, these changes are immediately reflected in the score. If you insert a new note in the
score editor, a corresponding "MIDI note on" event is immediately created.
Each track can contain a maximum of 48 staves. During multi-object editing across
multiple tracks, the score from the systems of each track are compiled together. The
staves of a track can be used as an instrument or instrument group within a score. The
entire score can be obtained by using the multi-object editing feature and showing all MIDI
tracks in the score editor simultaneously. A vocal excerpt can be obtained by showing the
track of the desired instrument only or an instrument group in the score editor.
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Please note: Only the notes of the currently active system are displayed in the velocity
editor if notes and velocity are parallel. The red bar mark indicates the currently active
system.
The linear height of the range of the note view can be modified. To do so move the line
between score and piano roll (matrix) with the mouse.
The horizontal section can be set above the scroll bar, parallel to the matrix view of the
MIDI notes.
In "Linear" mode details can no longer be displayed correctly if you zoom out horizontally
as the note symbols overlap. It may then be necessary to reduce the size of the notation
symbols (+- buttons on the right). Despite the no longer correctly displayed details,
zooming out can still provide you with a good overview, particularly in large scores.
Samplitude can adjust the notation symbol sizes automatically at the selected section. To
do this, please select "Automatic zoom" in the score menu.
Page view
"Page" mode displays the notes just like on a musical score sheet, which also serves as a
print preview. Here you can select notes and allocate them to voices/systems and delete
them, although you cannot move them with the mouse or pen.
"Score editor page" mode
MIDI EDITORS
Page view is not only useful for preparing a score sheet (e.g. for titles, borders), but also for
editing longer sequences. The stave break allows you to display considerably more bars
than with the linear display. Scrolling in full view mode: use the vertical scroll bar to scroll
from page to page.
"Page" mode as print preview: You should first change the page format (in the "Score
Properties" dialog) to the paper format of your printer before setting up the page for printing
as the display depends on the page format. You will then see your score exactly as it will
be printed.
Score sheet
The automatic conversion of MIDI data into a score is usually sufficient for editing MIDI
data, since efficiency is required instead of a perfect, ready-to-print display. However, it
may still be sensible during editing to adjust some of the display options. The display
options can be found in the "MIDI score properties" dialog, which you can open by clicking
on the corresponding button.
Score settings: Open this dialog for notation system and page
properties.
Presets are also located here. These are preprogrammed standard settings for certain
instruments or instrumentation such as strings, piano, or orchestra. Selecting a preset
improves the score display and its readability:
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MIDI EDITORS
Before
MIDI EDITORS
Delete notes
You can delete notes by
selecting them and pressing the "Del" key or
by clicking on them with the eraser (or the right mouse button).
Insert notation symbols
Key symbols can be inserted at the current cursor position by pressing the corresponding
key symbol in the active system.
Delete notation symbol
Notation symbols such as key and pitch cannot be selected as they are meta information
for the notation display and no MIDI Events have been allocated to them. They can also be
deleted by clicking on them with the eraser (or the right mouse button).
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MIDI EDITORS
This representation may be correct; however, it is illegible and somewhat confusing. Why is
that? The MIDI events contain very precise information about the start of a note and its
length and pitch, which has to be taken into account during playback. It may influence the
groove of a song if the notes are always slightly shorter than sixteenth notes. If this were to
be displayed correctly in the notation, the score would be unreadable as in the example
above. The MIDI events also do not contain information on whether the gap between two
notes is a real pause, its harmonic correlations (pitch), and the characteristics of the
dynamic sequences. This is why automatic processing of notation always differs from what
would be ideal. Samplitude includes a number of automatically and manually controllable
functions for making it easier to read the notation. The reworked version of the above score
excerpt illustration shows how big the difference can be.
,
to move the selected notes one line higher on a stave, and correspondingly on "Assign to
lower system"
,
to move the selected notes a line lower. This results in the note being connected to the line
(independently of the MIDI channel or pitch). This manually set allocation can be undone by
clicking on
MIDI EDITORS
to ungroup them.
Note: You can only move notes within the stave of the corresponding track during "Multiobject editing".
When transcribing a MIDI piano recording, splitting the notes into a two-line piano system
using the split point is recommended. This specifies that the notes above the split point
pitch belong in the upper system and that the other notes belong below it. The positions
where individual notes are placed incorrectly can be corrected easily by assigning the notes
manually with a click on the desired system.
Automatic assignment of notes to a specific staff is flexible. Either the MIDI channel of the
note event, the pitch, or even a combination of the two can make up the criteria. This
permits simpler and faster distribution of MIDI notes in the score line.
Example: It's often the case with some standard MIDI files that the notes of a particular
piano piece's lower system have a different MIDI channel than those of the upper system's
notes. Let's assume the right-hand notes are on channel 1 and the left-hand notes are on
channel 2. In this case, set up two note lines for the system in the note system settings.
The easiest way to do this is with the "Piano" preset. For the first note line, set the MIDI
channel allocation to "Ch. 1" in the "Channel" selection box and "Ch. 2" for the second
note line. Deactivate assignment by pitch by setting the split point to "0" (compare with
MIDI score settings dialog (view page 259)).
The rules for assignment are as follows:
If the "Automatic system allocation" option (preset) is set for the note, the note lines will be
played through until the MIDI channel corresponds with it and the pitch is over or equal to
the split point.
Note: It may happen that some notes are not shown at all that's because they haven't
been assigned to a system yet.
Multi-voice notation
Up to two independent voices can be annotated for each staff. The voices differ in the
direction of the note stems: the first voice is always with the stem pointing upwards, the
second with the stem pointing downwards. Pauses are displayed individually for each
voice.
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Multi-voice notation can simplify the score considerably and enable multiple instruments or
parts to be displayed in one note line together.
Mono-voice display
Multi-voice display
You can set the voice by selecting the notes and clicking:
MIDI EDITORS
Voice allocation via the MIDI channel can be practical for displaying standard MIDI files with
multi-voice piano pieces, e.g. if the right hand voices are set to the first and second MIDI
channels and the left hand voices are set to MIDI channels three and four. In this case,
apply the following settings:
Note: If there is no MIDI channel selected for voice allocation, only one voice will be
annotated (if manual voice allocation does not occur).
Note: The affected note system settings are always applied to all MIDI objects situated on
the current track. The page format settings apply to the entire VIP project.
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Display quantization
Using the display quantization ("Quant." column) you can set the rhythmic rate of the note
display, independently of the actual quantization. This way you can display a freely
imported and unquantized track in one sixteenth notes. Set "Quant." to the lowest value in
the sequence of the note value. For a sequence that contains one sixteenth notes as the
lowest value, select the setting "16th", not "64th" notes. A quantization display that is too
fine can result in an unreadable display.
The display quantization does not have any influence on the playback of notes, but rather
adapts the note display to a grid. That is, the actual recording (the MIDI files) are not
changed, unlike the quantization function in the MIDI editor.
MIDI EDITORS
Interpretation options
None of the options have any influence on the MIDI files or playback. An adjustment only
occurs with regard to the note display.
Simplified length display (interpretation)
Displays pauses and slurred notes in such a way that the score is as legible as possible
without influencing playback.
Display without active interpretation options; Display quantization is set to one sixteenth
Original
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Original
MIDI EDITORS
Notation symbol
Clef
There are four clefs available in Samplitude: violin, bass, tenor, and alto clef. Samplitude
differentiates between base key and key change. The base key can be set up for every
system in "Score settings" (and applies to all MIDI objects on the current track). A key that
you enter via the toolbar will be interpreted as a key change. Key changes are possible any
number of times in a song and also within beats.
To add a clef, activate the note line into which the key should be inserted by clicking on the
staff signature to the left.
Position the play cursor at the desired insert location and click on the key you want in the
toolbar. The key will be entered musically rather than graphically.
Example: For a key change at position 10:01:000 (the beginning of bar ten), the key
symbol will be displayed at the end of bar nine just as it corresponds with the notation
rules.
Key changes can also be deleted by clicking on key symbol with the eraser (or the right
mouse button).
Beat signature
The metric and beat signature symbols are created automatically from the tempo markers
of the VIP project.
Beat changes are also possible at complete beat edges. Create a beat count measure
marker with the new signature (e.g. 6/8) at the desired position via "Tempo -> Tempo/Beat
marker (view page 648)". If there are no beat count measure changes, setting the bar type
of the piece (e.g. 3/4) in the transport control is sufficient.
Lead sign
Enharmonic change
Samplitude sets the sharps and flats according to the key description you selected. It is
often the case, however, that enharmonic change can considerably optimize the legibility of
certain passages. In this case you can act manually. To change one or more selected
notes enharmonically, click on the corresponding button. The function transforms flats into
sharps and vice versa.
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Samplitude automatically creates the layout of the score and provides optimal division of
note lines and systems on the page. You only need to specify the page size, orientation,
and page borders.
Scale score size (%): Scales the size of the note symbols for the printout. However, the
display of the score influences the position at which a line or page break occurs.
Set a value smaller than 100% to get more beats/systems onto one piece of paper.
Set higher values to 100% in order to keep larger note symbols on the printout.
Furthermore, you can make entries for tempo notation, composer, and an extra text field.
Similarly, you can choose which layout elements should appear on the page (check boxes
for beat numbers, page numbers, and texts).
Print notes
Activate the print process in the "Score -> Print score" menu or via the "Print" button. The
print dialog window will appear which has been adjusted to your printer or printer drivers.
Depending on the printer, there are various options like the selection of pages you wish to
print and the number of copies. Make sure that you have set up the same paper format for
MIDI EDITORS
the printer as for the page mode, otherwise the printout may be scaled and the page ratio
changed.
The following items won't be printed; they are only visible on the monitor:
The lines which highlight the page borders on the monitor
Mouse pointer
The color display of the currently selected notes and playback areas.
When printing a file (e.g. as a PDF file with a special printer driver), please note that you
have to activate the option "Save fonts in document" in the printer driver so that the
notation symbols will be displayed correctly in the document.
Tips
In complex arrangements it's recommended to use two separate versions of a song for
sequencing and for note printout. This way you can change the MIDI events for the note
display any way you like without influencing its playback. You may have to increase or
decrease the length of a note in order to display the correct note value or the correct
pause. Furthermore, it can be advantageous to remove warblers, ghost notes, and other
playful effects in order to be able to print the musical idea in more simplified form. This
manipulation, however, does affect playback. If you work with separate versions for
sequencing and note printout, you are not forced into making any compromises.
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Not every stave editing application processes all MusicXML elements correctly, so it may
become necessary to manually correct drawn-through bar lines later, or to regroup curly
braces for "parts".
If you create your composition in Samplitude, you should set score settings here in order to
be able to edit and navigate more easily through the score view. You can then continue
editing the score in order to optimize the layout and notation in the familiar environment of
your stave editing application.
Converting to MusicXML format has the advantage (unlike standard MIDI file format) that
many manual settings and optimizations of the score (e.g. number of scores, key, voice
allocation, pitch, etc.) remain the same.
MIDI EDITORS
Play/Stop
Close MIDI editor (discard changes)
Space
Esc
File
Import MIDI
Export MIDI
Ctrl+I
Ctrl + E
Edit
Undo
Redo
Cut
Copy
Insert
Duplicate
Select all
Create pattern from selection
Delete selected MIDI data
Delete all MIDI data
Select next event
Select previous event
Ctrl + Z
Ctrl + Y
Ctrl + X
Ctrl + C
Ctrl + V
Ctrl + D
Ctrl + A
Ctrl + P
Back, delete
Ctrl + Back, Ctrl +
Del
Arrow right
Arrow left
MIDI functions
Legato
Quantize notes
Ctrl + L
Ctrl + Q
Options
Scroll mode
Show event list
Show velocity/controller editor
Play clicked notes
Quantization grid active
Show quantization grid
Quantization options
MIDI object editor editor
Audition panic-end played edit notes
F
Alt + L
Alt + V
Alt + P
Ctrl + G
Alt + G
Alt + Q
Ctrl + O
Ctrl + F
Mouse mode
Selection
Draw
Drum (draw)
Pattern (draw)
Velocity change
Delete mode
Zoom tool
1
2
3
4
5
6
7
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8
9
M
Arrow right
Arrow left
Up arrow
Arrow down
Alt + Arrow down
Alt + Arrow up
Alt + Arrow right
Alt + Arrow left
Page down
Ctrl + Page down
Page up
Ctrl + Page up
Ctrl + 1
Ctrl + 2
Ctrl + 3
SOFTWARE-INSTRUMENTE/VST-PLUG-INS/REWIRE
Software-Instrumente/VST-Plug-ins/ReWire
Samplitude provides the option to integrate software instruments according to VSTi
standards or via ReWire into a VIP and these can then be controlled via the internal MIDI
functions and editors.
Software instruments can be accessed as audio track inputs and as mixer channels. In this
way, the audio signals of a VST instrument can be further edited with all options offered by
the mixer, including the EQ, effects, and routing.
VST instruments offer sample-precise timing of MIDI events. The maximum number of
plug-ins is only limited to processor performance. You can increase the number of applied
VSTs almost unlimitedly by using the integrated freeze function
The first time the program is opened, a search for existing instruments and plug-ins is
executed when the track settings are opened. Here, not only are all the plug-ins imported,
but they are also checked for their usability within the program. This search is only
necessary once, the next time it is opened, the track settings will be opened immediately.
Tip: If you have problems with your current configuration, you can reset all paths and
installed instruments or plug-ins. To do this, delete the "VSTPlug-Ins.ini" file in the
Samplitude folder. All paths will have to be newly entered. Plug-ins which were removed
from the program prior to this will still be shown again.
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In the audio section of the track editor: "In" slot -> instrument outputs
In the playback device context menu, (right click on "Mute" -> MIDI -> New
instrument)
Plug-ins slot -> VSTi in the track editor
SOFTWARE-INSTRUMENTE/VST-PLUG-INS/REWIRE
Select the track for which you wish to load the effect.
Open up "Plug-ins" it it is not yet visible.
Now click on the little arrow next to the plug-in slot.
You can select any plug-in from the menu.
Mixer
Open the mixer using key "M" or the mixer button.
Click on the small arrow next to the insertion slot of the desired track.
Now select a plug-in from the corresponding submenu.
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Additionally, you can route audio output channels from software instruments to any VIP
track. MIDI (send) and audio (return) of a software instrument can, but don't have to be
present together on one track. Samplitude offers full freedom for individual routing
configurations.
When installing a software instrument, the "Routing for multi-channel instruments"
dialog opens up. This is also available via the VSTi manager under "Routing settings".
Note: You can specify via the "Advanced options" button that this dialog is always
displayed when inserting a new software instrument into a track or also when adding a
track for individual output in the VSTi manager.
Simple mono or stereo software instruments can be completely installed in the current
track. Thus, the track sends MIDI to the instrument and receives the audio signal from the
instrument. Select the "Simple: Audio and MIDI together in one track" configuration.
Now all audio signals will be routed to the current track where the instrument has been
opened. In this case, multiple outputs are mixed together before the mixer effects. You can
specify in the advanced options that only the first stereo output is routed to the current
track.
Multi-timbral: Route audio on separate track separate from MIDI
Several MIDI tracks are typically used for so-called "multi-timbral synthesizers" which can
play several sounds on different MIDI channels simultaneously, whereby each controls a
specific sound program (part) on a specified MIDI channel. You can specify in the
advanced options that only the first stereo output is routed to the current track.
Furthermore, you can hide the audio return track in the arranger. This setting is useful if
individual outputs of an instrument are controlled by a single MIDI file and therefore do not
contain objects or information in the arranger window.
Multi-channel: Create multiple new tracks for single instrument outputs
Choose this option if you would like to automatically create new tracks for all VSTi audio
outputs. The newly created tracks are named accordingly. The mono/stereo configuration
is taken over from Samplitude (Standard).
SOFTWARE-INSTRUMENTE/VST-PLUG-INS/REWIRE
Note: Individual outputs can also be routed subsequently to separate tracks. To display
hidden tracks in the arranger window again, please use the Track manager (view page
131).
Extended options:
Stereo/Mono (standard): Information delivered from the plug-in is used for routing.
All mono: This option forces individual outputs to be treated as mono outputs.
All stereo: This option forces individual outputs to be treated as stereo outputs.
Combine audio/MIDI (tracks send MIDI, too): Activate this check box to automatically
route the MIDI output of each individual track to this instrument.
Hide instrument output tracks in arrangement: All newly created output tracks of this
instrument are hidden in the arranger but still appear in the mixer window. This setting
should be used if an instrument's individual outputs are controlled by a single MIDI file, and
therefore do not contain objects or information in the arranger window.
Hint: Please note that a virtual synthesizer's audio output can usually be created, edited,
and mixed in the same track as the MIDI data the instrument is receiving. Among other
things, this results in a double use of the volume fader which, on the one hand, controls
velocity or MIDI volume (CC7), and on the other, controls the audio level. These are not
identical parameters. For instance, you can include a MIDI instrument played with high
velocity quietly in the mix and vice versa. You can, therefore, optionally assign the volume
fader differently. To do this, right click on the track's volume fader.
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By activating the option "VST MIDI out recording" on a track (right click on the record
button), you can record all received VSTi MIDI out data in the corresponding track. Select
the instrument output of the VSTi to be received.
If MIDI Thru (view page 83) is activated, this signal can also be routed to another VSTi/VSTFX or external MIDI device. By right-clicking on the "Mon" button in the transport control,
activate the "Automatic MIDI monitoring (Thru)" function.
After recording, conduct a track freeze in order to visualize the waveform of the recorded
track. If you now again remove the check mark in front of the VSTi output with a right click
on the record button in the track box, the routing connection to the sending VST
instrument will be removed.
SOFTWARE-INSTRUMENTE/VST-PLUG-INS/REWIRE
Now search for the track which should be fed the corresponding individual
output. The assigned output then appears in the plug-in slot of the target
track.
Alternatively, you can also route directly to the track box of the arranger:
To play the output of an already loaded (or installed) instrument on a specific track, rightclick on the record button of the track, go to "Instrument outputs" and select the output
of an instrument available in the project you want to sound on this track by adding a check.
Several outputs of an instrument can also be used simultaneously in one track. You can
even combine the outputs of several different instruments into one track.
Deactivating the instrument outputs works the same way. Remove the instrument output
by removing the check in front of the corresponding output in the "Instrument output"
submenu.
Please note that you can also use the entire routing options of the mix engine. You can
route any track containing the return of any instrument to any bus, AUX bus or master.
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The graphical interface opens by default. In case of ReWire instruments, the ReWire client
application will start.
SOFTWARE-INSTRUMENTE/VST-PLUG-INS/REWIRE
Once the automation of the selected parameters is activated, the automation curve will be
displayed in the project track for editing. You can automate parameters during playback
using appropriate bar faders.
The parameter selection is saved for each plug-in so that the next time you use the same
plug-in the same parameters are used. This way you have the advantage that every
frequently used parameter of the corresponding instrument is available immediately after it
has been opened.
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fitting for Delay Plug-ins in Economy Tracks or for bouncing of Economy Tracks. This
option is also recommended for all plug-ins that produce audio independently of their input.
Note: A continuous calculation, even of empty or still tracks, takes place in the Hybrid
Engine. This function can be deselected in the global performance options by checking of
the option "Deactivation of empty or still tracks under ASIO - ASIO Silence Economy".
No automatic copying: This option prevents automatic copying of plug-ins when you split
or copy objects.
Load/Save patches/banks: You can save an instrument's settings and sounds. The
standard formats for this are: *.fxp for patches or *.fxb for whole banks. Several
instruments possess their own patch/bank format. Some instruments have their own
patch/bank format; settings are then loaded and saved directly via the instrument's
interface.
Set parameters randomly: Use this function to set all parameters of an instrument to a
random value. For synthesizers, this option can lead to surprising results and provides
interesting results for sound design thanks to random generation of new sounds. You
should note, however, that parameters can only be set when they are accessible via the
interface. With some very complex virtual synthesizers, like, for example, modular systems,
some parameters may not be modifiable using this option. Please note that due to the
random placement of various parameters, very extreme sounds can be generated. This
may lead to no sound being produced at all or extremely loud volumes and frequency
ranges being reached. For this reason you should keep an eye on the preview volume while
experimenting with this function.
Automate next parameter: The next parameter which you change during playback will be
recorded as automation. You can also do this by holding "Ctrl + Alt" while you click and
change the parameters with the mouse.
Learn hardware controller: Activate this function to learn your hardware controller.
1.
2.
Grab and move the plug-in element that you want to learn
Move the element on the hardware controller you selected
SOFTWARE-INSTRUMENTE/VST-PLUG-INS/REWIRE
ASIO drivers ("Options menu -> System/Options -> Audio setup -> Driver system")
Activate global record monitoring in the transport control ("Moni" button)
Activate the monitoring button for the track (loudspeaker symbol)
Software monitoring or mixer monitoring ("Options menu -> System/Global audio
options -> Audio setup -> Monitoring settings")
Tip: You can also select monitoring mode by right clicking "Record monitoring" on the
transport control.
Latency: Please note that a system-dependent delay between pressing the key and
hearing the sound occurs when you play virtual software instruments. This so-called
"latency" time is mainly determined by the buffer size which is set for the ASIO drivers. To
play in an acceptable manner, we recommend a buffer size of max. 1024 samples. This
corresponds with 23ms at 44.1 kHz. For many users, however, a latency of 3ms (i.e. 128
samples) is optimum. Please note that the CPU load also increases at a lower buffer size.
The "live" delay only occurs when an instrument is played, playback latency of an already
recorded MIDI track over a virtual instrument is automatically compensated by Samplitude.
Since software instruments are fully integrated into the program's audio engine, the signals
can be routed, mixed, and equipped with plug-ins any way you like. Limitations apply
depending on the monitoring settings selected when inputting VST instruments.
Hint: Please note that monitoring effects during input requires that "Track FX monitoring"
mode or "Mixer FX monitoring/Hybrid Engine" be activated.
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This dropdown menu can be used to easily step through the presets of your instrument.
These presets can also be selected using the instrument window's Program menu.
If your MIDI input device can send Program change commands, you can also directly
select programs of this instrument. The program slot is automatically updated in the track,
so you have an overview of the program all the time.
Sidechain input
At the track and master level of a correspondingly equipped VST/MAGIX plug-in (e.g. ammunition), as well as in advanced dynamics, you can activate the sidechain and specify one
or more of the previous tracks as the sidechain input(s). In the tracks which were set as the
sidechain signals, the track name of the fed track will appear in the AUX section above the
Send Level. Internally, a sidechain bus (AUX bus) is created.
Right clicking on the AUX send button selects this as "Sidechain send".
The "Sidechain Solo" function bypasses the corresponding effect and only the input of the
sidechain is played. When closing the plug-ins dialog, the "Sidechain solo" function is reset.
The command "Sidechain filter" opens a parametric equalizer that may be used to edit the
sidechain signal.
Detailed information on the sidechain function can be found in "Effects -> Dynamics ->
Advanced dynamics -> Dynamic parameters (view page 460)".
Freeze plug-ins
Software instruments and effects plug-ins require considerable computing power during
playback. Therefore, please use the "Freeze" function to temporarily release the CPU
power for tracks which contain plug-ins. You retain full control over the track's MIDI
objects, and these can be restored (unfrozen) at any time.
To freeze a track, select "Track -> Track freeze" (shortcut: "Alt + Shift + F"). All MIDI objects
and associated audio objects from the audio return tracks will be replaced by a 32-bit
stereo audio object. Any existing automation data and track effects are already included in
this freeze object.
SOFTWARE-INSTRUMENTE/VST-PLUG-INS/REWIRE
Later, select Track -> Track unfreeze ("Ctrl + Shift + U") to change the original MIDI data
that was "frozen". The instrument returns to the state in which it was "frozen".
The instrument on this track will be deactivated and removed from the disk. The "frozen"
state of the instrument will be indicated using ** symbols at either side of its name.
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AUTOMATION
Automation
Samplitude provides lots of comprehensive automation possibilities at master, track and
object level. You can enter automation movements at track and master level in realtime or
draw them manually in the automation track. The created automation data are visible as
controller movements in the corresponding bus or as a curve in the automation track. An
unlimited number of automation curves are available on each track. The volume automation
curve is set to +0dB in the middle of the track. Upper track edge corresponds to +6 dB.
In the "Automation" menu or in the track editor, select the corresponding button by clicking
to determine whether track or object automation should be displayed.
The "Automation" menu or right clicking on the automation button in the track editor also
allow automation parameters to be selected, which can be operated with the automation
controls in the track editor. Alternatively, you can draw in the curve of the selected
parameter using the pencil tool in "Draw automation" mode.
The following dynamics automation settings are available at track level: volume, panorama,
AUX sends, EQs, and plug-in control elements.
At object level, you can automate the volume, AUX sends, and VST plug-ins.
Volume, panorama, EQs, VST plug-ins, and MIDI controllers may be automated on the
master level
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3. To start recording automation, press "Play". Now all of the changes you make to the
selected control elements will be recorded in real time.
The automation data that is created can be written over, edited, and copied at any time.
You can draw fine steps in the curve if you hold down "Shift".
Note: If you want to move curve points which were already created and selected vertically
only, create a lock against horizontal movement by holding down "Shift". You can now
move the curve points in 0.01 dB stages. You can deactivate the fine grid to make drastic
changes by holding down "Alt".
Automation modes
The automation modes define how automation data should be saved or displayed. You can
set the automation mode for each channel/track. By right clicking on the automation button
in the mixer channel, you can select different automation modes. Clicking this button
toggles between the last activated mode and "Read" mode. "Copy to all tracks" applies
the currently selected automation mode to all tracks/channels. Select "Write only existing
curves" to apply the automation data to existing automation curves only.
Off mode
All automation functions are deactivated in "Off" mode, and all already written automation
sequences are ignored.
Read Mode
All recorded automation parameters are played in "Read" mode. The automation button is
usually set to this state.
AUTOMATION
Touch mode
In "Touch" mode, automation data is only recorded as long as you touch the selected
control element with the mouse or touch it from your external controller. Automation
recording is stopped when you release the corresponding key. Once released, the control
element will move back to the previously recorded position. You can set the fader return
time in the "MIDI controller automation" dialog in "Settings -> Time constant for user
entry". The " MIDI controller automation" dialog can be accessed by right clicking the
automation button in the track editor.
Latch mode
In "Latch" mode automation files are written starting only from the first touch of the control
element or the external controller. As soon as the corresponding button is released, the
automation is written to the last value until playback ends or another mode is switched on.
Overwrite mode
In overwrite mode, automation data is recorded right away, as soon as playback begins,
independent of whether the fader is moved or not. Automation is written until playback
ends or another mode is switched on. This way, you can quickly overwrite a previously
recorded automation curve.
This mode is available only for the currently active, selected curve.
Trim mode
"Trim" mode is only available for volume automation. For other automation parameters,
"Trim" works just like "Touch" mode.
"Trim" mode allows you to move existing automation data relatively. The volume controller
for a channel is first set to -6 dB, regardless of the value the current automation data has.
The fader display that shows the value relative to the changes (fader value box) will show
the output value as -0.0 dB.
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When trimming a range, new automation points will be set at the range's edges. If you
move a fader for a relative volume adjustment during playback, the relative adjustment will
be recorded. You can see the current difference to the previously recorded value in the
fader value box and in the tool tip.
If you select the "Grid option affects automation curve points" (System options ->
Program -> General), then you can set automation points during moving to the values set
for the grid.
This mode is useful is you want to keep the existing automation movements, or increase or
decrease the overall level.
In "Trim" mode, automation data is only recorded as long as you touch the selected control
element with the mouse or touch it from your external controller. Automation recording is
stopped when you release the corresponding key. Once released, the control element will
move back to the previously recorded position.
You can set the fader return time in the "MIDI controller automation" dialog in "Settings
-> Time constant for user entry". The "MIDI controller automation" dialog can be
accessed by right clicking the automation button in the track editor.
AUTOMATION
Object automation
At object level, you can automate the volume, AUX sends, and VST plug-in parameters.
To conduct the object-based automation, first select an object. Then, select "Show object
automation" from the automations context menu and select an automations parameter in
the lower section of the context menu. You can select object volume as well as object AUX
sends as well as all VST plug-ins embedded in the object for automation.
and draw the object-based parameter changes directly with the pen tool into
the object.
Master automation
Volume, EQs, VST plug-ins, and MIDI controllers may be automated on the master level.
The master section of the mixer also provides automation buttons for volume automation of
the stereo sum.
To make the master track visible in the arranger as well, right click the automation button in
the master channel. Select the option "Display master track in arranger". The arranger
will now feature a track outlined in blue and the name "Master". This track can also be
automated in the arranger.
The master track may also be made visible via the track manager in the arranger window:
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Open the track manager via "Manager" and place a check next to "Arrangement" for the
"Master" track name.
AUTOMATION
This command displays a color palette for you to specify the color of the active curve.
Edit curve Copy, insert, delete
The activated automation curve can also be copied, pasted into other tracks and deleted.
Delete all curves
This command deletes all automation curves of the corresponding track.
"Track automation" mode
Specify the track automation mode here.
MIDI controllers
This launches the "MIDI controller automation (view page 292)" dialog.
Use the following commands to determine the display of the automation curves:
Do not display automation
With this option, you can deactivate the display of the automation curves for all tracks.
Display track automation (default setting)
If you select this display option, only the track automation will be displayed.
Display object automation
If you select this display option only the object automation will be displayed for all tracks.
Display selected curves only
Views only the selected curves for the corresponding track. This helps to keep an overview
if several automation curves have been created.
Display unselected curves (cannot be activated) Default setting
The unselected automation curves are also shaded, but can now be activated with the
mouse.
Display unselected curves (can be activated)
The unselected curves are also shaded, but can now be activated with the mouse.
The last section of the context menu lists the ranges that are available in event of
automation of the corresponding track of an object automation parameter.
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Editing curves
Edit curve Create...
Opens the Curve generator (view page 291).
Edit curve Invert
This command inverts the activated automation curves.
Edit selected curves Thin out
While recording, the automation events are placed in very short intervals. The command
"Thin out" reduces the number of curve points. The course of the automation is then
displayed and reproduced even more accurately.
Edit curve Inactive
Use this command to deactivate the selected automation curve. The curve remains intact,
but will be displayed as a dotted line and will not longer affect the corresponding
parameter.
Edit curve Curve color
This command displays a color palette for you to specify the color of the active curve.
Edit curve Copy, Paste, Delete
The activated automation curve can also be copied, pasted into other tracks and deleted.
MIDI controllers
This launches the MIDI Controller Automation (view page 292) dialog.
AUTOMATION
Curve generator
This menu item opens the Curve generator.
Curve generator
The curve generator will create a volume curve for you that is beat based and pulses
according to eighth, quarter, half or full notes. You can enter a minimum and maximum
value or define delay values as an option for the beat-based envelope curve calculation.
After you have opened the option "Create...", a selection dialog appears where you can
define the shape of the automation curve more accurately.
Beat based: With this option the form of the automation curve follows the beat of the
arrangement.
There are 4 basic patterns available for the beat based automation curves: 2 saw-tooth
shapes, rectangle, and triangle. These shapes are regularly run through the video
(visualized) in time with the beat and control the intensity of the activated effect. On the left
side of the dialog you can adjust whether the automation curve basic pattern is to be
performed once per eighth, quarter, half, or whole note.
Options: (see "Curve generator - options for beat-based calculation") An additional dialog
can be opened to control the style and intensity of the influence of the beat on the
automation curve (see below).
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AUTOMATION
Normalize first: This function normalizes the level of the audio object before the object is
scanned to create an automation curve.
Create curve points only in the selected area: If this option is selected, curve points will
be generated only in the area previously defined in the arranger.
Shifting moves the entire curve. This lets you create interesting off-beat effects.
AUTOMATION
Ctrl + Shift + A
Under "MIDI controller name" or "Contr". Nr." You will find the selection menus for all
available MIDI controllers for the selected track. These MIDI Controller slots can be set up
individually for each track.
A MIDI Controller can be assigned to a free slot in the name field according to the general
MIDI name specifications (for example, volume, panorama, or LSB Bank Charge) or
according to its number (0-127) in the number list box.
If you select "MIDI controller (according to general MIDI nomenclature)", you will see the list
of controllers according to GM standard in the selection menu of the "MIDI Controller
Name" field.
For the external C console program a pre-defined name list is similarly available for
selection.
MIDI controllers (sorted by numbers)
MIDI controller (according to general MIDI designation)
MIDI controllers for C console
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AUTOMATION
Settings
Detailed information on automation curve settings and MIDI controller can be found under
"Automations/MIDI controller settings" (view page 296).
AUTOMATION
drawn curves.
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AUTOMATION
In Curve edit mode you can directly draw, move and delete curves with a double click.
The mouse cursor switches between a Hand or Moving tool. If your mouse is not directly
above the curve, you can select an area of automation points using the calculation tool.
In Object / curve mode you can also create new points on the curve, move and delete
curves with a double click. If you move away from the curve using your mouse, you will
automatically switch to object mode, in which you can move objects and edit the start &
end position, the fade-in & fade-out phases, and the object volume.
Detailed information about curve modes can be found in "Screen elements -> Toolbars ->
Mouse mode bar (view page 71)"
You can now move or copy objects together with your curve points.
Note: If you only wish to move or copy the curve points, follow the instructions above and
simply delete the objects once moved/copied. The curves remain intact.
To copy the curve points, simply use "Curve edit" mode and drag out a rectangle by
moving the mouse from right to left over a curve while holding down the mouse button,
then copy the curve points with "Ctrl + C" and insert them into a different track at the
current play cursor position with "Ctrl + V".
AUTOMATION
Visual refresh time: The frequency of redrawing can be adjusted using the VIP refresh
time input box.
VST automation resolution (samples): Time constant (in milliseconds) for sending current
controller data: When starting playback, the controller data is transmitted after this time has
lapsed if its value changes (within the frame of 7bit MIDI resolution). During playback, the
VST controller values are exported at this rate and sent to the corresponding VST plug-in.
During playback the VST controller values are retrieved within this time gap and are sent to
the respective VST plug-in.
Send controller data: Activates or deactivates global transmission of MIDI controller/data.
Show received data automatically: The curves in the project window can be updated
automatically. The redraw frequency can be adjusted via the "VIP refresh time" window.
Automatic track mapping for new MIDI controller
Here you can set to what extent new MIDI controllers should be automatically allocated to
tracks.
The following options can be chosen:
None
Only tracks with active option "Recording/Update of MIDI controller"
All tracks with the same input device
Current track + MIDI channel (C-Console mono tracks)
Current track + MIDI channel (C-Console stereo tracks)
Detailed information on the first tab of the dialog ("Automation/Controller") can be found in
the "MIDI controller automation (view page 292)" chapter further above.
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SYNCHRONIZATION
Synchronization
Synchronization is of considerable importance to an audio system, since it is necessary to
align playback and recording speeds of different system components with another.
Samplitude can be configured to act as master or slave within a synchronization system.
As a master program it generates the necessary timing information required for other
system components; as slave Samplitude receives the timecode data which it follows
during playback or recording.
In a synchronization system there are also other important parameters, i.e. the
synchronization format and the unified "language" required for smooth communication.
Clock on digital systems
Sound cards with only analog in and outputs use the PC's reference clock only. As soon
as digital signal flows are processed, e.g. via ADAT, SPDIF, or MADI, it becomes important
to define a clock reference within the total system. The clock signal is transferred via
Blackburst, Worldclock, or the digital input and can be received by the playing or playback
computer. There are also external devices like converters or mixers that provide a clock
reference. In such systems, there can be only one master but several slaves. The purpose
is to set the digital audio stream to a synchronized beat basis und thereby prevent
crackling. The settings have to be made in the corresponding sound card or on your
external device.
Time-related synchronization of projects
For larger setups it may be necessary to link different audio systems and video systems.
This will enable them to orient themselves with the behavior of the master, and the
timecode information (transport and progress) is implemented correspondingly.
Synchronization in general
Synchronization Methods
In the synchronization format you will find slave device information about the start position,
start and stop signals and, in extended formats, the precise timing information, which are
continuously transmitted.
Samplitude understands and transmits the synchronization formats MIDI-Clock, MIDI
timecode (MTC) and SMPTE.
MIDI clock
MIDI clock only contains the SPP (song position pointer) and the start/stop signals. There is
no continuous timing information embedded in the MIDI clock signal, nor is this
transmitted. This type of synchronization is principally therefore only suitable for starting
and stopping. The greatest drawback of this type of synchronization is the fact that
Samplitude can verify though whether the audio tracks are played back in full sync, but
MIDI clock does not provide further continuous time information to allow the internal
position to be compared with the external signal.
SYNCHRONIZATION
You can use this type of synchronization if your system combination shows no timing
changes.
MIDI time code (MTC)
If you require a reliable integration of the MIDI tracks of an internal sequencer into
Samplitude's audio tracks, use of the MTC format is recommended.
MIDI time code or MTC includes so-called time information in addition to the MIDI Clock
signals, although only start synchronization occurs in Samplitude. It is therefore important
that both systems have a word clock or are connected to any other type of digital audio
clock. This helps to successfully avoid drifting.
Chase lock sync
If tempo fluctuations occur, Samplitude can make corrections in slave mode that ensure
time-precise synchronization. This function is called "Chase lock" and can be activated in
the synchronization dialog. This option should always be used, if an element involved in the
synchronization cannot be clocked centrally via Blackburst, Worldclock or a digital input
and Samplitude is the slave. This is the case, for instance, if the timecode is on one track of
a multi-tape device. If you systems are linked via a digital audio clock, you should not use
chase lock. However, please note that the recording is resampled in real-time according to
the timecode fluctuations if chase lock is activated. This results in a higher CPU load and
possibly undesired changes to the audio material if it is played later with a different
timecode reference.
Samplitude supports real "Chase lock" synchronization, i.e. audio playback can be
controlled by an incoming timecode signal (MC or MTC). Not only the starting point of the
audio playback is controlled externally, so is the playback speed as well. Samplitude is
therefore capable of following analog tape devices or VCRs that always have some slip for
longer periods.
MIDI machine control (MMC)
This is a signal for controlling external controllers that support the MMC format. Samplitude
can also be remotely controlled via MMC commands from an external controller or mixer.
APP (ASIO positioning protocol)
As part of the ASIO driver architecture, an SMPTE or MTC equivalent timecode can also be
transmitted via the digital connection (SPDIF, ADAT) or special interfaces of the sound card
(LTC, video burst), so that no additional MIDI connection is required for this type of
synchronization. Samplitude thereby precisely follows the input signal of an external source.
The ASIO driver of the audio device has to support this feature.
MIDI synchronization
Open the synchronization window to change the synchronization setup.
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Menu: Options
Keyboard shortcut: Shift + G
This window is for customizing the synchronization according to your requirements. The
two available formats are MIDI clock and MTC (MIDI time code). While SMPTE is used in
combination with MTC, Samplitude principally only understands the digital MIDI time code.
SMPTE is an analog time code format that cannot be understood by the computer. It
requires translation. Generally, a MIDI interface driver converts the SMPTE signal to MIDI
time code.
Master Synchronization
Samplitude supports MIDI clock and MIDI timecode output.
Sync output is directly linked to audio playback so that no delays occur between
Samplitude and external devices, even with long tracks.
In this case you should use a virtual MIDI router for internally linking the programs.
Wherever possible please use MTC -25 frames/sec. as, unlike with MIDI clock, no
tempo changes have to be taken into account.
If Samplitude is running as master, please set the FX factor to 1.0.
For best synchronization stability, please deactivate the virtual memory if possible.
SYNCHRONIZATION
speed if "Chase lock" is activated. This enables Samplitude to follow the sync of analog
tape machines or VCRs for quite some time (which always have a certain amount of lag)
without delay.
By entering the "sync velocity", you can influence the speed of the tempo adjustment. The
greater the sync velocity, the faster Samplitude will follow sync master tempo changes;
however, this also means that the pitch fluctuation in the audio material is greater.
Only use values greater than 100 if Samplitude does not synchronize precisely in standard
cases.
MIDI clock input device: Select the driver via which Samplitude should receive for MIDI
clock synchronization.
BPM: Enter the tempo at which you want to receive the MIDI clock.
MIDI clock output device: Select the driver via which Samplitude should send for
synchronization MIDI clock.
BPM: Enter the tempo at which you want to send the MIDI clock.
MTC input device: Select the driver via which Samplitude should receive the MIDI
timecode.
MTC output device: Select the driver via which Samplitude should send the MIDI
timecode.
Chase lock sync active: Activates chase lock synchronization.
Sync velocity: The greater the sync velocity, the faster Samplitude will follow a sync
master tempo changes; this also means that the pitch fluctuation in the audio material is
also greater. Only use values greater than 100 if Samplitude does not synchronize precisely
in standard cases.
When using the hardware pitching feature, chase lock synchronization uses direct access
to the sample rate of the sound card in 1 Hz steps. This achieves particularly precise
synchronization without additional CPU load. However, this feature has to be supported
specially by the sound card.
Sample-precise reference timing: Samplitude takes the time position of the sound card
as the clock reference (timer) and not its own internal timer. This achieves synchronicity of
the recorded audio material with the sync signal.
SMPTE settings
Type: Select a suitable frame rate, e.g. 24 for video/movies, 25 for PAL video and audio
synchronization, 30 for NTSC video.
Preroll frames: Here you can enter a frame number that Samplitude will ignore before
synchronization starts. This will ensure that analog devices first require a certain time to
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While playing a range in Samplitude, the MMC device stops once the end of the range is
reached.
Transport window only controls external device
If you activate this option, the transport control no longer controls playback and record
directly within the program, but rather the external MMC device. Play, stop, fast forward,
fast rewind, and rewind no longer have a direct effect on playback in Samplitude. The
SYNCHRONIZATION
"Record" button starts recording in Samplitude in synchronization with the playback of the
MMC device.
Use space bar to control external devices: If this option is activated, the MMC device's
start and stop commands are controlled with the space bar.
Advanced options
Input MIDI device: Set the MMC device which Samplitude receives.
Output MIDI device: Set the MMC device which Samplitude sends to.
MMC input ID: Enter the Samplitude MMC input ID here.
MMC output ID: Set the input ID of the MMC device you wish to control remotely.
List of implemented MMC commands
Supported receive commands
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Send commands
SYNCHRONIZATION
Synchronization examples
1. Synchronization using an external hardware sequencer. Samplitude is the master.
To synchronize Samplitude with an external hardware sequencer (drum computer,
Groovebox, etc.), you first have to select the type of synchronization. As these external
devices usually use the song's tempo or rhythm-dependent information, they are often
synchronized using MIDI clock. In this case, impulses are passed on from the master to the
slave. These control impulses are transmitted for each quarter note. Their number per
quarter is always identical. The tempo information is always clear, since the impulses do
not occur in absolute time units but are rhythm-dependent. This ensures the tempo
synchronization of the two units that are to be aligned. Of course, the same tempo (more
or less) should be set to both units from the beginning. The MIDI song position pointer is
another important MIDI clock synchronization tool which provides information on how may
control impulses have already been transmitted. You can therefore start at any position of
the sequencer. The same position for both synchronization units is guaranteed.
Note: The size of the MIDI song position pointer is limited to 1024 bars (4/4 beat). After
this, no further synchronization via MIDI clock is possible; connected slave devices simply
stop. In this case, connected slave devices remain still.
First, ensure that your external hardware sequencer supports synchronization via MIDI
clock as slave. Next, connect MIDI OUT of the master (MIDI OUT on the MIDI interface of
the computer running Samplitude) to the MIDI IN of the external hardware sequencer. Now,
set the hardware sequencer to "Slave" mode. Please refer to the instructions of the
respective device to set this.
You will now notice that the transport control and tempo setting of the hardware sequencer
are deactivated. It will now receive data from the master, i.e. from Samplitude. The device
receives this information from the master now (Samplitude).
Now, open the synchronization window in Samplitude and activate the MIDI clock output
-> MC output active option. Next, select the MIDI port that connected to the slave
device. Select the tempo you would like the external hardware sequencer to run at.
This does not necessarily have to be the tempo of your Samplitude VIP project, but in most
cases it is sensible, since the bars in the Samplitude arranger window will correspond with
the bars of the hardware sequencer. Now, if you press play in Samplitude, the external
device runs in sync with the tempo of your VIP project.
Note: Please also observe that the Transport window only controls external devices
option must be deactivated if the device that is to be controlled cannot process MIDI
machine control data (MMC), since the transport keys neither control Samplitude nor the
external sequencer.
2. MIDI clock synchronization using an external device. Samplitude is the slave.
In principle, it makes sense to choose a master within a group of devices with the most
stable timing. In most cases, this would be Samplitude. Of course, you can also set
Samplitude as slave, e.g. if the main parts of a production are prepared using an external
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hardware MIDI sequencer and Samplitude is only used as an additional audio device, or if
the sequencer only permits MIDI clock synchronization as a master.
The following should be observed: Unlike a MIDI-only device, Samplitude can contain audio
files which might need adjusting. This is only possible using the Chase lock sync (time
adjustment by resampling) -> Active function. However, if the timing of the master is
inaccurate, this may result in audible pitch fluctuations.
Note: This function should only be used if no common word clock is available. If a common
word clock is available, synchronization variations will be created.
To synchronize via MIDI clock as slave, connect the MIDI OUT of your external device to
MIDI IN of the MIDI port selected in the synchronization settings. Now select MC Input
active in Synchronization/MIDI clock input and enter the tempo of the external
sequencer.
Samplitude is now operating as the slave. Unlike many other hardware sequencers,
Samplitude does not deactivate the transport keys but listens to the incoming master
commands. Please ensure that the external device is switched to master synchronization
(many devices also call this Internal sync mode with Sync Out activated). If you start the
external device now, the VIP project in Samplitude starts, too.
If Chase lock sync is active, the fluctuations Samplitude has to even out are displayed in
the bottom right arranger window. If your external sequencer is set to a different tempo
than from Samplitude, this will attempt to adjust to the incoming tempo by changing the
playback tempo relative to the initial BPM after starting the sequencer. However, this can
take up to several bars and results in clearly audible pitch fluctuations. It is best to ensure
that you are working with the same tempo in both synchronization units.
3. MIDI time code (MTC) synchronization using a second software sequencer.
Samplitude is master.
Samplitude can be synchronized with another software sequencer or hard disk recording
system. If supported, MIDI time code synchronization is particularly suitable for this.
The advantage of the synchronization method is that it is independent of a song's BPM
entries. Rhythm and beat-dependent changes of tempo are therefore no longer a problem
within a project, since communication now takes place via time values. In accordance with
the SMPTE code this is divided into Hours:Minutes:Seconds:Frames (format: 00:00:00:00).
Frames are the smallest SMPTE units. They originate from movie technology and state the
number of images per second (e.g. 24 frames for film, PAL: 25 frames for video).
If Samplitude is to be synchronized only to audio data and not to movies, then any frame
rate can be selected. However, it is important that the same frame rate is selected in both
devices.
The second software sequencer can be running on the same machine as Samplitude or on
a different one. However, there are certain things to be observed when running two
sequencers simultaneously on the same computer. First, you need to make sure that the
applied audio driver(s) are able to simultaneously address several sound card outputs,
SYNCHRONIZATION
since two audio applications cannot address one driver output at the same time.
Alternatively, you can also use two different audio outputs.
Similar applies to the MIDI interface required for synchronization. In this case, the MIDI port
is usually opened by one program, and other applications are then denied access. Two
MIDI interfaces linked together can also be used. There is a more elegant solution: Small
auxiliary programs (Hubis Loopback for Win 95 & Win 98 or MIDI Yoke [www.MIDIox.com]
for Win 98, Win NT, Win XP) install several virtual MIDI ports on the computer that can then
be linked together.
To synchronize with the software sequencer via MTC and use Samplitude as master, start
both programs first. Now connect the MIDI output of the MIDI port used by
Samplitude with the MIDI input of the system to be synchronized, or patch this virtually
using an auxiliary program.
Next, select the corresponding MIDI port in Samplitude's Synchronization/MTC output
window and activate the MTC output. On the slave, select the corresponding slave or
receive MTC option. This setting is independent of the program being used. Activate the
active MIDI IN port. Ensure that the same frame rate is set for both systems. Now, if you
start playback in Samplitude, the slave system will follow and sync with the master.
Important: Always observe that the sync start position of the slave system is identical with
the start position of Samplitude. If SMPTE Sync start cannot be set for the other
sequencer, you can also enter the starting time of the other system in Samplitude at
Synchronization/VIP start time/SMPTE offset.
4. MIDI time code (MTC) synchronization using a second software sequencer.
Samplitude is slave.
This method is generally the same as in point 3. However, the master/slave setting has to
be reversed, i.e. MIDI OUT from the other sequencer to Samplitude's MIDI IN.
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Please ensure that the video files included in a project are identical in terms of dimension,
aspect ratio, and frame rate. If possible, use only videos that work only with keyframes and
without interframes (DiVX or MPEG are not very suitable).
The video soundtrack is loaded into the project, MPEG-2 sound is then converted into
WAV format.
You can move or cut video objects just like all other objects, but no fades will be used. It is
possible to edit a video using source/destination cut commands.
When working with many single bitmap files, it is good to keep in mind that these will be
loaded completely into RAM and not successively read from the hard disk.
Video Options
Show video timestamp: This option opens the time stamp display in the video monitor.
You can choose for it to be displayed at the top, center, or at the bottom.
Video object display: Show video thumbnails displays thumbnails in the video track in
different resolutions. Improve performance of the video object display by removing the
check. The video file will continue to be played in the video monitor. In "VIP draw mode 2"
("Tab" key), only the object start and end frames are displayed.
Extract audio from video: This button extracts and converts audio files from an AVI file
into a wave file, which will be inserted into the current project.
Replace audio in video: This option can be opened using the "Export video sound"
function to replace the existing soundtrack in an AVI video.
Playback offset: Set a positive or negative playback offset in this field.
Aspect ratio: Select a display ratio, i.e. 4:3 or 16:9.
SYNCHRONIZATION
Large video cache: This option lets you allocate more cache for the video clipboard.
Double frame rate for interlaced: Here you can double the image repeat frequency when
interlacing so that videos can be viewed without any flickering.
Video Overlay (Hardware video output): Video overlay means that the graphics card itself
takes care of the video display and the video picture is positioned on top of the actual
windows screen (overlay).
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Hardware controller
Hardware controller - Introduction
Samplitude lets you easily control the software using external hardware controllers.
Templates (.cps files) for advanced controllers come supplied. The number of supported
devices is increased continually and they are adapted to the new devices that appear on
the market.
A MIDI interface or USB interface which makes MIDI ports available to the system is
required for operating a hardware controller. Please ensure that the program's MIDI
functions are not deactivated, since they are necessary for addressing the MIDI controllers.
The hardware controller setup contains four registers:
1.
2.
3.
Click the Add new button in the controller settings. Select your controller or a
compatible device from the list. Delete or the Del key will remove selected controllers
again. Drag & drop to modify the order of controllers and their internal assignment. A
controller that appears beside another one corresponds to an advanced module. You
can use the check box above the controller or the "Activate controller" button to
temporary deactivate a controller.
Select the MIDI ports which your controller is connected to from the right-hand side.
Close the dialog. The controller is now operational.
Track number: Specifies the number of tracks in a bank available to the controller. This is
usually eight tracks. Mackie Control and HUI protocols can only communicate with eight
H ARDWARE CONTROLLER
channels per bank. However, there are also controllers that have a native mode which lets
you learn several channels (64 max.). For single track controllers the value is 1.
Output Levels
Deactivate: If your controller does not have a motorized fader, you can use this option to
deactivate the transmission of controller data.
Normal send: Program data (e.g. fade changes in the mixer) are sent to the controller.
MIDI controller data is received and processed.
Echo send: Program data (e.g. fade changes in the mixer) are sent to the controller. MIDI
controller data is received and processed and sent back to the controller. Controllers need
this for LED displays and buttons. If your controller has difficulties with this (e.g. Logic
Control), activate "Normal send".
Echo send (without touching fader): Program data (e.g. fade changes in the mixer) are
sent to the controller. MIDI controller data is received and processed and sent back to the
controller. However, the fader values are not sent back while it is moved (activated fader
touch). Only the last value is released to prevent increased data volumes. If your controller
has difficulties with this (e.g. Logic Control), activate "Normal Send".
Using multiple controllers, extenders and multi-bank controllers
In the controller selection list, you can position a maximum of four controllers. For example,
if you select a Mackie Control and want to add an extension to it, then just add a Mackie
control again. It will be automatically moved to under the first one. In this case, the second
controller is treated as an extension. Specify the correct MIDI ports for this controller, too.
If the order of both devices is not synchronous, change their position using drag & drop or
adjust the specified MIDI ports.
If you wish to have both controllers working side by side and independently, move them
using the mouse so that one is directly beneath the other in the list.
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Frontier AlphaTrack
H ARDWARE CONTROLLER
1.
2.
3.
4.
Controller configuration
Control element
Function
FADER
Track volume
SHIFTLabel
SHIFT - Function
AUTO WRITE
(LED)
AUTO READ
(LED)
REC
Record track
Monitor track
SOLO
Solo track
Global solo
MUTE
Mute track
Global mute
SHIFT
Shift
PAN
AUTO
F1
F2
F3
F4
< TRACK
> TRACK
LOOP
Touch automation
Latch automation
Overwrite automation
Trim automation
Previous track
Next track
Loop mode
SEND
EQ
Plug-in
F5
F6
F7
F8
IN
OUT
PUNCH
Copy automation
mode to all tracks
Read automation
Automation off
Restore
Undo
Punch start marker
Punch end marker
Punch marker mode
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H ARDWARE CONTROLLER
FLIP
<<
>>
STOP
PLAY
RECORD
Mixer
Fast rewind
Fast forward
Stop
Play
Record
TOUCHPAD
Positioning
Foot switch
Record
WINDOW
RTZ
END
Esc
Enter
Mode
Special mode
Mode
Control element
Rotate
Press
Pan mode
DIAL 1
DIAL 2
Track selection
To the marker
Set marker
DIAL 3
PAN
Reset pan
FADER
(controls the active element in the
mixer, track editor, or plug-in that
must be selected with the mouse
beforehand)
DIAL 1
PAN
DIAL 2
PAN
DIAL 3
PAN
DIAL 1
DIAL 2
Track selection
AUX level
DIAL 3
AUX selection
DIAL 1
DIAL 2
Level
Frequency
ACTIVE
CONTROL
MODE
AUX mode
EQ mode
DIAL 3
quality
< TRACK
Previous
EQ band
Next
EQ band
Track selection
> TRACK
Plug-in mode
Plug-in slot
selection
DIAL 1
DIAL 2
DIAL 3
Slot selection
< TRACK
Select plug-in
> TRACK
Select plug-in
H ARDWARE CONTROLLER
Frontier Tranzport
Change
parameters
Change
parameters
Change
parameters
Previous
parameters
Next parameters
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H ARDWARE CONTROLLER
1.
2.
3.
4.
Controller configuration
Control element
Function
SHIFT - Function
< TRACK
> TRACK
REC
MUTE
Previous track
Next track
Record track
Mute track
Monitor track
Global mute
SOLO
ANY SOLO (LED)
Solo track
Indicates, that at least one track in the
arrangement is switched to SOLO
Undo
Punch start marker
Punch end marker
Punch marker mode
Loop mode
Shift
Previous marker
Insert marker
Next marker
Fast rewind
Fast forward
Stop
Play
Record
Positioning
Selected range
UNDO
IN
OUT
PUNCH
LOOP
SHIFT
PREV MARKER
ADD MARKER
NEXT MARKR
<<
>>
STOP
PLAY
RECORD
DATA WHEEL
DATA WHEEL +
STOP
Foot switch
Record
Global solo
Restore
Metronome
Scrub mode
Cursor at project start
Cursor at project end
Cancel
Enter
Track volume
H ARDWARE CONTROLLER
JLCooper MCS-3800
1.
2.
3.
Controller configuration
Track range
Control element
Function
SELECT 1~8
Select track
AUX 1~8
Record track
SOLO 1~8
Solo track
MUTE 1~8
FADER 1~8
(with fadertouch)
Mute track
Track volume
Navigation
Control element
Function
Cursor left
Cursor right
Cursor up
Cursor down
Modifier
Modifier function
SHIFT
SHIFT
Track automation
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H ARDWARE CONTROLLER
Area to view
Control element
PAGE 1
PAGE 2
PAGE 3
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PAGE 8
BANK 1
BANK 2
BANK 3
BANK 4
DIAL 1~5
Functions window
Control element
F1
F2
F3
F4
F5
F6
F7
F8
SHIFT
Function
Track mode (see special modes)
AUX mode (see special modes)
EQ mode (see special modes)
Active control mode (see special modes)
Mixer
Transport console
Time display
Video window
Change parameters
Function
Punch marker mode
Loop
Metronome
Synchronization
Shift
Mode range
Control element
Function
Modifier
Modifier function
M1
M2
Read automation
Touch automation
Shift
Automation off
M3
Latch automation
M4
Overwrite automation
M5
Trim automation
H ARDWARE CONTROLLER
Shuttle range
Control element
Function
Modifier
Modifier function
Shuttle wheel
Rotation ring
Positioning
W1
Scrubbing
W1
Scrub mode
W2
W3
W4
W5
W6
W7
Locator range
Control element
Function
LOCATOR
numbers
(0 ~ 9)
Entry position:
Apply using ENTER or PLAY
Abort using STOP
Enter
Apply position
CLEAR / CANCEL Erase single digits
+/LAST
SET LOCATE
MODE LOCATE
Transport range
Control element
Function
REWIND
FAST FORWARD
STOP
PLAY
RECORD
Fast rewind
Fast forward
Stop
Play
Record
Special mode
Mode
Control element
Track mode
DIAL 1
DIAL 2
Function
DIAL 3
DIAL 4
Track pan
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AUX mode
EQ mode
DIAL 5
To the marker
DIAL 1
DIAL 2
AUX level
AUX level
DIAL 3
AUX level
DIAL 4
AUX level
DIAL 5
DIAL 1
DIAL 2
Level EQ band 1
Frequency EQ band
DIAL 3
Quality EQ band
DIAL 4
DIAL 5
Active control
mode
Band selection
FADER TRACK 1
(controls the active element in the mixer,
track editor, or plug-in that must be
selected with the mouse beforehand)
Notes
In Shift mode the key LEDs will not be updated for the conditions learned in Shift mode.
LEDs for Bank3 (time information) and Bank 4 (video window) don't work / Neither does
plug-in control.
H ARDWARE CONTROLLER
Logic Control
1.
2.
3.
Controller configuration
TRACKS
Control element
DIAL 1~8
Function
REC/RDY 1~8
SOLO 1~8
MUTE 1~8
Mute track
SELECT 1~8
Select track
FADER 1~8
(with fadertouch)
MASTER FADER
Track volume
ASSIGNMENT
Control element
1
Modifier
Modifier function
SHIFT
Monitor track
Master volume
Function
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FADER BANKS
Control element
Function
< BANK
BANK >
< CHANNEL
CHANNEL >
FLIP
GLOBAL VIEW
DISPLAY
Control element
Function
NAME/VALUE
SMTP/BEATS
Timecode switch
H ARDWARE CONTROLLER
FUNCTION BUTTONS
Control element Function
F1
F2
F3
F4
F5
F6
F7
F8
Set / jump to
marker 1
Set / jump to
marker 2
Set / jump to
marker 3
Set / jump to
marker 4
Set / jump to
marker 5
Set / jump to
marker 6
Set / jump to
marker 7
Set / jump to
marker 8
Modifier
Modifier function
SHIFT
CNTRL
SHIFT
CNTRL
SHIFT
CNTRL
SHIFT
CNTRL
SHIFT
CNTRL
SHIFT
CNTRL
SHIFT
CNTRL
SHIFT
CNTRL
Move marker 1
Delete marker 1
Move marker 2
Delete marker 2
Move marker 3
Delete marker 3
Move marker 4
Delete marker 4
Move marker 5
Delete marker 5
Move marker 6
Delete marker 6
Move marker 7
Delete marker 7
Move marker 8
Delete marker 8
GLOBAL VIEW
Control element
Function
MIDI TRACKS
INPUTS
AUDIO TRACKS
AUDIO
INSTRUMENT
AUX
BUSSES
OUTPUTS
USER
MODIFIERS
Control element
Function
SHIFT
OPTION
CONTROL
# / ALT
Control
Option
Shift
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AUTOMATION
Control element
Function
Modifier
Modifier function
READ/OFF
WRITE
Read automation
Overwrite automation
SHIFT
Automation off
TRIM
Trim automation
TOUCH
Touch automation
LATCH
Latch automation
GROUP
UTILITIES
Control element
Function
SAVE
Save
UNDO
CANCEL
Undo
Cancel
Enter
Enter
Modifier
Modifier function
SHIFT
Repeat
H ARDWARE CONTROLLER
TRANSPORT
Control element
MARKER
Function
Modifier
Modifier function
SHIFT
SHIFT
CYCLE
Marker mode
(see table 2)
Object mode
(see table 2)
Loop mode
DROP
REPLACE
Synchronization
CLICK
Metronome
SOLO
REWIND
FAST FWD
STOP
PLAY
Play
RECORD
Record
Cursor left
Range to left
ZOOM
Cursor right
Clip to right
ZOOM
Cursor up
Cursor down
ZOOM
ZOOM
ZOOM
SCRUB
Scrubbing
NUDGE
SCRUB
Scrub mode
Shuttle wheel
Positioning
Special mode
Mode
Control element
Rotate
Press
Track mode
ACTIVE
CONTROL
MODE
DIAL
FADER
(controls the active
element in the mixer,
track editor, or plug-in
that must be selected
with the mouse
beforehand)
DIAL
DIAL 1
DIAL 2
PAN
Reset
PAN
Level EQ band 1
Level EQ band 2
Reset
DIAL 3
Level EQ band 3
DIAL 4
Level EQ band 4
Pan mode
EQ mode
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AUX mode
AUX 1~8
selectable using
BANK
AUX mode (phat
channel)
depending on
selected track
DIAL 5
Frequency EQ band 1
DIAL 6
Frequency EQ band 2
DIAL 7
Frequency EQ band 3
DIAL 8
Frequency EQ band 4
DIAL 1~8
AUX level
DIAL 1
DIAL 2
AUX 1 level
AUX 2 level
DIAL 3
AUX 3 level
DIAL 4
AUX 4 level
DIAL 5
AUX 5 level
DIAL 6
AUX 6 level
DIAL 7
DIAL 8
Plug-in mode
DIAL 1~8
Select plug-in
Change parameters
Previous parameters
Next parameters
REWIND
Previous marker
FAST FWD
Next marker
REWIND
Previous object
FAST FWD
Next object
Note:
Crossfade Editor (only Sequoia): Operation from controller doesn't work.
Logic Control XT
1.
2.
If you have set up Logic Control XT to the left of Logic Control, the entries in the list
will look like the following
H ARDWARE CONTROLLER
3.
4.
Now set up the MIDI ports with the respective in and outputs of your MIDI interface on
the right side.
Close the dialog. The controller is now operational.
Mackie Control
1.
2.
3.
Controller configuration
TRACKS
Control element
DIAL 1~8
Function
REC/RDY 1~8
SOLO 1~8
MUTE 1~8
Mute track
SELECT 1~8
Select track
FADER 1~8
(with fadertouch)
MASTER FADER
Track volume
Master volume
Modifier
Modifier function
SHIFT
Monitor track
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ASSIGNMENT
Control element
1
PAN
Plug-ins
EQ
Function
Press first time: Track mode
Press second time: Active Control mode
(see special modes)
Press first time: AUX mode
Press second time: AUX mode (phat channel)
(see special modes)
Pan mode
(see special modes)
Plug-in mode
(see special modes)
EQ mode
(see special modes)
DYN
FADER BANKS
Control element
Function
< BANK
BANK >
< CHANNEL
CHANNEL >
FLIP
EDIT
DISPLAY
Control element
Function
NAME/VALUE
SMTP/BEATS
Timecode switch
H ARDWARE CONTROLLER
FUNCTION BUTTONS
Control element Function
F1
F2
F3
F4
F5
F6
F7
F8
Modifier
Modifier function
SHIFT
CNTRL
SHIFT
CNTRL
SHIFT
CNTRL
SHIFT
CNTRL
SHIFT
CNTRL
SHIFT
CNTRL
SHIFT
CNTRL
SHIFT
CNTRL
Move marker 1
Delete marker 1
Move marker 2
Delete marker 2
Move marker 3
Delete marker 3
Move marker 4
Delete marker 4
Move marker 5
Delete marker 5
Move marker 6
Delete marker 6
Move marker 7
Delete marker 7
Move marker 8
Delete marker 8
F9~F13
F14
F15
F16
Crossfade Editor
MODIFIERS
Control element
Function
CNTRL
OPT
SNAPSHOT
SHIFT
Control
Option
Shift
AUTOMATION
Control element
Function
Modifier
Modifier function
READ/OFF
WRITE
Read automation
Overwrite automation
SHIFT
SHIFT
UNDO
SAVE
Undo
Latch automation
SHIFT
Automation off
Copy automation mode to all
tracks
Repeat
TOUCH
Touch automation
REDO
Trim automation
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FUNCTIONS
Control element
FDR GRP
CLR SOLO
MRKR
MIXR
TRANSPORT
Control element
< FRM
Function
Cancel
Enter
Save
Function
Modifier
Modifier function
SHIFT
SHIFT
END
Marker mode
(see table 2)
Object mode
(see table 2)
Loop mode
PI
PO
Synchronization
LOOP
Metronome
HOME
REWIND
FAST FWD
STOP
PLAY
Play
RECORD
Record
Cursor left
Range to left
ZOOM
Cursor right
Clip to right
ZOOM
Cursor up
ZOOM
Cursor down
ZOOM
ZOOM
SCRUB
Scrubbing
FRM >
SCRUB
Scrub mode
Shuttle wheel
Positioning
H ARDWARE CONTROLLER
Special mode
Mode
Control element
Rotate
Press
Track mode
ACTIVE
CONTROL
MODE
DIAL
FADER
(controls the active
element in the mixer,
track editor, or plug-in
that must be selected
with the mouse
beforehand)
DIAL
DIAL 1
DIAL 2
PAN
Reset
PAN
Level EQ band 1
Level EQ band 2
Reset
DIAL 3
Level EQ band 3
Pan mode
EQ mode
AUX mode
AUX 1~8
selectable using
BANK
AUX mode (phat
channel)
depending on
selected track
DIAL 4
Level EQ band 4
DIAL 5
Frequency EQ band 1
DIAL 6
Frequency EQ band 2
DIAL 7
Frequency EQ band 3
DIAL 8
Frequency EQ band 4
DIAL 1~8
AUX level
DIAL 1
DIAL 2
AUX 1 level
AUX 2 level
DIAL 3
AUX 3 level
DIAL 4
AUX 4 level
DIAL 5
AUX 5 level
DIAL 6
AUX 6 level
DIAL 7
DIAL 8
Plug-in mode
DIAL 1~8
Select plug-in
Change parameters
Previous parameters
Next parameters
REWIND
Previous marker
FAST FWD
Next marker
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Object mode
REWIND
Previous object
FAST FWD
Next object
Note:
All statements refer to MCU firmware 2.1.2
Crossfade Editor (only Sequoia): Operation from controller doesn't work.
Mackie Control XT
1.
2.
If you have set up Mackie Control XT to the left of Mackie Control, the entries in the
list will look like the following
3.
4.
Now set up the MIDI ports with the respective in and outputs of your MIDI interface on
the right side.
Close the dialog. The controller is now operational.
H ARDWARE CONTROLLER
PreSonus FaderPort
1.
2.
3.
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Controller configuration
Control
element
Function
FADER
Track volume
PAN
Track pan
MUTE
Mute track
Global mute
A01200
A01501
SOLO
Solo track
Global solo
A01100
A01601
REC
Record track
Monitor track
(ASIO only)
A01000
A01701
<
Previous track /
Bank
"<" and ">" switch
bank
Next track / Bank
A01300
A01401
A01400
A01301
A01500
A01201
ACTIVE CONTROL
mode
(see special
modes)
Read automation
A01600
A01101
BANK
>
OUTPUT
READ
SHIFT
labeling
Value control
element
SHIFT Function
Return
value for
LED
A00A00
A00D01
Latch automation
A00900
A00E01
TOUCH
Overwrite
automation
Touch automation
Trim automation
A00800
A00F01
OFF
Automation off
Copy automation
mode to all tracks
A01700
A01001
MIX
Mixer
A00B00
A00C01
WRITE
PROJ
A00C00
A00B01
A00D00
A00A01
Restore
A00E00
A00200
A00901
A00501
PREV
Previous marker
A00100
A00601
NEXT
MARK
START
Next marker
Insert marker
Cursor at project
start
Cursor at project
end
A00000
A00f00
A00300
A00701
A00801
A00401
A00400
A00301
Stop
A00500
A00201
Play
A00600
A00101
TRNS
Transport console
UNDO
SHIFT
Undo
Shift
REDO
PUNCH
Punch marker
mode
Metronome
Loop mode
Fast rewind
FAST
FORWAR
D
STOP
Fast forward
END
PLAY
USER
LOOP
REWIND
H ARDWARE CONTROLLER
RECORD
Record
FOOT
SWITCH
Record
A00700
A00001
Special modes
Mode
Control element
ACTIVE
CONTROL
MODE
FADER (controls the active element in the mixer, track editor, or plug-in
that needs to be selected with the mouse beforehand)
Notes
Don't forget to connect the included power cord, otherwise the motorized faders won't
function.
The foot switch only functions with controller firmware 1.2, or higher. You can acquire this
from PreSonus or from the Samplitude support website.
If you want to learn control elements for the FaderPort, then you will have to enter the
response values to the controller for learning so that the button LEDs also function. Copy
the value of the last column of table 1 for the respective control element into the "Send
MIDI data" box. For example, here's the correct assignment for the MUTE button:
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Tascam US-2400
1.
2.
3.
4.
The Tascam US-2400 is supported in "Native" mode. Use the available firmware
(1.31). Start the device with the power button and hold down SEL (above the master
fader) and CHAN. The device is now in "Native" mode.
Go to Samplitude/Sequoia's system settings/hardware controller and select the
"Tascam US-2400 (Native)" entry from the list using the "New" button.
Now, set the MIDI ports on the right side to USB audio device.
Close the dialog. The controller is now operational.
Controller configuration
Track range
Control element
DIAL 1~24
SEL 1~24
SOLO 1~24
MUTE 1~24
Function
Pan, EQ, AUX
(see table 2)
Select track
Solo track
Mute track
FADER 1~24
(with fadertouch)
SEL (master)
Track volume
CLR SOLO
FLIP
Global solo
Global mute
MASTER FADER
Master volume
Shift function
Track automation
Record track
Monitor track
(ASIO only)
H ARDWARE CONTROLLER
Navigation
Control element
CHAN
PAN
AUX 1
AUX 2
AUX 3
AUX 4
AUX 5
AUX 6
METER
F-KEY
Function
EQ mode
(see special modes)
Pan mode
(see special modes)
DIAL 1~24 to AUX 1
DIAL 1~24 to
AUX 2
DIAL 1~24 to
AUX 3
DIAL 1~24 to
AUX 4
DIAL 1~24 to
AUX 5
DIAL 1~24 to
AUX 6
Activate level meter in dial display
Active control mode
(see special modes)
Shift function
Read automation
Touch automation
Latch automation
Overwrite automation
Trim automation
Automation off
NULL
Shuttle wheel
Shuttle wheel +
STOP
SCRUB
BANK
BANK+
IN
OUT
SHIFT
REW
FFW
STOP
PLAY
REC
Foot switch
Positioning
Select range
Scrub mode
Mixer track 24 to the left
Mixer track 24 to the right
Loop mode
Metronome
Shift
Fast rewind
Fast forward
Stop
Play
Record
Record
Special modes
Mode
Control element
Function
Pan mode
DIAL 1~24
Panorama
EQ mode
(1 press)
DIAL 1
Level EQ band 1
DIAL 2
Frequency EQ band 1
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DIAL 3
Quality EQ band 1
DIAL 4
DIAL 5
Level EQ band 2
DIAL 6
Frequency EQ band 2
DIAL 7
Quality EQ band 2
DIAL 8
DIAL 9
Level EQ band 3
DIAL 10
Frequency EQ band 3
DIAL 11
Quality EQ band 3
DIAL 12
DIAL 13
Level EQ band 4
DIAL 14
Frequency EQ band 4
DIAL 15
Quality EQ band 4
DIAL 16
EQ mode
(2 press)
DIAL 1
Level EQ band 1
DIAL 2
Level EQ band 2
DIAL 3
Level EQ band 3
DIAL 4
Level EQ band 4
DIAL 5
Frequency EQ band 1
DIAL 6
Frequency EQ band 2
DIAL 7
Frequency EQ band 3
DIAL 8
Frequency EQ band 4
DIAL 9
Quality EQ band 1
DIAL 10
Quality EQ band 2
DIAL 11
Quality EQ band 3
DIAL 12
Quality EQ band 4
ACTIVE
FADER TRACK 1
CONTROL mode (controls the active element in the mixer,
track editor, or plug-in that must be
selected with the mouse beforehand)
Note:
The number of tracks to be jumped when a bank switch is pressed can be changed in the
program's hardware controller setup options.
When using the TASCAM US-2400 as an exclusive recording panel, it's recommended that
you relearn the SEL buttons as RecordReady.
H ARDWARE CONTROLLER
Customizing controllers
Most devices available on the market understand protocols such as Mackie Control or HUI.
If your device is not included in the list simply select the nearest compatible device.
Note: Before adapting an existing template to your controller, you should save it under a
new name using the "Save as..." button.
If you can't find your device in the list or want to change the default settings, you should
proceed as follows:
Now go to the "Adapt controller" tab. The following dialog will appear:
Use Mackie Control if your controller can emulate this mode. In this case, 7-bit messages
are transmitted. You can also see this in the MIDI input monitor. Pressing a button displays
a new line, another line is displayed upon release. HUI receives 14-bit messages, i.e. two
lines respectively.
In the mixer, which should be open at the same time, you can now select the element you
wish to program on your controller. The saved function is displayed in the section Program
function, e.g. "Fader master" for the fader in the Samplitude mixer. Alternatively, you can
open the context menu in "Progam function". This contains a list of all remotely controllable
functions in Samplitude. The uppermost commands are purely mixer functions and are
suited solely for the controller connection. The lowermost commands are illustrations of the
complete Samplitude menu structure. You can use this to assign each command from a
menu to a controller key. Please note that when working with menu commands, the
controller LEDs remain inactive.
1.
2.
3.
Select a program function via the context menu or by moving a mixer element.
Move the fader or press the corresponding key on your controller. The MIDI data for
this element is displayed in the section "Last MIDI data".
Press "Learn" and the new data will be assigned to this function.
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Note: Hardware controllers with touch-sensitive faders send a message whenever they are
moved and released (FaderTouch). "Learning" must be activated before moving and
releasing a fader.
If you want to learn a key/fader for multiple tracks, e.g. mute, select the corresponding
function in "Program functions" (e.g. "Mixer -> Tracks -> Track mute"). Now activate
"Track -> Auto increase" and start programming the first track. After pressing "Learn",
the value of the track is automatically increased by "1". All you have to do is to actuate the
next element on your controller and press "Learn" again.
The "Delete" button removes assignment of a function.
If a controller moves in the wrong direction after programming it, repeat the programming
sequence and activate the "Invert vpots direction" option.
Last MIDI data: These fields display the last MIDI data that was received.
Send MIDI message: This function can be used to send another MIDI message to the
control for LED control.
MIDI messages that are sent by a hardware controller's control element are normally the
same messages used by the application to remote control the control element. This can be
the position of a fader or a key's LED light. There are also controllers which expect different
MIDI messages. These can be entered in the fields.
Control element sends 14-bit messages: Activate this button if the control element
which is to be learned sends two MIDI messages. HUI protocol does this. There can be
different control elements on a controller, whereby several send 7-bit messages while
others send 14-bit messages.
Looped control element: Activate this option if the control element to be learned sends
relative movements (e.g. dials to the right or left) - in contrast to absolute positions.
Invert dial direction / Action only on dial release: If a controller moves in the wrong
direction after programming it, activate this option and relearn the dial.
Alternative dial dynamics: If a dial makes large jumps in an irregular manner while turning,
the dynamic can be decreased using this option.
Do not send feedback: You can specify for each control element whether a response
from the application to the controller should be prevented, independent of the controller
settings of the output mode.
Status key: Controllers normally send a MIDI "IN" message when a key is pressed and
then a MIDI "OUT" message when the key is released. Most controllers send alternating
"IN" or "OUT" messages for pressing and releasing respectively. To be able to use keys in
the normal fashion, activate this message during MIDI learning.
Modifier: Assigns modifier keys for the computer keys (Shift, Alt, Ctrl) to execute special
functions. Pressing the assigned modifiers will execute these special functions.
H ARDWARE CONTROLLER
You can select the "Shift", "Option", and "Control" modifiers for hardware controllers. To be
able to use these modifiers, they will need to be learned first as program functions on the
hardware controller keys. To learn a function with modifiers to a key, the desired
combination of modifiers must be set in the modifier field. Of course, not all functions can
be used with modifiers.
Other learned functions: Learned functions are displayed clearly in a list. Click on an entry
and the setting will be transferred to the dialog element. Now you can make individual
changes and write over the old entries by pressing "Learn".
Protocol: The protocol specifies a series of internal interpreting parameters. You can use
Mackie Control, HUI, JLCooper, and Tascam.
Display mode: Many controllers possess LCD displays which differ in size and number of
lines and which need to be controlled differently. For controllers without a display, you can
deactivate the display control. You can use Mackie Control, HUI, JLCooper, or you can
turn it off.
Locator mode: Several controllers possess a special display for the current time position
(locator). Locator mode can be set in the following display types: Off, Mackie Control, HUI,
and JLCooper.
Peak meter mode: Some controllers possess a special peak meter display. "Peak meter"
mode sets the way that this display is controlled. You can use Mackie Control, HUI,
Tascam, or you can turn it off.
Bank switch track number: A project in Samplitude can include more tracks than are
available to the controller. The controller can, in this case, only represent a section of the
available tracks. To change this section, execute a channel switch or a bank switch. While
a channel switch changes the section exactly to the track, a bank switch can jump several
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tracks. Depending on the number of tracks on the controller and your preferred working
method, you can set different step intervals per bank.
MIDI ping to controller: Most controllers expect a periodic incoming MIDI message (ping)
to ensure that there is communication with the application. In addition, different messages
can replace a controller in different operating modes. Enter the message that is to be sent
to the controller.
MIDI ping from controller: As a response to ping messages, controllers usually send a
ping message. So that no confusion results, you can explicitly enter these so that they can
be ignored by the application.
Display interval (ms): Display control occurs in certain time intervals and not continuously.
This limits the amount of display information. A small interval accelerates the display on the
controller, but enlarges the amount of MIDI data that needs to be transferred.
Locator interval (ms): Locator display control also takes place in intervals. If the time
position within an interval changes, only the current value is sent to the controller after it
expires. Reduce this interval and the locator display reacts more directly and quickly.
AnySolo LED: Some controllers possess an LED which indicates that at least one track in
the project has an active "solo" function. Since no button belongs to this LED and it is not
learnable, you can set the corresponding MIDI message here.
Manual hardware ID: For display in "Mackie Control" display mode, an additional
parameter is necessary: the hardware ID. This can be automatically queried with new
firmware versions or manually entered.
Query hardware ID: Activate or deactivate the automatic hardware ID query. Deactivate
this function if you aren't using the "Mackie Control" display mode. This helps to avoid the
wrong interpretation of the query message.
Ignore SysX input data: SysX data sent from the controller won't be processed by the
application.
Don't send SysEx: Samplitude sends different messages via SysEx. What is sent exactly
depends on the selected display mode, locator mode, etc. If problems occur with SysEx
messages while using a controller, then you can use this to eliminate sending of such
messages to the hardware controller.
Fader touch activates track: This option activates the track that belongs to the fader in
the application when a touch-sensitive fader is affected.
No fader update after release for motorized faders: When you move touch-sensitive
faders, the fader messages to the controller are normally ignored by the controller.
However, after release, the controller requires a positioning message. If this isn't sent, the
fader will reset to its last position before being moved. Some controllers don't require this
new position message. They jump upon receiving to the new position first to the old and
then to the new one. To avoid this, deactivate the sending of new positions.
H ARDWARE CONTROLLER
The following options concern the synchronization between controller range, mixer
range, and the active track. The controller range describes the section of available tracks
in a project which can be controlled by the controller. The mixer range is the section of
available tracks in the project that can be controlled by Samplitude's mixer.
Controller range follows active track: When this option is active, if the active track is
changed, then the controller range is adjusted so that the active track lies within the
controller range.
Controller area follows controller range: When this option is active, a track within the
controller range is activated if the controller range is changed. The track which lies next to
the previously activated track is activated.
Mixer range follows controller range: When this option is active, changes to the
controller range at the start of the mixer will be adjusted to the start of the controller range.
Mixer range follows controller range when active track is changed: This option is only
sensible when "Controller range follows active track" is active. If a track outside of the
controller range is active, then the controller range will be adjusted to it. These changes to
the controller range readjust the mixer range.
Note: If you scroll through the mixer and simultaneously hold "Shift", the beginning of the
controller range will be adjusted to the start of the mixer range.
Show track numbers instead of track names: If this option is active, track numbers will
be shown instead of track names in the controller display.
Control assignment display: Some controllers possess an additional display field for
showing the current operational mode (track, EQ, AUX, etc.). If a controller does not such a
display field, then you can deactivate control of the display field so that control commands
don't incorrectly influence other controller elements.
Control fader LEDs: Some controllers possess LED displays that are assigned to the
dials. These can be used for visual display of the current parameter controlled by the dial.
For controllers without LED displays, you can deactivate the display control.
Process messages with dialogs open: Normally, when hardware controller dialogs are
open, MIDI messages are no longer processed so that unwanted changes are avoided. In
some situations, adjusting or programming a controller requires that controller messages
are able to be responded to. In this case, you can activate incoming messages while
dialogs are open. It's a good idea to deactivate this option again once you have adjusted
your controller.
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H ARDWARE CONTROLLER
1.
2.
3.
4.
Delete all previous entries. Click on the entry in the list and then press "Delete scale
entry"
Enter the value "6" into the "Scale entries on controller" and move the fader all the
way up (to the scale value +6dB). Now, click "Set scale entry" to set the new entry.
Move the fader all the way down and enter the value "-100" into the "Scale entries on
controller". Click once more on "Set scale entry".
Insert additional scale position (e.g. -10,-20, -40, etc.) in the same way.
To test if the scale matches, close the dialog with okay and compare the controller's fader
positions with fader positions in the program mixer. Additional scale values can also be
added later. To change a value, first delete the previously learned value.
Mackie Multitrack
Track
Press first time: Track mode
Press second time: Active control mode
H ARDWARE CONTROLLER
Each activated mixer element (recognizable by the red marking) is controlled by the first
fader
PAN
Pan mode (like track mode, except for the display)
EQ
Press first time: EQ Phat Channel Bandwise mode
Gain, frequency, and quality accessible via the knobs
Use the bank switch keys to access the other bands
Note: The bank switch functions have to be learned, which is usually the case
Press second time: EQ Phat Channel Typewise mode
Gain, frequency, and quality accessible via the knobs (differently grouped than in
Bandwise mode)
Using the bank switch keys, each of the other EQ functions can be accessed
AUX
Press first time: AUX track mode
AUX 1 to 6 of the active track using the knobs
Press second time: AUX slot mode
Set AUX for each track
Select number of AUX tracks to be controlled using the Bank Switch keys
Plug-in
The VST plug-in slots are listed for the active track (flip through via bank switch keys)
Selection of the VST plug-in to be adjusted by pressing the corresponding knob
Thereafter the parameters for the selected plug-ins are shown
Changing the parameter using the knob
Page through the parameters
Frontier AlphaTrack
Track
Press first time: Panorama mode
Panorama control
Navigate to markers
Move selected track
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H ARDWARE CONTROLLER
Frontier TranzPort
Functions: For transport only
JLCooper (MCS)
Track
Press first time: Track mode
Press second time: Active control mode
Each activated mixer element (recognizable by the red marking) is controlled by the first
fader
AUX
Controls all AUX sends in the selected channel.
EQ
Controls the EQ of the selected track via the knobs.
H ARDWARE CONTROLLER
1.
2.
Click on the plug-in/mixer element that you want to learn with the curser or move it
Move the element on the hardware controller you selected
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"File" Menu
New Virtual Project (VIP)
Open Project
Virtual project (*.vip)...
MIDI (*.MID)...
HD Wave project (*.hdp)...
Load audio file
Save
Save as
Import audio
Export audio
.WAV...
"O"
"Shift+M"
"Shift+L"
"W"
"Ctrl+S"
"Shift+S"
"Ctrl+I"
"Ctrl+E"
Edit Menu
Undo
Redo
Cut
Delete
Copy
Paste / Insert clip
"Ctrl+Z"
"Ctrl+Y"
"Shift+Del / X /"
"Ctrl+X"
"Delete"
"C / Ctrl+C /"
"Ctrl+Insert"
"V / Shift+Insert"
More
Delete with time/ripple
Clear
Cut with time/ripple
Copy + clear
Copy as
Paste with time/ripple
Overwrite with clip
Paste from ClipStore
Insert from clips with time/ripple
Overwrite with clip
"Ctrl+Delete"
"Alt+Delete"
"Ctrl+Alt+X"
"Ctrl+Alt+C"
"Shift+C"
"Ctrl+Shift+V"
"Ctrl+Shift+X"
"Ctrl+Shift+V"
"Ctrl+Alt+V"
"Alt + V / Insert"
View Menu
Sections
1
Activate next section
Activate previous section
Show grid
Snap active
Snap/Grid settings
Define VIP mode
Switch modes 1/2
"Shift+B"
"Page down"
"Page up"
"#"
"Ctrl+#"
"Ctrl+Shift+#, I"
"Shift+Tab"
"Tab"
Ctrl + NumPad 1
Ctrl + NumPad 2
Ctrl + NumPad 3
Ctrl + NumPad 4
Ctrl + NumPad 5
Ctrl + NumPad 6
NumPad 1
NumPad 2
NumPad 3
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NumPad 4
NumPad 5
NumPad 6
Horizontal
Half section left
Half section right
"Ctrl+Alt+Cursor left"
"Ctrl+Alt+Cursor right"
"Ctrl+Alt+ ,
"Cursor up, Ctrl+"
"Cursor right"
"Cursor down, Ctrl+"
"Cursor left"
"Ctrl+Alt+Cursor up"
"Ctrl+Alt+Cursor down"
Zoom out
Show all
Zoom to Range
Vertical
Half section up
Half section down
Zoom in track
Zoom out track
"Shift+Cursor up"
"Shift+Cursor down"
"Ctrl+Cursor up"
"Ctrl+Cursor down"
Track Menu
Track properties
Mute
Mute / Inactive
Solo
Solo-exclusive
Record
Monitoring
Lock
Volume curve active
Pan curve active
Edit volume
Edit pan
"Alt+M"
"Ctrl+Alt+M"
"Alt+S"
"Ctrl+Alt+S"
"Alt+R"
"Ctrl+Alt+Shift+F"
"Alt+L"
"Alt+K"
"Alt+P"
"Ctrl+Shift+K"
"Ctrl+Shift+P"
Source/Destination
Source
Destination
Change source up
Change source down
Track EQ
Track information...
MIDI controllers/VST autom.
Track freeze
Track unfreeze
Activate next track
Activate previous track
"S"
"D"
"Alt+PgUp"
"Alt+PgDn"
"Ctrl+Shift+F"
"Alt+I"
"Ctrl+Alt+A"
"Alt+Shift+F"
"Alt+Shift+U"
"Alt+Cursor down"
"Alt+Cursor up"
Object Menu
Cut Objects
Duplicate objects
Trim with alternative crossfade
Split objects
Trim objects
Heal/Unsplit objects
Glue objects
"Ctrl+D"
"Shift+T"
"T"
"Ctrl+T"
"Ctrl+Alt+T"
"Ctrl+Alt+G"
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Move/Edit Objects/Crossfades
Object move step 1
Move (left) object left
Move (right) object left
Move (left) object right
Move (right) object right
Move object(s) left
Move object(s) right
Move start object(s) left
Move start object(s) right
Move end object(s) left
Move end object(s) right
Move crossfade left
Move crossfade right
Move object start offset left
Move object(s) start offset right
Move object end offset left
Move object end offset right
Increase left volume
Decrease left volume
Increase right volume
Decrease right volume
Increase volume
Decrease volume
Move (left) object content left
Move (left) object content right
Move (right) object content left
Move (right) object content right
Move object(s) content left
Move object(s) content right
Object move step 2
Move (left) object left
Move (right) object left
Move (left) object right
Move (right) object right
Move object(s) left
Move object(s) right
Move start object(s) left
Move start object(s) right
Move end object(s) left
Move end object(s) right
Move crossfade left
Move crossfade right
Move object start offset left
Move object(s) start offset right
"Ctrl+1"
"Alt+1"
"Ctrl+2"
"Alt+2"
"Ctrl+Alt+1"
"Ctrl+Alt+2"
"Ctrl+3"
"Ctrl+4"
"Alt+3"
"Alt+4"
"Ctrl+Alt+3"
"Ctrl+Alt+4"
"Ctrl+5"
"Ctrl+6"
"Alt+5"
"Alt+6"
"Ctrl+8"
"Ctrl+7"
"Alt+8"
"Alt+7"
"Ctrl+Alt+8"
"Ctrl+Alt+7"
"Ctrl+9"
"Ctrl+0"
"Alt+9"
"Alt+0"
"Ctrl+Alt+9"
"Ctrl+Alt+0"
"Ctrl+Shift+1"
"Alt+Shift+1"
"Ctrl+Shift+2"
"Alt+Shift+2"
"Ctrl+Alt+Shift+1"
"Ctrl+Alt+Shift+2"
"Ctrl+Shift+3"
"Ctrl+Shift+4"
"Alt+Shift+3"
"Alt+Shift+4"
"Ctrl+Alt+Shift+3"
"Ctrl+Alt+Shift+4"
"Ctrl+Shift+5"
"Ctrl+Shift+6"
"Alt+Shift+5"
"Alt+Shift+6"
"Ctrl+Shift+8"
"Ctrl+Shift+7"
"Alt+Shift+8"
"Alt+Shift+7"
"Ctrl+Alt+Shift+8"
"Ctrl+Alt+Shift+7"
"Ctrl+Shift+9"
"Ctrl+Shift+0"
"Alt+Shift+9"
"Alt+Shift+0"
"Ctrl+Alt+Shift+9"
"Ctrl+Alt+Shift+0"
"Ctrl+Alt+P"
"Ctrl+Alt+O"
"Ctrl+Alt+Shift+A"
"Ctrl+M"
"Ctrl+L"
Select Objects
Selects all objects
Unselect all objects
Select next object
Select previous object
Object lasso
Group objects
Ungroup objects
Object name
Object editor
Object manager
Take manager
"Ctrl+A"
"Ctrl+Shift+A"
"> / Ctrl+Alt+W"
"< / Ctrl+Alt+Q"
"Ctrl+Alt+L"
"Ctrl+G"
"Ctrl+U"
"Ctrl+N"
"Ctrl+O"
"Ctrl+Shift+O"
"Ctrl+Alt+Shift+T"
Realtime Effects
Elastic Audio
"Ctrl+Shift+E"
Offline Effects
Normalize
Normalize (quick access)
Manual declicker
"Shift+N"
"N"
"Ctrl+Shift+D"
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Range Menu
Range all
"A"
"Home"
"End"
"Cursor left"
"Alt+Cursor left"
"Cursor right"
"Alt+Cursor right"
"Ctrl+Q"
"Ctrl+W"
"F 2 / Alt+Q"
"F 3 / Alt + W"
Edit Range
Move range start left
Move range start right
Move range end left
"Alt+/"
"Alt+*
"Shift+Cursor left / Alt+-
"Ctrl+Shift+Left cursor"
"Ctrl+Shift+Right cursor"
"Ctrl+Page up"
"Shift+Page up"
"Ctrl+Page down"
"Shift+Page down"
"Shift+F 2"
"Shift+F 3"
"B"
"Alt+F 2-F10"
(except: "Alt+F4" and "F9")
Other
Get range
Get range length
Save markers
Markers with names
Markers with auto number
Place markers at recording position
Get markers
Recall last range
Field 1
Field 2
Field 3
Field 4
Field 5
"Alt+F 11
"Ctrl+F 2-F10
"Ctrl+Shift+F 2-F10
"Shift+0-9
"?
"Shift+#
"Alt+?
"1 - 9, 0
"Shift+Back
"Alt+NumPad 1
"Alt+NumPad 2
"Alt+NumPad 3
"Alt+NumPad 4
"Alt+NumPad 5
CD/DVD Menu
Set track
Remove all indices
CD track options
"Ctrl+Alt+I"
"Ctrl+Alt+Shift+I"
"Ctrl+Alt+Shift+D"
Tools menu
Manager
File browser
Object manager
Track manager
Marker manager
Range manager
Marker list entry
Take manager
"Ctrl+Shift+B"
"Ctrl+Shift+O"
"Ctrl+Shift+S"
"Ctrl+Alt+Shift+M"
"Ctrl+Alt+Shift+B"
"Ctrl+Shift+L"
"Ctrl+Alt+Shift+T"
Play/Record Menu
Play
Play again
Play with preload
Play in range/loop
Play selected objects only
"Space"
"Space"
"Shift+Space"
"Shift+P"
"Ctrl+Space"
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Play cut
Play to cut start
Play from cut start
Play to cut end
Play from cut end
Play over cut
Play upper audio material
Play lower audio material
Stop and go to
Current position
Playback options
"F 5"
"F 6"
"F 7"
"F 8"
"F 4"
"Alt+Shift+Space"
"Ctrl+Alt+Space"
"NumPad"
"P"
Playback Mode
Autoscroll
Soft autoscroll
Scrubbing active
"Scroll"
"Shift+Scroll"
"Alt+Shift+Cursor down"
Scrub left
Scrub right
"Alt+Shift+Cursor left"
"Alt+Shift+Cursor right"
Record
Record options
Input monitoring
"R"
"Shift+R"
"Alt+Shift+M"
MIDI Menu
Object editor
Glue MIDI objects
Track information
MIDI controllers
"Ctrl+O"
"Ctrl+Alt+G"
"Alt+I"
"Ctrl+Alt+A"
Options menu
Project properties
Mixer setup
Playback options
Project status
Project options
Spur Information...
Synchronization active
Synchronization setup
Program preferences
Draw setup
System
"Ctrl+Shift+M"
"P"
"Shift+I"
"Ctrl+Shift+# / I"
"Alt+I"
"G"
"Shift+G"
"Shift+Tab"
"Y"
Window Menu
Tile
Untile
Mixer
Time display
Visualization
Transport console
Close all windows
"Return"
"Shift+Return"
"M"
"Ctrl+Shift+Z"
"Ctrl+Alt+Shift+V"
"Ctrl+Shift+T"
"Ctrl+H"
Help Menu
Help
Context help
"F1"
"Shift+F1"
Mouse
Middle click
Wheel
Play Start/Stop
Horizontal scrolling
Shift + wheel
+ Ctrl
Horizontal zooming
+ Alt
Vertical zooming
+ Ctrl + Alt
+ Ctrl + Shift
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SIGNAL FLOW
Signal flow
Recording
During recording the record signal is routed through the ASIO buffer (ASIO only) and then
recorded on the hard drive. Recording in Samplitude is designed in such a manner that it is
actually not a real-time process. The input buffers coming from the card are collected in the
buffer and passed on to the file system as larger blocks to be saved on the hard disk.
Latencies are therefore not important and the procedure is particularly safe.
Playback
During playback all files are read from the hard drive; they pass through the track speed
buffer and finally the effect sections. This not only ensures the allocation of effects, but also
setting of the volume and panorama as well as assignment busses and outputs. The
signals are processed in packages at the size of the VIP buffer and are finally reproduced
by the sound card via the ASIO buffer (ASIO only).
SIGNAL FLOW
Hardware monitoring
Audio monitoring via the sound card in use or via external mixing hardware. With MME
drivers this is the sole monitoring type possible.
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SIGNAL FLOW
GLOSSARY
Glossary
Active section
If you wish to use zoom commands on a section, it's necessary to activate the section
beforehand which the corresponding positioning will affect. Do this by clicking on the right
or lower scroll bars of the corresponding section.
You can find out more about this by reading:
"View menu -> Sections (view page 401)"
"Range menu -> Split range (view page 445)"
Audio markers
Markers in wave projects are saved in the audio file (*.wav) as so-called audio markers
and are available in this form in other applications as well. Audio markers are coupled
directly with the audio material and visible at the upper edge of an audio object. The
purpose of audio markers is to mark positions within the audio material so that the
selections remain independent of their placement within the virtual project.
Audio markers can also be made visible in the display options ("Shift + Tab") in the
"Objects" area by marking "Audio markers" with a check.
The markers displayed in the virtual project's object are identical to the markers in the
associated wave project. If you set new project markers in a wave project (this happens
automatically while recording a take), then all audio markers in all associated objects of the
virtual project will be visible at the same position in the audio material.
Note: All time information for the audio marker relates to time positions in the audio
material, and not to positions in the virtual project.
Automation
Automation can be used to change the envelope of certain parameters (in Samplitude,
these can be panorama, volume, surround and AUX parameters, MIDI controllers, and VST
parameters). Changes can be displayed with the help of an automation curve.
There is a separate mouse mode available for editing automation curves.
AUX bus
An AUX bus is a track featuring all the abilities of a normal track, i.e. it can include track
effects, and panorama and level can be automated. It has one input and one output. The
most important difference is that you can branch off the audio signal to this bus of any
track with a lower number than that of the AUX bus. This is done by using the AUX send
faders in the mixer.
AUX buses are typically used for effects such as reverb or echo, and which may be equally
necessary for multiple tracks, but in different amounts. In Samplitude, objects can be
routed to AUX buses as well.
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GLOSSARY
Clip
Clip for audio files (Wave projects)
The clip is a buffer where samples from wave projects can be copied into or from which
you can paste samples into wave projects. The content of the clip can also be mixed with
the data of a wave project. The clip always assumes the properties of the project from
which the data originated (bitmap rate, sample rate, and mono, LR or stereo mode). The
clip is presented on the screen by a window with clip in the title.
The clip window is normally hidden; however, you can make it visible with the command
wave project to icons. Otherwise, the clip is a project like any other, i.e. you can play it, edit
it and save it with another name.
Context menu
Nearly all parts of a VIP and the mixer include a context menu that can be opened using
the right mouse button. It is called a context menu because different menus appear that
are always adapted to the current working context, depending on the VIP or mixer area
clicked on.
Crossfade
Crossfading two objects on one track within the virtual project (VIP). A standard crossfade
can automatically be created when cutting to avoid clicking ("Auto crossfade" mode).
Crossfades can be edited directly from the VIP surface and in the object editor. However,
crossfades can also be edited comprehensively in the crossfade editor.
Destructive editing
In this mode, wave projects are edited directly on the hard drive. This means that changes
to the audio material which occur acoustically and visually in the project window are also
included in the audio file. The file does not have to be saved specially after editing, since
GLOSSARY
editing of the audio data can be performed directly on the hard drive. Of course, there are
also undo steps; however, they are only available for as long as the file is open. After that
the changes are permanent.
Note: Destructive editing can be used in virtual projects if offline effects are applied to
selected objects or while working with wave editing in destructive mode.
Fade
You can fade-in (increase) and fade-out (decrease) the level. You can also fade between
objects in the VIP (crossfade).
Grid/Marker bar
The grid/marker bar is located above the first visible track. It is split into two halves.
Marker bar/upper half: You can place markers here.
Left mouse click: Sets play cursor.
Right mouse click: Context menu with entries for setting/getting the marker, etc.
Grid bar/lower half: The grid bar displays the project time in relation to the selected
measurement unit. You can also select ranges if this option is not directly available in the
tracks because of the selected mouse mode (e.g. "Object/Curve" mode).
Left mouse click: Sets play cursor.
Left click and drag mouse: Opens a new range.
Right mouse click: Context menu including grid and raster entries.
Handle
Handles are the five little rectangles that appear on the outline of a selected object.
With the handles you can adjust several object properties:
Length handle: The left handle adjusts the object start time, where the object starts
playing audio from the referred wave project
The right handle adjusts the objects end time, where the object stops playing audio from
the referred wave project.
Note that you cannot move the left/right handle further than the start/end of the physical
audio file.
Fade handle The left handle adjusts the fade in time, the time span until fade in reaches
the maximum object volume.
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GLOSSARY
The right handle adjusts the fade out time, the time when fade begins to lower the object's
volume.
Volume handle: The middle handle adjusts object volume. This works independently from
the track volume fader or volume automation curves. You can also access object volume in
the object editor. The level is displayed in a tooltip.
Latency
Audio latency and response latency are of interest when working with audio applications.
Audio latency is the delay of audio data when being processed through an audio function
unit (effect plug-ins, DAW audio engines, digital mixers, hardware effect devices, DA/DA
converters, etc.). The entire audio latency is made up of the sum of the latency of the
sound card (ASIO latency) and the latency of the effects used in monitoring tracks and the
master. When monitoring, these latencies are disruptive even at 5 ms.
Response latency is the delay between the use of a sound producing or sound modifying
control element and the audible change or generation of the sound. The response latency
is made up of the sum or the output latency of the sound card, the latency of used effects,
the latency of the play engine, and possibly the latency of the MIDI input/graphical user
interface latency of the PC operating system.
When using MIDI controlled synthesizers (VSTi's) the response latency is similarly critical,
much like audio latency, in monitoring (disruptive after 5 ms).
When playing files with the play engine, response latencies created by effects and the play
engine itself are much less problematic (disruptive after ca. 250 ms).
The internal effects show the latency which causes the effect in the lower control element
list of the effects. The latency of the sound card in conjunction with the driver being used is
displayed in "System/Global audio options" ("Y" key). The entire latency of all effects is
shown in the status bar once playback begins.
Latency comparison
When using effects which cause latency, you must make sure that there is no time delay
with parallel tracks, objects, or AUX channels. Depending on the location where effects
GLOSSARY
which cause latency are integrated, various latency comparison methods can be applied.
When using latency-causing effects in live input tracks (monitoring), all other tracks have to
be delayed as well.
When using effects which cause latency in tracks which play content off the hard disk,
latency can be balanced using a read offset. The other tracks do not have to be delayed in
this case.
When using internal effects in the object and in the master under MME, a realtime latency
balance method (intelligent audio stream preview management) is used.
The advantages of this method:
When linking the latency-filled effects or increasing latencies by modifying the latencyrelevant parameters, passages containing silence will not be created.
When unlinking the latency-filled effects or the reduction of latencies by modifying the
latency-relevant parameters, errors/skipping does not occur.
Synchronization always remains the same (real-time latency balance playstart not
necessary)
Time changing parameters (timestretching or resampling) can also be used without
causing any synchronization problems.
A delay of other audio streams is not necessary.
Level fader
Volume control
Lock key
Key for setting individual objects or all objects of a track.
Activating a lock key enables locking of:
Individual objects
All objects of a track
Other parameters of locking objects depend on the Options for locking objects option in
the "Object" menu.
Marker
Markers serve as reminders for position points. They are visible as in a special line at the
top edge of a project as named orange bars. Markers can be placed during playback as
well as during recording.
Mouse modes
Mouse modes add specially adapted functions to the mouse.
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GLOSSARY
Menu
Menus can be found in the main window of Samplitude immediately below the title bar. A
shortcut can be assigned to each menu item.
They may also appear in other program parts or dialogs.
MIDI object
MIDI objects in Samplitude are edited like wave objects.
Object-oriented editing for audio means that a VIP object can also be used for playback
instructions of audio files. MIDI objects are also designed following this principle. In general,
they refer to recorded or imported MIDI files. They have object handles for the start and
ends within the file which you can use to set the played range. They can be copied, split
and trimmed, and they have fade handles as well as a middle volume handle.
MIDI objects can this also be edited with real-time effects in the object editor. Samplitude
then displays a different type of object editor specially adapted to MIDI objects.
Destructive editing of MIDI data (i.e. direct editing of MIDI events, notes and controllers) is
done in the MIDI editor.
Monitoring
The signal that is to be recorded is played back simultaneously via the output devices.
There are several modes depending on the used driver and monitoring mode.
Objects
In virtual projects, the audio data is represented by rectangles (referred to as "objects") on
multiple tracks. An object is a representation of the sample or a segment marked within the
sample.
In addition, each object has certain attributes which can be modified using Samplitude's
object editor. The rectangle features several handles which can be used to modify the
object's start time, length, and volume attributes.
Objects which overlap in one VIP track can be faded into one another. For exact crossfade
settings, try the crossfade editor.
The lock symbol positioned on the lower border of each object can be used to protect a
single object against accidental modification. The attributes to be protected can be
selected using "Options for locking objects".
Object Editor
The object editor lets you precisely edit the properties of each audio object (more
accurately than using the mouse). For example, you can enter the object length in numeric
values, or set the fade characteristics.
GLOSSARY
Furthermore, you can also edit real-time effects, EQ, and dynamic settings of the object
without having to fall back on track effects in the mixer. The selected editing mode is
independent of the following changes to the object positions (e.g. moving/copying to
another track). In addition, you can employ effects in a very accurate manner by only
applying them when they are required.
Object Mode
Determines the extent to that moving an object influences the other following objects. For
example, in Link objects until pause mode all subsequent or cross-faded objects are also
moved to the next gap. A full overview of the object modes can be found in "Object" mode.
Object-Orientated
Object-orientated work describes a method of working that allows you to make various
changes to the audio material in a virtual manner without changing the actual audio
material (data on hard drive).
Please refer to the detailed introduction to object-orientated audio processing: Techniques
for Working with Objects.
Play Cursor
The play cursor or the position line is the vertical moving line during playback that shows
the current playback position.
The start position of the play cursor (playback start) is set by clicking the left mouse button
into the grid bar or marker bar. This unselects any previous range.
You can restore the previously selected range by double clicking on the grid bar in the grey
range.
Range
A range can be stretched or selected in projects using the mouse. As soon as a range is
selected, pressing space bar will play it back. A range is defined by its start and end
(horizontal) as well as by its upper and lower edges (vertical).
The range specifies sections where certain operations are to be executed (e.g. cutting,
inserting, normalizing, fade in/out, move up, calculate effects, and delete).
The range is also used to define loops that to be considered during playback of projects.
Routing
Re-route or allocate internally
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GLOSSARY
Scroll bar
The scroll bars are displayed at the bottom and right edges of the project window. These
bars can be used to navigate within the object and to zoom in and out of the section in the
window.
Scrub
Scrubbing describes movement through the audio material at various speeds in order to
"acoustically" find a certain position.
Here Samplitude behaves like the editing function of a tape player. The motor is switched
off, the tape, however, remains at the sound head. Turning the tape reels by hand can
slowly move the tape past the sound head to make it easier to find specific positions on the
tape.
By varying the playback speed, it is possible to quickly approach a position, but also to
arrive at the exact position at a reduced speed.
Section
"Section" refers to the visible part of a project in the project window. Which section of the
project it is depends on the position of the section and the zoom.
There are many commands for moving (scrolling) the visible clip and adjusting its size
(zooming). The corresponding commands can be opened via the "View" menu, via the
position bar, and via the shortcut keys.
Up to three different sections can be displayed in a project at any one time. This way, the
entire project can be displayed in one section and a smaller part of it in a different section in
which you are working.
GLOSSARY
Status display
The status display is located at the bottom part of the Samplitude window. For longer
actions or calculations a bar is displayed whose width shows the current state of operation.
Submix Bus
A submix bus is a track featuring all abilities of a normal track. This means that it can
include track effects, and the panorama and level can be automated. It has one input and
one output. The important difference is that you can route the output signal of every track
with a lower track number than the submix bus to this bus (instead of routing to the master
or an output device).
Surround Bus
A surround bus is required if surround effects are to be applied. Tracks that are to include
surround effects therefore have to be routed to a surround bus where the appropriate
parameters can be set .
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All tracks that are routed to a surround bus have the surround panorama module instead of
the normal panorama fader for setting the output level of the track. As soon as a surround
bus is available, the output signal of each individual object can also be routed to this bus
and positioned in the surround panorama independent of the track panorama settings.
Each surround bus can only be routed to a different surround bus with a higher order
number or to the surround master. Furthermore, a surround bus can use one surround
AUX bus for send effects.
From a technical viewpoint, the surround master is also such a surround bus in a surround
project as it has the additional characteristic that the surround channels can be assigned to
the audio devices and it cannot be routed further to a surround bus.
System Settings
Settings that are not project-specific are described as system settings. They include
settings that apply to the entire project.
Tempo marker
The tempo marker indicates a tempo change at a certain project position.
Title bar
The title bar is located at the top of the window. It contains the name of the application and
the project.
To relocate the window, simply grab the title bar and move it to where you wish. You can
also move around dialog boxes by moving the title bar.
Tool bar
Tool bars contain the tools which enable certain commands to be performed with a
mouse-click. They can be found above and below the project window.
Tool Tips
Tool tips in the program are a great help. Move the mouse pointer over the element whose
function you would like to know more about and a short text appears with the name or a
small description of the element. Shortcuts and operating tips are also displayed.
GLOSSARY
Track
Tracks can contain audio and MIDI objects. Automation curves are also represented in the
track.
Virtual Project
In "Virtual projects" you can arrange objects taken from multiple wave projects and arrange
complex audio projects. All cut operations, volume level changes, fades and more are
completely virtual, meaning that the audio material is not changed. This allows you to select
the proper cut position, cut length, volume level, effect setting, etc. by experimenting
without loosing audio material or alter it.
The actual audio data is represented by rectangles (Objects as they are called) on
multiple tracks. That is, an object is the image of a sample or of an area marked therein.
In other words, the object refers to the audio data.
Even if your hardware only has 2 channels (stereo), you can work in virtual projects with
more than two tracks.
A virtual project has two display modes. With the "Tab" key you can toggle between the
two modes. With "Shift + Tab" you can open an editor where you can define the display
mode, e.g. graphics including all data and an alternative with text only, which enables fast
screen loading and provides a better overview for greater object numbers.
VirtClip
see "Clip"
Visualization
The visualization display allows for the material you hear to be displayed visually in different
ways.
Wave Projects
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GLOSSARY
A wave project contains audio data. Objects in the VIP (multi-track project) refer to this
audio data.
If you use Samplitude as recording/mastering DAW, you usually don't have to edit wave
projects, since all editing options can be performed quicker and safer in the virtual project.
Please read "Editing wave projects" to learn more about using Samplitude as a wave
editor.
The windows of the wave projects used by VIP objects are usually hidden. You can access
them via the command "Edit wave projects" in the object menu or via "Shift+Doubleclicking" an object that uses the wave project.
You can make all loaded wave projects visible as icons via the command "Window > Wave
projects to icons". To hide them, go to "Window > Hide wave projects".
You can enter the name of the wave project, sample length and the resulting memory
requirement in the title bar of the "Wave" window. To activate a wave project you have to
click into the corresponding window with the mouse. Samplitude can manage an indefinite
number of wave projects on the screen.
Wave Editing
Non-destructive wave editing lets you take advantage of combining direct and virtual
editing of audio material - wave projects - as known from VIP projects.
Workspace
Work areas are for adapting the program to certain work. They can be changed, renamed
and created. The work area is opened via the Workspace bar.
They include menu, shortcuts and tool bars.
Work areas can apply to wave editing or virtual projects.
Zoom
Use the zoom functions to display a larger or smaller part of the virtual project in the
window. At higher zoom levels, the display is more detailed. This way automation curves
can be edited more easily when a greater zoom level is selected.
To view larger projects at their full length, you have to zoom out of the VIP window, making
the display less detailed, but displaying more content.
For working with various zoom levels Samplitude supplies a series of functions.
MENU REFERENCE
Menu reference
Extensive information on the individual menu points of Samplitude can be found in the
following sections.
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File menu
This allows you to apply comprehensive settings for creating, managing, loading and
saving projects.
Keyboard shortcut:
A new Virtual Project is created and immediately presented with the specified number of
tracks in the open arranger.
Name: Enter the name for the new VIP.
File path: Select the folder for saving the project.
Create new project subdirectory: A subdirectory bearing the name of the project is
automatically created in the directory selected in "File path".
Project template: Choose between previously selected project templates in this list field.
These presets contain project settings such as track number, device assignments, etc.
Create project templates with "File -> Save project as template (view page 380)"
Mixer setup: Select a preset mixer setup here. Mixer setups define the number and kind of
tracks/buses as well as the routing of inputs/outputs and effects.
To create a Surround project, define the Surround setup first. The list field located below,
i.e. "Surround setup", is activated for selecting a number of Surround formats.
Project options: All settings adjustments made here are valid for every newly-created
virtual project. They will be saved in a separate VIP(Templates\Template.VIP). The
Template.VIP file can also be edited directly to define additional settings for all projects:
FILE MENU
Please also read "System settings -> Project options -> General (view page 34)" for more
details about project options.
Track number: The start track count of the virtual project is defined here. With the "Track > Insert new tracks... (view page 413)" command, you can add tracks at any time.
Sample rate: Defines the sample rate of the virtual project.
Preset project length: The initial project length can be set as a preset here. This setting
will be automatically adjusted during loading or recording and changes during zoom
operations.
Note: VIP projects can only be up to 168 hours in length.
There are no more length restrictions on WAV files with NTSF. Recordings are written to a
large RIFF64 file. If under 2 GB, it will be compatible with normal wave files. Under FAT 32
a split in W01, W02, etc. continues to happen.
Open
You can open various file types here and load them into Samplitude. To load audio files,
use the command "Load/Import > Load audio file".
"O"
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Note: When a VIP is active, the loaded wave projects are loaded immediately into the VIP
as objects. The range of the active track displays the position. CD Arrangement mode is
the exception. Here the objects are displayed below one another independent of the range.
The distance between the objects corresponds to the pause time (CD/DVD menu > Set
Start Pause Time (view page 678)).
Object (*.obj)
An object contains playback instructions for the underlying wave project. It contains
information about the time position as well as the editing steps involved. Objects are used
in virtual projects.
Session (*.sam)
This command loads a Samplitude session. This opens all projects and lines up all
windows in the way they were distributed on the screen at the time the session was saved.
Load/Import
Load audio file
Here you can open a dialog for loading of audio files.
The following formats are supported and read directly by Samplitude.
Wave iles (.wav), MP3/MPEG files (.mp3, .mpg, .mus), QuickTime files (.aif), MS Audio files
(.asf, .wma), Ogg Vorbis (.ogg), FLAC (.flac), MIDI files (.mid), video files (.avi) and playlists
(.m3u, .cue).
Note: Open all other formats with the import audio function "Import audio" to convert them
to wave files for storage on the hard drive.
Several files can be loaded simultaneously. To do this, expand the selection via "Ctrl" +
click (just like with Explorer), or select a range of files via "Shift" + click.
If a virtual project is opened, new objects are created simultaneously in the VIP which refer
to loaded audio files. If an area has been selected in the VIP, the files are positioned at the
FILE MENU
beginning of the range or with a separating pause of 2 seconds after the last object. The
length of the pause can be adjusted in the "CD/DVD" menu via "Set pause time".
Each audio file can be previewed before it is loaded.
Attention: The monitoring function uses the standard Windows MME system output
device. Many audio cards crash the Windows MME system by using ASIO drivers. This can
cause driver problems during monitoring. For this reason, the preview function is
deactivated by default when ASIO drivers are used.
With the "Load audio file" option, you can activate the preview function again at any time.
Options for loading an audio file
The button at the bottom right of the dialog opens the options for loading an audio file:
Use selection order of file dialog: If this option is activated, Samplitude remembers the
sequence in which the files were selected and then sorts them accordingly.
Load files in alphabetical order: With this option activated, Samplitude sorts the selected
files alphabetically in the VIP.
Use sync positions (timestamp) of waves: Broadcast wave files containing timestamps
are positioned precisely at this position in the VIP.
Load all files to selected track: The selected files are loaded sequentially in one of the
selected tracks.
Load files to different tracks: The files are now sorted in vertical order from the selected
track to the next one. If necessary, an additional track is added.
Group loaded objects: All loaded files are grouped. They can be ungrouped anytime.
Other
File preview with Windows Media Player Control: Files may be previewed via the
Windows Media Player.
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File handling
Copy audio files to project folder: The file will be copied automatically into the
corresponding project folder.
Import audio
This lets you import all supported file formats explicitly as Wave Projects.
Importing is only absolutely necessary for those file formats that cannot be opened directly
by Samplitude via "Load audio file".
Unlike with "Load audio file", when importing, the selected audio file is converted to the
wave format and copied to the hard disk. You can also use the command if you want to
work in a copy of the file within the project.
Keyboard shortcut: Ctrl + I
Hint: You can increase the performance of your computer if you import compressed
formats such as MP3 or WMA instead of loading them. This avoids real-time
decompression.
With the "Import raw data (dump)" option, you can attempt to import damaged files that
sound like white noise on playback. The header is usually damaged or missing. In this
case, you can enter "0 bytes" as the header length in the following dialog.
Import as dump
Imports a wave or MP3 project as raw audio data (PCM) in RAW format (Little Endian for
PC, Big Endian for Amiga, Mac, Atari).
FILE MENU
Save project
The current disc project is saved with the name displayed in the project window. If you
have not yet specified a name for your project, Samplitude will ask you to do so.
Keyboard shortcut: "Shift + S"
Save project as
A standard dialog will open where you can specify the path and name of the project to be
saved. If you would like to save wave projects and virtual projects under a new name and
in a different location, the original file will stay untouched. Thereafter you can continue
working in the new project (automatic).
Keyboard shortcut:
"Shift + S"
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FILE MENU
Save object
This function allows you to save a single object. This file contains all the data of the object
editor like fades, effects, object names, etc., but not the actual audio data. The wave
project referenced by the object also has to be available if you want to reload the object.
Save session
A Samplitude session is a meta project, which includes the file paths and window positions
of all loaded projects at the time of being saved. This is useful for starting to work again at
the same position where you ended last, without having to load various projects.
If you save a session with the name "startup.sam" and place it into the directory with the
program folder, Samplitude will load that session automatically the next time you start the
program.
Rename project
The current project can be renamed using this dialog. With HD wave projects all the files
involved will be renamed correspondingly.
Export audio
This menu point allows you to export projects in various formats.
The export dialogs for each format are almost identical.
1.
2.
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3.
Export settings: Here you can specify which area of the project should be exported.
Furthermore, the export of multiple files can also be carried out provided their starting
points have been specified with the placement of track markers or other markers.
This way, an almost automatic export of individual files from within an arrangement is
possible. When exporting an individual file it's possible to export the eponymous
.CUE file containing the marker information as well.
Note: The audio data from HD wave projects can be further processed or imported directly
as .WAV files from HD wave projects. The use of the "Export" function is only necessary
when the data is to be copied.
WAV
Here you can export wave files.
Format settings: A dialog with a list of all compression codecs appears here. Please
select the desired codec and compression rate. If you click the "Dithering" button, the
"Dithering settings" dialog will open. Detailed information on this can be found in the
"Options menu -> Program Preferences -> Dithering Settings (view page 699)".
MP3
Exports the project as an MPEG layer 3 file using the encoder provided. By clicking on the
format settings, a new window opens where encoder options can be defined. You can set
output format, encoder quality, padding mode, stereo coding, content options, VBR
(variable bit rate) options, and MP3 ID editor labeling.
MPEG
Exports the project as an MPEG file. The formats can also be set in the advanced settings
dialog, which is opened via the button "Format settings". The options "stereo", "joint
stereo" and "mono" will be available to you.
Windows Media
Exports the project in Windows Media format.
This format is an optimized audio/video format for the Internet from Microsoft. This
format also enables streaming playback of audio files over the Internet. Please choose a
profile for the Windows Media file in the "format settings" dialog. In the dialog, track and
artist names, copyright details, and descriptions can be entered.
Real Audio
Exports the project in Real Audio format (.RA).
FILE MENU
Real Audio is an audio format designed especially for Internet applications. It is especially
well suited for streaming audio. In format settings you can specify the bit rate of the
transmission speed (modem, ISDN, etc.). Similarly, details on the content and copyright
information can also be added.
Content settings: Here you can select presets for the type of audio or video material (only
voice/background music, music, stereo music).
Clip information: Here you can enter author, video name, and so on, which appear in the
Real Player during playback.
Multi-rate file (Real Server): Streaming audio requires a server application that must be
installed on the server and from which the audio should be played ("streamed") in real-time.
If you don't have this application, it will have to be downloaded. "Real Server" is a server
application that enables streaming audio in Real Audio format.
If the "Multi-rate file" option is activated, a multi-rate file can be created, which includes
several files in various bandwidths. Multi-rate files allow the selection of multiple "Target
groups".
AAC
Exports the project to an .AAC file. You can also set the encoder settings in the advanced
dialog, which is opened via the "Format settings" button. Here you can also set the quality
and transport format (MPEG 4 or ADTS). AAC export uses the file extension *.m4a.
FLAC
The FLAC format allows you to compress 16-bit or 24-bit files during export. The
properties of the FLAC encoder can be accessed via the "Format settings" button. Set the
compression degree, bit-resolution, format, sample rate, and dithering here.
OGG Vorbis
Exports the project in OGG Vorbis format.
The "Format settings" button opens an additional dialog, where you can select the desired
bit rate. The scale of compression ranges from 46 kBit/s to 500 kBit/s (for MP3 from 32
kBit/s to 320 kBit/s). In the stereo options you can choose between "Stereo" and "Mono"
and also select the "Variable bit rate" mode.
AIFF
The project will be exported in .AIFF format. In the advanced dialog you can decide the bit
resolution, stereo format, sample rate and quality level of sample rate adjustments.
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Like with Real Media exports, the corresponding video size, frame rate, and codec settings
can be adjusted for "AIFF with Quicktime" export as well. This function requires the
installation of Quicktime on your computer.
The following export options are available: Format (Linear PCM, A-Law 2:1, IMA 4:1, MACE
3:1, MACE 6:1, QDesign Music 2, Quallcomm PureVoice, -Law 2:1 ), channels (Mono,
Stereo, Quadrophonic, 5.0, 5.1 ), sample rate, sampling rate conversion quality as well as
linear PCM settings in 8, 16, 24, 32 and 64 bit file format.
Mono/stereo convert
Stereo Wave > 2 Mono
This function saves both the left and right channels of a stereo wave file (file.wav) separately
as a mono file (file_left.wav, file_right.wav).
This function can be used on objects in the VIP. The stereo object to be split will be
replaced by two mono objects that are aligned with each other and whose panorama on
the project level is set to the left or right.
2 Mono > Stereo Wave
Here you can connect two mono wave projects to one stereo wave project.
After executing this command, a dialog opens in which all loaded mono files are shown.
You can load additional files with "Load file". From the opened wave projects, you can
select the right and left files with the "^" keys. With "<->" keys you can switch channels.
After clicking on "Link files" you can specify the name of the new file which is to be created
in the project folder.
Please note that only mono wave projects of the same word width and sample rate can be
linked. The length of both projects are adapted to one another, the longer mono file sets
the total length.
LR Wave -> 2 Mono
LR wave projects can be split into two independent mono projects using this function.
LR Wave ->1 Mono
Here, the active LR wave project is set to mono mode. The two channels are mixed with
one another by adding the corresponding samples each at 100% and then splitting the
sum in two in order to avoid overmodulation. This corresponds to sinking the level by 6 dB.
1 Mono -> LR Wave
Here an LR wave project with two identical channels is created from a mono wave project.
The original sample is duplicated here.
2 Mono -> LR Wave
This creates an LR wave project with two channels from two mono wave projects, whereby
a mono wave project in the panorama view is positioned to the left, and the other one to
the right. Select both mono files with consecutive mouse clicks. In the following dialog you
can decide to "Link". "Convert to stereo" creates a stereo wave file.
FILE MENU
Save in format
Use this function to save wave projects in various formats.
This can be useful when, for example, RAM projects are to be converted into HD wave
projects or LR wave projects (two mono samples linked to one another) are to be
converted into stereo wave projects.
In the "Area settings" you can choose whether only the selected area or the entire wave
project should be saved in the new format.
Under "General options" you can choose whether the maximum amplitude should be
displayed or not and if the master effects should also be copied when the file is saved.
The Dithering settings (view page 699) can also be adjusted here.
In the "Format" section you can determine in what format the file should be saved (Wave,
RAM project (.RAP), .MP3 or as an .AIFF).
In the case of wave and RAM projects you also have the options "Stereo", "Only left
channel", "Only right channel", "Mono mixdown" and "Left & right" and the selection/quality
of the sample rate options open to you.
By clicking on the format settings for .MP3 format a new window opens, where encoder
options can be defined. Here you can set output format, encoder quality, padding mode,
stereo coding, content options, .VBR (variable bit rate) options and .MP3 ID editor labeling.
In the advanced dialog for .AIFF you can specify the bit resolution, stereo format, sample
rate, and quality level of sample rate adjustments.
Change bit resolution
Here you can select the desired word width/bit resolution of wave projects.
Working with the 32-bit float format
If you convert fixed comma wave projects into the floating comma format, the signal will
remain a 16 or 24-bit signal and the quality will not be improved. This will only yield a result
if you are applying destructive changes to the audio material as precise calculation is
practically impossible after editing.
You can also take advantage of overmodulation resistance and level-independent retaining
of the dynamics. The quantization hiss will not increase even if at very low levels.
The downside is that double hard disk space is required and only half the tracks are now
playable simultaneously (depending on the CPU).
If you convert from 32-bit float to 16 or 24 bits, dithering occurs to reduce subjective
quality loss.
Hints on working with 8-bit wave projects:
A smaller word width can be sensible, for instance, when editing audio for multimedia
applications, as such applications may use a resolution of 8 bits to save storage space.
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The downside of such a low bit resolution is that as the quality of the so-called SNR (signalto-noise ratio) drops and the quantization noise increases. This quantization noise is not
constant but is modulated by the signal and thus particularly bothersome.
The word width of the project is always stated in the title bar of wave projects. If you want
to perform manifold destructive editing on an 8-bit project, you should convert it into 16 or
32 bit float before editing. The created calculation precision will then occur in the 16-bit
range, this being considerably smaller. After editing you can re-convert the sample to 8
bits.
Choose wave codec
Choose a codec for writing the wave. The desired codec must be installed on your system.
The codec you used must also be available to be able to play back the wave created on
other systems.
Export as Dump
Export a wave or .MP3 project as raw audio data (.PCM) in .RAW format (Little Endian for
PC, Big Endian for Amiga, Mac, Atari).
Select of the video objects should be transferred individually. This dialog may also be used
to set whether an audio downmix (stereo/Surround bounce) should be executed or if
audio objects should be transferred separately. If the continue button is pressed, then
the Trackbouncing DVD (view page 672) dialog will appear.
FILE MENU
Replace audio in the original .AVI file: This option carries out trackbouncing on the
current VIP. This creates a temporary .WAV file which can then be integrated into the
selected .AVI file. It's necessary that the .AVI contains an audio track of the same format
(sample rate and bit resolution).
Save a new .AVI file to: This option carries out trackbouncing on the current VIP. This
creates a temporary .WAV file which can be copied with the selected .AVI file into a new
.AVI file. This process contains the original .AVI file.
Note: Should the lengths of the audio and video files differ from one another, a warning
dialog opens. After the export, the longer component is cut off an attempt to
automatically synchronize the data is not carried out. If you should receive such a warning,
try to resample the soundtrack to the correct length.
List export
A current marker list, object list, or track list for your project may be written into text file
and stored in the project folder.
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Batch processing
Batch processing lets you automate work processes. It makes it possible to define an
editing sequence, which will be applied to all selected files.
Every task will be entered into the task list. You can define multiple batch tasks which will
then be executed one after the other.
Possible editing options:
Normalization
Linear fading (in and out)
Real-time effects
Timestretching/Pitchshifting
Declipping
Remove DC offset
Target format settings: word width (8/16/24/32 float), sample rate, stereo/mono settings,
file format conversion, compression process
Memory settings
For example, you can normalize a whole list full of 24-bit .WAV files to 96%, apply 5 ms
fades at the beginning and the end of each file, compress them with the multi-band
compressor, change them all to 16-bit mono, resample them on 22 kHz and then save
them all as MP3s.
Tasks
To the right edge of the batch processing window is the task list. New tasks are created by
activating the Add job button. When you select a job (with a mouse click), the four
settings tabs are displayed (source files, effects, target format, target files). Remove job
removes the selected job. Perform jobs starts the batch processing.
As long as you don't close down Samplitude, all the tasks remain saved until execution,
even if you close the batch processing window in the meantime.
Source files
FILE MENU
Here you can create the list of the files you wish to edit with the Add file button. Multiple
selection is possible. Select Load directory to add all of the audio files within a directory
(including all sub-lists). You can load all file formats that Samplitude imports. Save list
creates a Playlist (in the common *.m3u format) for using your selection of files later. Use
Delete to remove all selected list entries. Delete all removes the entire list.
Effects
1. Normalize amplitude: You can enter a target maximum amplitude value, in % or dB. A
value of 75% corresponds, for example to -2.5. Alternatively, you can enter volume
changes in dB. Detailed information about normalization is available in "Offline effects ->
Amplitude/Normalization (view page 453)".
2. Master effects: To avoid redundancy in the batch processing dialog, effects settings
have been integrated with the Mixer preset files.
In the Samplitude Mixer, you can export all Mixer settings to the Mixer preset (*.mix). To do
so, click on the "Save mixer settings" button in the mixer. It is located under the snapshot
storage places.
When you load the *.mix file into the batch-processing function "Load preset" all effect
settings of the master channel will be calculated into the file batch. With "Edit preset", you
can open a special FX routing dialog from which you have access to all effect parameters.
More detailed information about FX routing can be found in the "Effects and effect plug-ins
(view page 157)" chapter.
Additional effects: Beside the master effects of the Mixer preset the non-realtime effects
"Resampling/Timestretching", "Remove DC offset", and "Remove modulation" (DeClipping)
can be used. The button "Settings" opens the applicable effects dialog.
3. Fades at the start and end of projects: Linear fades of any given length can be added
to your files. The fade lengths can be set freely.
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Target format
All settings in this dialog can be saved as presets. You can freely choose the bit resolution
(16/24/32 bit float), the sample rate, stereo/mono/left/right as well as the save format with
the corresponding format settings.
You can find out more about the sample rate in "Effects -> Sample manipulation -> Adjust
sample rate... (view page 545)"
You can find out more about file formats in the "File" menu > "Export (view page 381)".
Destination files
FILE MENU
Replace source files: The original file is replaced with the edited one. If the file is used in a
VIP, the VIP is closed first.
Save files in the source directory with a different name: The changed file will be copied
back into the source directory and the file name will be expanded with the added prefix and
suffix.
Save file in the following directory: The edited files will be saved in the directory of your
own choosing; the file name will be extended to include the entered prefix and suffix.
Optionally, you can "Delete source files after editing".
Keep source directory structure: This option saves all files in the same subdirectory
structure including the source path.
Disconnect Internet
This menu item allows you to terminate an existing Internet connection directly from within
Samplitude.
FTP download
This menu item opens an FTP download window. Enter your FTP access data and click on
"Connect..." to establish an FTP connection immediately. Files can then be downloaded,
but not uploaded.
Close project
This menu point closes the active project.
Exit
The program Samplitude is being shut down. All projects changes that were not saved are
lost if you don't select "save".
Used projects
In the last section of this menu the 10 projects opened most recently will be displayed.
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Edit menu
In this menu some functions are applicable only to wave projects ("Edit -> More -> Copy
to"), and others are only for virtual projects ("Cut silence").
Edit functions like "Extract" require an area to be selected. Other functions like "Copy" are
available only for active objects. The start and end points of the selected range determine
the start and end points of a cut. The vertical position indicates the tracks that are affected
by the edit.
Activate the "Auto crossfade" function and all the newly created fade edges will
automatically be made soft or disappear.
Undo
Samplitude offers a secure way of tracking your changes in virtual and wave projects,
which makes it easier to undo work steps. Up to 100 changes can be kept in the memory
using the undo function in "Options menu -> Program Preferences -> Undo Definitions
(view page 699)", allowing you to retrace (and undo) all of these steps, if necessary.
When editing audio material with destructive effects ("Offline effects menu"), the "Undo"
option only works when the option "Create copy" is activated in each dialog.
Keyboard shortcut:
"Shift + Z"
Redo
Reverses (undoes) the most recent "Undo" command.
Keyboard shortcut:
"Shift + Y"
Undo History
A list with the last commands executed appears.
In this dialog you can return to an earlier work stage. This list can be removed in the "Edit"
menu > "Delete Undo Levels (view page 392)".
Cut
Virtual projects (VIP)
In the case of virtual projects, the selected area will be copied into the virtual clip and
removed from the active project. The VirtClip, like the virtual projects, does not contain the
EDIT MENU
actual audio files, but only the links to them. The VirtClip contains the same count of tracks
as the selected area.
Keyboard shortcut:
"X"
Wave projects
The data of the selected range is copied into the clip and removed from the current project.
Data behind that range takes its place. The wave project is reduced in size by the length of
the removed segment.
If you cut a piece out of a mono wave project, the clip will be a mono wave project, and if
you cut out a piece from a stereo wave project, the clip will also be a stereo wave project.
Similarly, the bit rate and the sample rate from the project are applied. The old content of
the clip is overwritten.
After the function has been carried out, the play cursor will be at the cut edge of the
removed segment. You can now place the clip back into the wave project with the
command "Paste from clip".
Delete
Virtual projects (VIP)
With this command you can delete selected objects from the virtual project. For selected
ranges, objects as well as track automation curve points above them will be deleted.
In connection to the button "Link objects on 1 track" in the button bar, the objects lying
behind the deleted area of the corresponding track are pulled up, shortening the total
length of the track. In other object modes, the range is replaced by silence.
Via the "Objects menu -> Cut objects -> Remove (view page 426)" the objects can be
deleted.
You can individually delete the automation curve points by selecting them in the project
window using the mouse and going to the "Edit menu -> Delete curve points (view page
439)".
Keyboard shortcut: "Del"
Wave projects
The files of the selected area will be deleted and the segment of the wave project will be
pulled into place.
Warning: If you are in "Destructive wave editing" mode and have deactivated the "Undo"
function ("Options menu - Program Preferences - Undo Definitions (view page 699)"), the
files cannot be restored.
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Copy
The active area will be copied to the clipboard, but will also remain in the project. Please
note that the previous content of the clip will be deleted. The properties of the copy will be
applied to the clip.
Keyboard shortcut:
Extract
With "Extract" you can crop your project by deleting the areas outside of the selected
segment.
Wave projects
In "Wave editing" mode only those wave project segments below the selected area remain.
The files before and behind the range are deleted.
Insert Silence
This command inserts silence on all tracks at the position of the current play cursor or at
the start position of the selected range. The objects will be split at this position and the files
after it will be added after the silence.
If a range is selected, its length will be adapted by default. The selected range is not
adjusted after the operation. It's possible to change the value in the input field. The project
is extended by the length of the inserted object.
EDIT MENU
Strip silence
This command cuts the objects apart at the position of the silence. Before applying the
command, you can add a threshold value in the dialog for the silence and used signal. The
cut objects will be marked, making it easy to delete them using the "Del" button.
Threshold for silence detection (dB): If the signal falls below this value, the object will
also be cut at the corresponding position.
Threshold for signal detection (dB): If the signal rises above this value, the object will be
cut at the corresponding position.
The "Minimum length of silence" parameter sets the length which silent passages should
be applied so that they can be selected and deleted. This way, you can remove very short
passages of silences from the cut.
With the "Crossfades" option, you can create automatic crossfades between at the cut
positions of the objects.
Append project
With this function, a project can be appended to another one. The objects or wave files of
a selected project will be immediately copied to the end of an existing object.
To execute this command, first click on the project to which you would like to attach. Next,
select the "Add project" command, followed by a mouse click on the project which is to be
added. Finally, confirm via the appearing dialog by clicking on the "Add" button.
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More
Delete with time/ripple
Clear
Cut with time/ripple
Copy + clear
Copy as
Paste with time/ripple
Overwrite with clip
Paste from ClipStore
Insert from clips with time/ripple
Overwrite with clip
"Ctrl+Delete"
"Alt+Delete"
"Ctrl+Alt+X"
"Ctrl+Alt+C"
"Shift+C"
"Ctrl+Shift+V"
"Ctrl+Shift+X"
"Ctrl+Shift+V"
"Ctrl+Alt+V"
"Alt + V / Insert"
"Ctrl + Del"
Clear
The data of the selected area will be deleted. The files found after the selected area will not
be moved, leaving silence in the tracks selected. The length of the track stays unchanged.
Keyboard shortcut:
"Alt+Del"
Copy + clear
Copies the selected VIP range into the clip, and removes it from the VIP project.
Keyboard shortcut:
Copy as
This function copies the selected range from a wave project into a new file.
Keyboard shortcut:
"Shift + C"
EDIT MENU
Keyboard shortcut:
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Crossfade Editor
Samplitude contains a professional crossfade editor.
The crossfade editor is opened by clicking on the "Toolbar" button, or via menu "Edit >
Crossfade editor". You can also use the keyboard shortcut "Ctrl + F".
In the crossfade editor you can conveniently and efficiently edit all aspects of a crossfade.
All changes are non-destructive and can be undone.
EDIT MENU
Fade in / Fade out: There are lots of different curve types available for selection for the
crossfade:
Linear (0)
Exponential
Logarithmic
Cosine
Sine/Cosine
The faders can still be used to change the curves in the corresponding available range.
Linear curves require less computer power than non-linear.
Note: The settings for fade in/out in the crossfade editor are applied to the selected object
if it does not overlap any other object.
Global settings: Set
The current settings are defined as preset. This is useful, for example, when an object is
split with the "T" key and you wish to create a crossfade between the two objects. When
opening the crossfade editor, the specified settings are set as default.
Global settings: Get
Use this button to get the presets of the crossfade editor.
Get range length: The range length of the range selected in the VIP is set as the crossfade
length.
Fade offset: Here you can specify how much of the fade should be outside of the object
border. Usually, the entire fade can be found within the borders of the object, that is, the
fade starting point is at the start of the object (0%) as is normal with fade ins/outs of
individual objects. If the fade becomes part of a crossfade, it may be necessary to modify
it. If, for example, the second object starts with a drum beat, it would be better to execute
the crossfade beforehand in order to keep the "attack" of the drum beat.
The value can be changed from 0% (fade within the object borders) to 50% (fades
symmetrical to the object borders) to 100% (fade outside the object borders) the object is
then stretched by the percentage of the fade length. The actual beginning of the object is
displayed as a dashed line.
With a fade offset of over 0% make sure that the corresponding audio material is available
in the wave project, otherwise it may be the case that an object with a modified fade offset
cannot be faded in or out. If, for example, the object starts at the exact beginning of the
wave project, you will no longer be able to crossfade if the fade offset rises above 0%.
Crossfade off: The "Crossfade off" button deactivates the crossfade of the selected
object. The fade out time of the first object is set to 0.
Play / Stop: This button starts playback in the selected range or at the cursor position.
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Move crossfade position: The end of the first object and the end of the second object are
moved equally. The buttons ++/--/+/- are used to set the crossfade length.
Permit asymmetrical crossfades: The fade offset settings of both objects are no longer
connected to one another and can therefore be set independently of one another.
Auto-crossfade active
With this option, all newly recorded or cut material in a VIP (or material that is dragged from
a wave project into a VIP track) has an automatic fade-in applied to its start and end.
You can assign every object a standard fade-in, and this can be edited in the "Object editor
fade" menu with "Get/Set global crossfade".
If two objects overlap in this mode, a realtime crossfade will occur at the intersection. The
fade settings can be modified by double-clicking on each object in the object editor.
If required, you can manually edit each intersection with the Crossfade Editor or handles.
VIEW MENU
View menu
This menu contains tools for changing the screen view of Samplitude.
Sections
These menu items allow you to take advantage of Samplitude's ability to simultaneously
display up to 3 different "views" of the same project.
If you select the option "2 clips", two view windows, each of which can be worked in
independently, open one under the other. This way, for example, you can view the
complete sample in one window while magnifying a specific area in the other.
The "3 clips" mode can be especially helpful when searching for loop points in the wave
window. In the top large window the entire sample can be viewed, as in the bottom two
windows the beginning and end of the loop segments are shown. This view can also bee
seen via the "Range" menu -> "Split range" command or by the shortcut "B". The corner
values of the three windows can be independently adjusted.
You can determine the areas through window borders once and for all by selecting a start
of a segment by clicking the clip bar at the corresponding position, and then selecting the
end of the segment in a different clip with the "Shift" key held down.
When using the zoom function on a specific clip, it is necessary to first select it by using
scroll bars to the right or to the bottom.
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Keyboard shortcuts:
Show range:
Split range (shows 3 sections)
"Shift+B"
"B"
Using menu commands "Activate previous clip" and "Activate next clip" you can switch the
active segment.
Fix vertically
Ranges in Samplitude can be drawn out horizontally as well as vertically. If you are not
familiar enough with this option, you can lock the top edge of the ranges to the maximum
value and the lower edge to the minimum value. You then get the usual display when
dragging ranges. However, you no longer have the option of freely defining the vertical
stretch of a clip using the current range.
Overview mode
The overview mode represents all objects from your project in a clear fashion below the
arranger tracks. The mouse pointer becomes a magnifying glass in this area. The section
selected in "Overview" mode specifies the size of the display and position section displayed
in the arranger. You can position the section in the overview by clicking on the desired
location. On the other hand, the scroll bar in the arranger allows the selected section to be
controlled in the overview.
To select the desired section, right click (or left click + "Shift") and drag out a lasso across
the overview as required in the ovrview. If another position in the overview is required or a
new lasso is drawn by left clicking, then the horizontal i.e. temporal position in your
arrangement will change; the vertical range of the section i.e. the display of the selected
track remains preserved.
In single-track virtual projects (VIP) and WAV projects, the waveform will be shown in
"Overview" mode.
VIEW MENU
Show grid
This command activates the coordinate grid for the project window.
Keyboard shortcut:
"#"
Grid lines
Here you have the choice between various line layouts for the grid display. The display of
the grid helps with more precise legibility of positions in the arranger window.
Units of measurement
Here you can specify the units of measurement for the grid view.
The following units are available: Samples, milliseconds, hours/mins/secs, SMPTE,
SMPTE/ milliseconds, CD-MSF, feet and frames 16 mm (40fpf) and feet and frames 35 mm
(16fpf).
The units of measurement selection will affect the start and length of the current range in
the project window, the grid width and the details of the position of the play cursor (position
line).
Snap active
This functions turns the grid on or off.
Shortcut key:
"Ctrl + #"
"Ctrl + I"
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VIEW MENU
Virtual projects have an object grid, area grid, beat grid, and frame grid. In the object grid
the objects can only be moved to the start, end or the Hotspot (view page 433) ("Object
menu -> Set Hotspot/Delete Hotspot (view page 433)"). The reference point is normally the
front edge of the object that is to be moved. As soon as a hotspot has been defined for the
object, this is the one with which the program will work. If several objects are selected, the
alignment occurs on the forward edge of the hotspot of the object that was selected last
and is currently located under the mouse cursor. The intervals between the selected
projects stay constant.
Exchange grids
This command exchanges the upper and lower grids.
VIEW MENU
This dialog can be used to change between the two viewing options "Drawing mode 1"
and "Drawing mode 2". Wave form display, object, VIP, and wave form color categories
can be edited.
Keyboard shortcut:
"Shift + TAB"
Definition...
This dialog can be used to change between the two viewing options "Drawing mode 1"
and "Drawing mode 2". Wave form display, object, VIP, and wave form color categories
can be edited.
Keyboard shortcut:
"Shift + TAB"
Halved waveform: Switches the graphical representation of the samples to half the wave
form display size.
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Separate stereo: If this option is active, stereo tracks are displayed separately one above
the other.
Draw envelope: When this option is switched on, an outline is drawn around the envelope
of the wave form.
Grey out muted objects/tracks: Muted objects and tracks will be shown grey.
Envelope only: When this button is selected, only the wave form outline (envelope) is
drawn. Both objects can be seen clearly in crossfades.
VIEW MENU
Transparent: When this button is selected, the colors of both crossfade wave forms are
overlapped. The wave forms appear against a dark background. We recommend that you
combine this and the "Draw" mode option (Wave form colors > Red/Blue alternation) to
optimize the display of crossfade areas.
Interleaved: When this radio button is selected, a sample of the left object and a sample of
the right object are drawn. You can then visually assess the fade area a task made
especially easy if the adjacent objects have different colors.
VIP
Various VIP components (buttons/sliders, peak meters, show border, arrangement text,
and vertical auto zoom) can be activated and deactivated here.
Buttons/Sliders show the trackbox with all mixer controls, i.e. the channel fader, solo
buttons, etc. If you always have the track editor open, then you won't have to use these
functionally identical control elements at this location. However, you should leave the
trackbox open and close the peak meter only.
If you hide just the track frame, the border of the selected track will disappear.
The "Arrangement text" function identifies the two editing ranges in "Universal" mouse
mode. If you set a check mark here, you will see "Play cursor and segment manipulation
area" in the top track half, and "Object manipulation area" in the bottom half.
Vertical auto zoom: If you have activated this option, the wave form of a track is zoomed
vertically so that the sample with the highest value fills the track height exactly. This
disallows additional vertical zooming into the wave form using keyboard shortcuts "Ctrl +
Arrow up" or "Shift + mouse wheel".
Note: Active vertical auto zoom deactivates the buttons for "Zoom wave in" and "Zoom
wave out".
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Objects
Draw background: This activates the background color view of the selected objects.
Every object can be assigned its own color (see "Object menu > Object color/name (view
page 436)" or in the object editor under "Color").
Large object handles: The object handles are displayed larger.
Object properties: With these options, settings from the object editor like equalizer,
dynamics, panorama, or plug-ins are displayed as shortcuts in the object.
Object block symbol: If a checkmark is set, a key will appear on the bottom of an object,
which can be used to lock and unlock objects (view page 429).
Highlight crossfades: With this setting, the crossfades between the objects are set in
contrasting colors.
Draw while moving: The user interface is updated while moving the mouse. This option
can be deactivated for computers with low processing capabilities.
Handle for fade overlap: Use this handle to set the offset ratio for crossfades without
having to open the crossfade editor or object editor.
Additional information about object representation:
VIEW MENU
Project name: Shows the project names. This gives you a quick overview of the objects in
the VIP which refer to wave projects.
Original position: This shows the original recording position at the beginning of the object
in the set time code format. This way, a comparison of values in the object with the
position on the timeline or on the time code of the picture helps clear up possible
deviations in the synchronization.
Audio markers: Use this option to display markers in objects that are present in the wave
projects that are based on them.
Waveform color
Default color settings: The waveform contains the default color set in the color settings.
Details about the color settings can be found in the menu reference under "Options menu > System/Audio -> Design -> Colors (view page 714)".
Red/Blue alternation: This display mode colors the objects beside the waveform
alternately red and blue so that crossfades in the "Transparent" and "Interlaced" draw
modes are optimally visible.
Comparisonics colors: This display mode uses a patented algorithm from
Comparisonics for coloring the display of the sound material. Depending on the pitch
and other parameters, a special color tone for each segment of audio material can be
calculated and displayed. Deep sounds get blue color tones; high sounds get
green/yellow/red colors. This makes it possible, for example, to optically recognize sound
pitch changes of a saxophone solo or to visually evaluate signal noise.
The segment size for color calculation can be entered in "Comparisonics Audio segment
size". Sizes 50 ms or longer are recommended so that there is enough material for color
determination available within the segment.
On the basis of the Comparisonics colors, a completely new audio search function is
available in the "Range menu > Comparisonics Audio Search (view page 448)" with whose
help ranges with identical or similar audio material in the project can be found quickly and
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VIEW MENU
Keyboard shortcut:
"NUM 1"
"NUM 2"
"NUM 3"
"NUM 4"
"NUM 5"
"NUM 6"
Horizontal
This menu contains horizontal functions for clip control which are also partially represented
in the bottom position bar as buttons.
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Shortcuts:
Half section left
Ctrl + Alt + Cursor left
Half section right
Ctrl + Alt + Cursor right
Section to play cursor
Ctrl + Alt + ,
Zoom in
Cursor up
Zoom out
Cursor down
Show all
Ctrl + Alt + Cursor up
Zoom to range
Ctrl + Alt + Cursor down
If you can't see the play cursor in the current VIP's image section, then the command
"Section to play cursor/Last stop position" moves the visible section to the current play
cursor position. In stopped state, the image section jumps to the last play position.
Vertical
This menu contains vertical functions for clip control, which are also partially represented in
the bottom position bar as buttons.
Shortcuts:
Half section up
Half section down
Zoom into waveform
Zoom out of waveform
TRACK MENU
Track menu
Insert new tracks
Add one track
With this function you can add a new track, adding to the last track in the project.
Insert tracks
This command adds an empty track to the end of a selected track.
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TRACK MENU
As soon as you have created a surround bus, you can route the exiting signal of an object
to this surround bus and set the surround panorama independently of the track panorama
settings.
The surround master is created simultaneously when a surround bus is created; the
individual channels are routed to the different output devices.
Cut tracks
This function lets you cut out all tracks selected.
Copy tracks
This function lets you copy all tracks selected onto the clipboard, the so-called "virtual clip".
If you want to copy several sequential tracks, you can indicate this beforehand by dragging
out a vertical selection over all of the tracks that should be copied. The selection does not
need to be adjusted to the track contents.
Now you can load the selected tracks into the clipboard via "Copy tracks", and then insert
them as additional tracks above the last selected track with the command "Insert tracks".
All track settings, except for the AUX send paths, will be assumed.
Paste tracks
This function inserts all tracks copied into the clipboard (VirtClip (view page 362)) above the
selected track.
Deletes tracks
This function deletes all selected tracks.
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TRACK MENU
Track properties
This submenu enables access to all track properties.
Mute: Mutes the active track
Shortcut key:
"Alt+M"
Mute inactive: Mutes and also deactivates the track. This increases performance as the
caching and FX processing of this track are not necessary)
Keyboard shortcut:
"Alt + S"
Solo exclusive: This setting switches the active track to exclusive solo mode, i.e. only this
active track is audible. All other tracks are silenced in solo mode.
Keyboard shortcut:
"Alt+Shift+S"
"Alt + R"
Economy Track: If you have selected the ASIO Hybrid Engine as the driver system, you
can take individual tracks from the Low Latency Engine and process the track effects in the
playback engine with the larger VIP buffer size. This reduces the CPU load on your system,
but also increases the delay time during playback.
Lock: Locks the active track.
Shortcut key:
"Alt+L"
Volume/Pan curve active: The volume or pan curves of the active track are displayed.
Keyboard shortcut:
Edit volume/pan: You can enter a numerical value for volume in dB or for the panorama
curve.
Keyboard shortcut:
"H"
TRACK MENU
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Global: Solo exclusive: All tracks will be switched into solo-exclusive mode. In this mode
the corresponding track, if switched to solo, will play exclusively. Solo tracks already
switched to solo mode will be switched back.
Track effects
These options allow (like the mixer channels) the application of real time effects to the
selected track in Samplitude. More information about effects can be found in the "Effects Division and working methods".
TRACK MENU
AUX sends
In this dialog you can create new AUX sends or determine the panorama out of existing
AUX busses. You can also switch the AUX track to pre-fader or post-fader or deactivate it.
Dialog description
You can enter the send level of each AUX bus numerically or pull the orange bar in the grey
field from left to right.
By default, all AUX busses are routed "post" in Samplitude. To switch them to "pre",
activate the corresponding box.
New AUX bus: Clicking on this button creates a new AUX bus.
Reset AUX sends: Resets all AUXes.
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TRACK MENU
Dynamics
Frequency
Delay/Reverb
Distortion
Restoration
Stereo/Phase
Modulation/Special
Plug-ins
MAGIX plug-ins
Track options
Audio
Here you can change settings for recording and playback of audio tracks. These settings
also include settings for audio created by VST instruments.
Record: Select your sound card device to record this track.
All tracks: Applies the same record device chosen for this track to all tracks.
Track/Dev+: Sets the recording device to the next in for example, if set earlier in inputs 1
+ 2 of your sound card, it will be switched to 3 + 4. The button with the "+" sign to the right
sets the recording and playback devices to the next ones simultaneously.
Playback: Select your sound card device to record this track. You can also select a bus
track.
All tracks: Applies the same record device chosen for this track to all tracks.
TRACK MENU
Track/Dev+: Sets the playback device to the next out for example, if set earlier in
outputs 1 + 2 of your sound card, it will be switched to 3 + 4. The button with the "+" sign
to the right sets the recording and playback devices to the next ones simultaneously.
Track type: This indicates if the track is a aux/submix bus. One track can also be both.
Furthermore, you can activate "Economy (view page 30)" as well as "2-channel Surround"
modes for this track.
Timeshift/Delay: Use this field to set an offset for an entire track. Positive values have the
effect that the playback from this track and the play cursor display will de delayed by the
entered amount. Negative values have the effect that the playback will come earlier. All
other tracks and the play cursor will be delayed in relation to the entered value. To the right
of the input field you can select the unit of the time delay.
Colour: Select a color to paint the corresponding track and its objects.
Effects/Routing: This button opens the effects routing dialog for the corresponding track.
Track name: Use this field to change the name of the current track.
Record
The section "recording" contains settings for recording from audio and MIDI.
File: Here you can indicate the name of the file to be recorded.
Assign file name automatically
Click on the button "All tracks" to the right of the file name box and then select the desired
command from the opening pop-up:
File name_Track number: Transfers the file name of the track to all other tracks and adds
the corresponding track numbers to them, for example, funky_01.wav, funky_02.wav,
etc.
Project name_Track number: Transfers the project name to all tracks and adds the
corresponding track number to them, for example, demo_01.wav, demo_02.wav.
Track name: Sets the track name of each track as file names for the audio recording, for
example, Drums.wav, Bass.wav, etc.
Track number_Track name: Sets the track number and the track name of each track as
file names for the audio recording, for example, 01_Drums.wav, 02_Bass.wav, etc.
Project name_Track name: Transfers the project name to all tracks and adds the
corresponding track name to them, for example, demo_Drums.wav, demo_Bass.wav,
etc.
Get track name from first object name: This option gives the track name the same name
as the first object in that track.
Get track name from first object file: This option gives the track name the same name as
the first file in that track.
REC: Here you can specify whether or not you want to record MIDI or audio.
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TRACK MENU
Audio options
You may also choose between recording in mono or stereo on the selected track. A mono
mix of both device channels is also possible.
Using the option "Recording only in RAM" you can record directly to your system RAM.
MIDI
The "MIDI" section provides access to the various MIDI options.
Recording device (MIDI): Use this menu to choose a MIDI entry device.
All tracks: Applies the same record device chosen for this track to all tracks.
VST instrument editor: This button opens the graphical interface for the connected VST
instruments.
Playback device (MIDI): In this menu you can choose your MIDI playback device. Here
you can also select VST instruments as playback devices.
All tracks: Sets the same recording and playback device as selected for this track for all
tracks.
Record controller curves during playback: This option enables controller curves to be
recorded during playback.
The following are available as additional playback parameters: in-channel, out-channel,
transpose, program change, bank high, bank low. You can also activate MIDI-thru for the
affected track. This activates the loudspeaker symbol for this track.
Automation/Controller: This button opens a dialog where you can change the settings of
the MIDI controller.
Detailed information about controller automation can be found in "Automation -> MIDI
controller automation (view page 292)".
Track name: Use this field to change the name of the current track.
TRACK MENU
If stereo objects are located in mono tracks, the mono share (L+R) is played.
If you use AUX sends, you can also use the panorama fader of the AUX send routing dialog
for panning the mono signal.
In Samplitude there is also a Surround Master Mode which can be set up via the "Options"
menu -> "Project properties" -> "Mixer setup". If this mode is active, every track is set to
"Surround" mode.
Track visualization
The visualization from the menu window can be set as a master or track display.
Detailed information on the individual visualization displays can be found in the "Windows
menu -> Visualization" (view page 721) chapter.
Hide track
With this command you can hide the selected track from being displayed in the track view.
It will, however, remain visible in the mixer and will continue to play there.
With the next menu item "Show all tracks" you can show this and all other hidden tracks.
An overview of all tracks including their status of visibility is included in the track manager.
("Tools menu > Manager > Track manager", or "Ctrl+Shift+S" keyboard shortcut). Hidden
tracks can be recognized in the track manager by the lack of a tick beside "Arrangement".
In the column beside it to the right you can hide the track in the mixer window as well.
Detailed information about the track manager can be found in the "The Managers -> Track
Manager (view page 131)" section.
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TRACK MENU
Maximize track
The activated track is maximized, i.e. it is displayed in a larger view.
Minimize none
All minimized (and maximized tracks) are displayed in the same size.
Display subtracks
This command opens the subtracks for a folder track.
Freeze track
With "Track freeze", you can have the selected file rendered into a wave file which replaces
every object on the chosen track. The object and track effects are also added, reducing
the CPU load resulting from CPU intensive effects and plug-in calculations.
The advantage of "Track freeze" is that the frozen track is saved in a separate VIP and can
be edited or recalled at any time. This allows you to work effectively, highly flexibly, and in a
way that reduces strain on the computer's resources.
Detailed information about freezing plug-ins can be found in the chapter "Software
instruments/VST plug-ins -> Freezing plug-ins (Freeze) (view page 280)".
Submix bus
Tracks routed onto the submix bus are not changed. They remain the same.
The submix bus input is muted
The file created while freezing is inserted into the submix track as an audio object.
Changes made to the tracks after freezing which are routed to the submix bus have no
effect on the playback of the frozen submix bus.
AUX bus
AUX send settings in tracks are taken into account when freezing
Tracks routed onto the frozen AUX bus are not changed but remain unchanged instead
The AUX bus input is muted
The AUX send fader of the affected tracks is colored blue.
An asterisk is added in front of the name of the AUX send fader in the mixer.
The file created while freezing is inserted into the AUX track as an audio object
After freezing, any changes made to the tracks that transmit to the AUX bus are not
updated in the file that was created during the freezing process.
TRACK MENU
You can make any changes you like here just like in any other project from object cuts via
effect calculations in the track and object to adding other wave projects.
Unfreeze track
This menu item removes the wave file created during "Track Ffreeze" and brings back the
track that was saved in the temporary trackbouncing VIP.
Changes made in the temporary freeze project are applied to the track as well.
Note: If you add additional tracks which were created when freezing a track to the project,
"Track unfreeze" will no longer be usable.
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OBJECT MENU
Object menu
Unlike with the "Edit" menu all commands from this menu refer to selected objects in the
virtual project.
New object
This function creates a new object in the current track. The last activated object is inserted
at the position of the playback cursor of the sought track.
Cut objects
Cut
Use this command to delete selected objects from the current project and insert it into the
VirtClip. The previous content of the VirtClip will be overwritten.
Copy
This command copies the selected objects into the VirtClip. The old content of the VirtClip
will be lost.
Paste
Use this command to add objects from the VirtClip into the project, starting from the
current position of the play cursor. Please note that the objects may overlap.
Delete
Here you can remove the selected objects from the current project. The content of the
VirtClip remains.
Keyboard shortcut:
"Ctrl + Del"
Extract
Use this command to delete all unselected objects.
Please note the difference between this and the "Extract" function in the "Edit" menu; this
only applies to a selected area.
Duplicating
This function can be used to duplicate all selected objects. The duplicated objects lie
congruently over the original objects. By dragging the mouse in "Object" or "Universal"
mode, you can move the duplicated objects to the desired position.
OBJECT MENU
Duplication is also possible via drag & drop while holding down the "Ctrl" button.
This way, you can quickly duplicate objects without having to go through the VirtClip.
Multiple duplication
Use this function to duplicate selected volume handles one after the other. In the dialog
window that opens you can enter the number of copies, the corresponding distance
between each handle and the entire length.
The following parameters are available:
Number of objects: Specify the number of copies here.
Group new objects: Here you can decide if the duplicated objects should be assigned to
a group.
Time difference: Here you can set the distance between each object's starting point. The
default length is set to that of the object you wish to duplicate. In this setting the objects
connect seamlessly to one another so that a loop is created.
Duration: Alternately to the time difference, you can select the entire length of all copies
here. This is calculated from the product of the time difference and the number of copies.
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OBJECT MENU
Split objects
Use this option to split all selected objects at the cursor position, thereby separating them
into independent objects.
If the range is stretched out, the cut should be made at each border. Please make sure
that the object that is to be edited is contained within the active range. If necessary, all
objects can be activated by double-clicking on the displayed range in the range bar. In this
case, it is not necessary that objects be selected prior to this.
Keyboard shortcut:
"T"
Trim Objects
This function moves the object borders of a selected object to the edges of the current
range. For this to occur, the range must be fully within the object's borders.
Shortcut key:
"Shift + T"
Heal/Unsplit Objects
With this command you can stick two split objects back together without any audio
calculation. To do so, the objects in the VIP have to be positioned exactly beside one
another and your audio material must be connected. The objects have to be different, but
sequential pieces of audio material from the same wave project. If these conditions are not
met, the command will not be executable.
Before executing the command, select both of the objects that were previously separated.
All object properties of the second object, like fades and effects, will be discarded. The
resulting combined object will have the properties of the first object.
Glue objects
A new object is built from the ones selected. Trackbouncing is used here. If you have
selected just one object, it will be glued together with the object to its right. This function
corresponds to the "glue tube" in the symbol bar.
Shortcut: "Ctrl + Alt + G"
OBJECT MENU
After gluing, you can subsequently edit the original cut using the "Freeze object -> Edit
object freeze" function. When selecting this function, a single-track VIP will open as well,
which contains the original objects. These can then be edited individually.
Use the "Freeze object ->Unfreeze object" function to restore the original state of the
object.
Freeze objects
This function renders each selected object as a new wave file. The original object is
replaced in the arranger. If you have very calculation-intense real-time plug-ins active in an
object, you can increase performance by freezing. The original object always remains
preserved and can be re-edited using the "Edit object freeze" function or put back into the
arranger using "Object unfreeze".
"MIDI object freeze" replaces the MIDI objects in the audio return signal of a software
instrument with audio objects. The audio return signal must be routed to the MIDI track to
do this.
If more than one object is selected, the function will be applied to each individual object.
The frozen objects are grouped. Fade-in, fade-out, and object volume are not calculated,
since these properties are applied to the object properties of every new resulting object.
Unfreeze object
This menu item removes the wave file created during "Object freeze" and brings back the
original object with all its settings that were saved in the temporary trackbouncing VIP.
Warning: Do not create any more new tracks in the freeze VIP as using the "Object
unfreeze" function will no longer be possible.
Lock objects
Here you can protect objects from being moved inadvertently. When opening this function
the key symbol turns red in the lower portion of the object. If, according to the display
options, the key symbol is grayed out, the objects will be displayed with a crossed out
diagonal line instead.
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OBJECT MENU
Hint: Please take note of the "Locking options". Here you can exactly specify which
functions can be blocked for set objects.
An object can also be locked by clicking on the key symbol in the lower portion of the
object.
Unlock objects
Here an object can be unlocked. All selected objects will be unlocked
An object can also be floated by clicking on the key symbol in the lower portion of the
object.
Lock definitions
Here you can select which functions should be blocked by locking the objects.
You can choose from the following options:
Disable moving: Prevents objects from being moved horizontally. This corresponds to the
preset.
Disable vertical movement: Prevents objects from being moved vertically.
Disable volume changes: Prevents the object volume from being changed using the
volume handles.
Disable fade-in/out: Deactivates the fade handles of the objects.
Disable length changes: Deactivates the length handles of the objects.
Disable deleting: Prevents the object from being deleted.
Disable ripple for locked objects: Stops objects from being automatically moved up
using "Ripple" functions.
Disable 4 point cut: Prevents modification to 4 point cuts.
Disable crossfade editing: Prevents modification to the crossfade.
Move/Edit objects/crossfade
This is a special function for crossfading and editing objects.
Moving objects
This opens the dialog window where the starting position for an object can be entered in
number of samples, milliseconds, SMPTE or beat units.
OBJECT MENU
"Ctrl + 1"
"Alt + 1"
"Ctrl + 2"
"Alt + 2"
"Ctrl + Alt + 1"
"Ctrl + Alt + 2"
"Ctrl + 3"
"Ctrl + 4"
"Alt + 3"
"Alt + 4"
"Ctrl + Alt + 3"
"Ctrl + Alt + 4"
"Ctrl + 5"
"Ctrl + 6"
"Alt + 5"
"Alt + 6"
"Ctrl + 8"
"Ctrl + 7"
"Alt + 8"
"Alt + 7"
"Ctrl + Alt + 8"
"Ctrl + Alt + 7"
"Ctrl + 9"
"Ctrl + 0"
"Alt + 9"
"Alt + 0"
"Ctrl + Alt + 9"
"Ctrl + Alt + 0"
"Shift key"
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OBJECT MENU
Please note the useful "Object content to the left/right" functions. Here, object length and
object position are kept, the assigned audio material from the corresponding wave project
is moved into it.
Ctrl + Alt + P
Arranging objects
With this option you can edit the numerical distance between the selected object and
change the object in front of it on the same track. With multi-object selection the entire
distance between all objects on a track can be set.
Mute object
This mutes the selected object.
Shortcut key:
"Shift + M"
OBJECT MENU
Set hotspot
This function makes it possible to give an object another hotspot (sync point) instead of its
object front edge. The hotspot will be set to the current position of the play cursor and
must be within the object. A dashed vertical line represents this in the object. This makes
sure that the object snaps into the grid with its hotspot. The "Object to play cursor
position" (keyboard shortcut: "Ctrl + Alt + P") function also positions the object at its
hotspot on the play cursor.
Keyboard shortcut: "Shift + H"
Delete Hotspot
This command deletes the hotspots of the selected object.
Select objects
Select objects under the play cursor / range
Selects all objects found under the play cursor or selected track ranges.
"Shift + A"
Unselect objects
This unselects all objects.
Keyboard shortcut:
Switch selection
All unselected objects are selected and all selected objects are unselected.
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OBJECT MENU
Object lasso
To select several objects, you should click on an empty area in the lower portion of the
track and then drag the mouse over the object you wish to select. Sometimes, however,
there is not enough space between the objects. In this case you can adjust the mouse
behavior with the object lasso.
Once activated, you can click on an object and pull up a selection frame without moving
the object you clicked on (which would be the case in standard mode). After selecting, the
mouse reverts to its old behavior. If you wish to use the lasso selection method several
times after one another, the object lasso has be activated each time.
Keyboard shortcut:
Ctrl + Shift + U
OBJECT MENU
Group objects
This function assigns all selected objects to a group. As soon as one object is selected, all
objects in the group are automatically selected so that you can work on them collectively.
Keyboard shortcut:
"Shift + G"
Ungroup objects
Use this function to ungroup a selection of objects. This turns all selected objects into freestanding objects again.
Keyboard shortcut:
"Shift + U"
Object effects
The following effects may also be accessed at the object level.
Dynamics: Dynamics, advanced dynamics, multiband dynamics, maximizer, am-munition,
am-track, am-phibia, am-pulse
Frequency/Filter: Parametric EQ, advanced EQ, FFT filter/spectral analysis, brilliance
enhancer, Filtox, de-esser
Delay/Reverb: Delay, room simulator, Ecox, Variverb
Time/Pitch: Resampling/Timestretching, Elastic Audio
Distortion: Distortion, amp simulation, Vandal
Restoration: De-clipper, de-clicker/de-crackler, de-hisser, de-noiser, get noise sample,
remove DC offset (offline), manual de-clicker, spectral cleaning (offline), spectral editor Algorithmix reNOVAtor
Stereo/Phase: Switch channels, multiband stereo enhancer, invert phase (both channels,
left channel, right channel)
Modulation/Special: Convolution, Vocoder, Corvex, Reverse
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OBJECT MENU
Object color/name
Object background color
The selected background color from the color dialog is applied to all selected objects
Object name
Use this command to open a dialog where you can give names to all selected objects.
Keyboard shortcut:
"Shift + N"
Object Editor
Use the object editor for object-oriented editing. This way you can quickly and easily edit
each selected object independent of any additional track settings.
Detailed information on the object editor can be found in the chapter "Object Editor (view
page 107)".
Keyboard shortcut:
"Ctrl + O"
Object Manager
The object manager shows all of the objects used in the arranger window ordered
chronologically.
If you select objects by ticking the box in the "Track" column, they will be selected in the
arranger as well. This makes the process of selecting objects very quick.
Detailed information on the object manager can be found in the "Managers -> Object
manager (view page 129)" chapter.
OBJECT MENU
Take Manager
Detailed information on the take manager can be found in the chapter "Managers > Take
manager"
Keyboard shortcut:
Take composer
This menu item opens the take composer.
Detailed information about the take composer can be found in "Manager -> Take
composer".
Wave Editing
Here the wave project belonging to an object opens and is displayed in the wave window.
The range corresponds precisely to the part of the audio data which the object accesses.
Detailed information on "Destructive wave editing" mode and non-destructive wave editing
can be found in the "General functions in the object window -> Samplitude as a Wave
Editor (view page 101)" chapter.
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AUTOMATION MENU
Automation menu
Edit curve
Edit selected curve Create
The curve generator will create a volume curve for you that is beat based and pulses
according to eighth, quarter, half or full notes. As an option for the beat-based envelope
curve calculation you can enter a minimum and maximum value or define delay values.
As an alternative, you can also let the curve generator write an envelope curve scan.
MIDI controller/automation
This opens the "MIDI controller/automation curve settings" dialog.
AUTOMATION MENU
Detailed information about MIDI controllers is available in "Automation -> MIDI controller
automation (view page 292)".
Shortcut: Ctrl + Alt + A
Hide automation
With this option you can deactivate the display of the automation curves for all tracks.
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AUTOMATION MENU
RANGE MENU
Range menu
In this menu you have a number of functions for managing ranges and markers. The
function keys and numbers can be used to easily save, name, and reopen ranges and
marker positions.
Detailed information on working on ranges and markers can be found in the "Functions in
the project window (view page 92)" chapter.
Range all
Here, the range is moved to cover the entire project. Double-clicking on the timeline area or
using the keyboard shortcut: "A" selects the range in the selected track, a second doubleclick or keyboard shortcut: "A" selects the range over all tracks, while yet another doubleclick or "A" reverts the view back to the original timeline selection.
Keyboard shortcut:
"A"
"Home"
To end
Choose this option to position the play cursor at the end of the project.
Keyboard shortcut:
"End"
To beginning of range
Sets the start position of the play cursor to the beginning of the currently selected range.
To end of range
Sets the start position of the play cursor to the end of the currently selected range.
To start of section
Sets the start position of the play cursor to the beginning of the visible section.
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RANGE MENU
Keyboard shortcut:
"Left in page" mode:
"Move in scroll" mode:
Note: Once you have a range open, use the "Left / Right arrows" to control the beginning
of the range.
"Ctrl + Q"
"Shift + W"
Marker left
The play cursor jumps to the left to the next marker in the arranger window.
Keyboard shortcut:
"Alt + Q"
Marker right
The play cursor jumps forward to the right to the next marker in the arranger window.
Keyboard shortcut:
"Alt + W"
Edit range
Move range start to left
This function moves the beginning of the range in the arranger one grid unit to the left. The
length of the movement depends on the set grid value. This can be set in the "Project
options -> General" dialog (Shortcut: "I", "Ctrl + Shift + #").
RANGE MENU
Keyboard shortcut:
Range to start
Choose this option to extend the currently marked range to the beginning of the project
(wave project or VIP).
Range to end
Choose this option to extend the currently marked range to the end of the project (wave
project or VIP).
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RANGE MENU
boundary between a positive and a negative sample value (or vice versa). This function is
especially useful when searching for loop points. Please remember to zoom into the
waveform display far enough so that you'll be able to see the actual changes in the
arranger window.
Keyboard shortcut:
"Ctrl+Page Up"
"Ctrl+Page Up"
"Ctrl+Page Down"
"Shift + F2"
Note: This command also takes set object audio markers into account as soon as they
have been selected via "Options -> System/Audio -> Design -> View options" and then
"Objects".
RANGE MENU
Keyboard shortcut:
"Shift + F3"
Note: This command also takes set object audio markers into account as soon as they
have been selected via "Options -> System/Audio -> Design -> View options" and then
"Objects".
Remove section
This command removes the current range from the grid and marker bars. The function is
also available by right clicking in the grid and marker bar.
Range length to
Here you can set the range starting from the play cursor to lengths of 1, 2, 4, 8 or 16
beats.
Split range
Use this function to split the arranger window into three sections. Here, the upper section
displays the entire project in an overview, while the start of the range displays in the lower
section of the range with the end of the range in the right lower section in an enlarged view.
You can precisely set the range borders in the lower sections provided the grid setting
"Grid/Frames" is set in the "Project options" (keyboard shortcut: I).
Keyboard shortcut:
Back to a section:
"B"
"Shift + B"
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RANGE MENU
Store range
Samplitude provides you with the opportunity of saving ranges by selecting the
corresponding range number.
All ranges of a project can be seen in the "Tools menu -> Managers -> Range manager".
Keyboard shortcut:
"Alt + F2 F10"
"Alt+F4", however, shouldn't be used as it is a Windows command that closes the current
screen. Similarly "Alt+F9" should not be used either as it is used for 4-Point cut editing in
Sequoia.
With the "Other..." dialog you can define additional ranges to which freely chosen names
can be assigned.
Keyboard shortcut:
"Alt + F11"
Get range
Here you can open previously saved ranges. Getting a range is also possible during
playback. This way, you can toggle between various ranges to acoustically compare them.
Keyboard shortcut:
Ranges can be named and opened via the "Tools" menu > "Managers > Range manager".
Store markers
You can set markers at the current position of the play cursor by selecting a number
between one and ten from the menu.
Keyboard shortcut: "Shift + 1...0"
RANGE MENU
With the option "Marker with name" you can specify further markers to which you can
assign a name of your choice.
In the "Range > Store marker > Markers with names and numbers..." dialog you can
freely number and name additional markers. With the "-1 sec" button you can drag the
marker one second forward in the marker list.
The command "Markers with automatic numbering" automatically creates markers with
incrementing numbers.
Keyboard shortcut: "Shift + #"
Defined markers are visible at the top border of the project window and can be moved with
the mouse. The mouse pointer changes to a double-arrow (<->).
Get markers
Upon opening the marker number, the play cursor jumps to the corresponding marker
position in the marker list. In "Play" mode, the arrangement will be played without any
interruption from the position of the marker.
Keyboard shortcut:
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RANGE MENU
Add time (ms): Here you can enter the time range in order to move the "Markers after
silence" forward. The selected object is moved forward by exactly the amount of the time
range and filled with silence.
Delete all markers with prefix: Delete all markers with prefix.
Delete all markers: Deletes all project markers.
Delete VIP objects: When you select this option, the object will be cut at the set value and
can then be deleted.
Erase Marker
This deletes the marker at the current position if you have selected it previously from the
marker list by clicking on the front edge.
RANGE MENU
Range Editor
This window allows you to specify the currently marked range's start and end positions,
and length in various units of measurement.
Range Manager
In the range manager all saved ranges of the current project are displayed.
Detailed information on the range manager can be found in the "Managers -> Range
Manager (view page 133)" chapter.
Keyboard shortcut: "Ctrl + Alt + Shift + B"
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EFFECTS MENU
Effects menu
This menu entry permits fast access to the relevant realtime effects at object level.
Correspondingly, menu entries can be found here for all object effects.
Note: All effects opened using this menu are calculated destructively, provided the option
"Apply effects offline" is active. You do, however, have the option to work with a copy in
order to preserve the original audio material. The "Create copy" option is already selected
in the corresponding dialog.
EFFECTS MENU
In this dialog, choose to write a copy with offline effects from the many options.
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EFFECTS MENU
Furthermore, you can specify whether the effect file should be saved in the format of the
output file, in 24-bit format or in 32-bit float format.
EFFECTS MENU
Amplitude
Normalize
You can use this function to change the amplitude of the sample data. It will be amplified in
such a way that the highest amplitude that appears in the range is set to 100% (or another
value between 1% and 400%) of the value range. Here the maximum is first communicated
and calculated with the selected percentage value. Then all values are weighted at the new
factor.
Use this function to fully modulate samples or overmodulate targeted audio segments.
Please note that the noise level also rises when normalizing.
This function is especially useful when converting from high to lower bit rates. This
guarantees that the otherwise low dynamic range is used to its full extent at lower rates.
Keyboard shortcut:
"Shift + N"
Note: If you modulate very slightly when recording and then normalize, you won't reach the
same quality as when recording with high modulation. If, for example, you only modulate
half of it, your samples will have the quality of 15-bit samples normalizing to 100%
doesn't change anything.
Normalize to: Here you can set the value to which the audio material should be
normalized by entering it into the input field, moving the fader, or selecting one of the
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EFFECTS MENU
presets (50, 95, 100 or 200%). The value will be shown in % and dB (100% = 0 dB =
max.). Values above 0 dB bring about digital overmodulation.
Level maximum: Shows the highest resulting volume for the chosen range or object in the
corresponding setting.
Peak change: Displays the level change in dB in accordance with the selected normalize
level and the detected peak maximum.
Edit mode
Virtual: This function will perform real-time normalizing on the selected objects. Here,
sample data is not changed, rather the object volume is adjusted so that the loudest part of
the object reaches the selected normalization level. This virtual normalization is nondestructive, unlike destructive normalization which irrevocably changes the audio material.
You can return the object to its original volume setting by selecting "Reset", located below
the volume fader in the object editor.
Destructive: The audio material is physically altered. A tick is set beside the "Create copy"
dialog.
Multi-selection of objects
When multiple objects are selected, there a number of different techniques to normalize
them.
Independent normalization: Each object is normalized according to its own maximum
(peak) level.
Unified normalization: The maximum level is detected from all objects and each object is
normalized according to that value. This is on by default.
Quick access
Set parameters: Use this button to make the settings of the normalization function
accessible via quick access.
Get parameters: Use this button to get the current quick access parameters in the dialog.
"N"
EFFECTS MENU
Loudness adaption
This command executes an automatic RMS normalization. The loudness of each individual
title is analyzed and the level of the titles is adapted to create uniform volume sensitivity.
The preset target value is -15 dBfs. The target value may also be adjusted individually. The
closer the value is to 0 dBfs, the louder the signal will be.
Volume adjustment provides exact control over the level of volume balancing between the
titles and the target volume value.
Show/Hide
Use this function to show or hide selected ranges of samples in a wave project. The
amplitude will be changed according to the progression from the start value at the
beginning of the range to the end value and the end of the range.
You can activate a simple fade-in process in the dialog with the "Fade start in % = 0",
"Fade end in % = 100". A simple fade-out can be executed by setting "Fade start in % =
100", "Fade end in % = 0".
You can have the transition display in three different curve envelopes; exponential, linear or
logarithmic.
Please note that in virtual projects, powerful real-time fade and crossfade options are
available, which usually make the use of destructive fade routines unnecessary.
Set to zero
The level in the selected range is set to zero. This way, unwanted parts within a sample can
be removed.
Dynamics (Overview)
What compressors are available in Samplitude?
There are four different modules for dynamic editing available in Samplitude:
1. A quick and easy-to-use dynamics module. Its main functions (setup) can be set in the
compressor, expander, gate, and limiter. After this, function-specific parameters may also
be changed. "Dynamics" always uses an efficient algorithm to spare CPU resources
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EFFECTS MENU
Use this editor to edit the dynamics of a sample. Each function can be previewed in realtime.
The graphics display shows the corresponding resulting dynamics curve for an improved
overview.
The following functions are available:
Compressor: The dynamics of a piece are limited, loud sequences are dampened, quiet
sequences are retained. Compression is often used to add power to audio material or to
increase the loudness. The level of compression is adjusted by the ratio controller, the
activation threshold is determined by the threshold. You can also influence the attack and
release.
Limiter: Only the loudest passages are limited (above the threshold). Quiet passages
remain unedited. Limiters are used to reduce the level peaks without reducing the master
dynamics. After the limiter process, the master level can be increased using normalization
without having to worry about overmodulation. The "Limiter" preset sets a threshold of -0.2
dB when using the limiter as a peak limiter in the master range of the Mixer.
Limiter 100%: Performs the same editing as the limiter; however, the level is immediately
raised to 0 dB - this corresponds to a subsequent normalization.
Expander: The dynamics of a piece are increased, loud sequences remain quiet, quiet
sequences become even quieter. Dynamics expansion is often used for recording speech
with a high noise level. The expansion causes the level of the speech to be raised, noises,
however, are suppressed. Please note that there is also a powerful DeNoising algorithm
provided.
Gate: Very quiet passages (below the threshold level) are dampened or set to zero. This
way, you can effectively suppress noise during the pauses between takes. Even at high
compression (Ratio > 5) the gate function is still useful to avoid strong increases in the
quietest of passages and background noise.
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EFFECTS MENU
Dynamics - Parameter
Ratio: With this parameter you can control the compression ratio. A value of 5.0, for
example, corresponds to a volume reduction that's five times the threshold, while a value
of 1.0 means that compression does not take place.
Threshold: Here you can set the threshold, above and below which the corresponding
effect should work.
Attack: Here you can set the time frame between the crossing of the threshold and the
maximum extent of the effect.
Release: Here you can set the time frame between the falling off of the threshold and the
complete dissipation of the effect.
Gate Level: This parameter specifies which levels should be set to 0.
Advanced Dynamics
EFFECTS MENU
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Attack: Here you can set the time frame between the crossing of the threshold and the
maximum extent of the effect in seconds.
Release: Here you can set the time frame between the falling off of the threshold and the
complete dissipation of the effect in seconds.
Compressor 1/2 threshold: Here you can set the input threshold in dB, above which the
respective component is activated.
Compressor 1/2 ratio: With this parameter you can control the compression ratio. The
"Linear" button resets the ratio to 1:1.
Gain: Use this fader to set the whole static reference line in dB.
All changes to these parameters directly influence the static transfer characteristic line.
Please note that the parameters influence one another.
Advanced Dynamics - Dynamic parameters
The "Reaction" function works much in the same way as the compressor does on the
source material.
Peak: This dynamic module reacts in a more lively fashion, but can tend to be a bit
"sharp".
RMS (Root Mean Square): Corresponds to the working method of an analog dynamic
module. It sounds relatively round and balanced, less lively. The time constant for signal
detection of the control signal only refers to the setting of the "Attack" fader. For signal
smoothing when manipulating the signal dynamics, both time constants are analyzed here
as well.
Fast: Use this option if you only wish to slightly influence the dynamics of objects. The
maximum level at the output is never higher than the limiter.
Preview: If this option is not checked, the dynamics section will not perform a preview. If
unchecked, "pumping" or distortion may be introduced. On the other hand, without a
preview this option will not automatically level steep attack phases of the waveform, which
may result in sharper audio material. Even when rebuilding the sound behavior of analog
dynamic modules we recommend working without a preview. The length of the preview
can be entered in the "Samples" field.
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Side Chain: If you use advanced dynamics as a track or master effect and it is not a track
surround effect, the "Sidechain" button will appear. The activation of this option requests
an external signal for calculating the internal control signal.
When you activate the sidechain you can specify one or more previous tracks as side chain
input by repeatedly clicking on the "Sidechain" button. In the tracks or mixer channels
which were set as the sidechain signals, the track name of the fed track will appear in the
AUX section above the send level.
Internally, a sidechain bus (AUX bus) is created. Right-clicking on the AUX send button
selects this as "Sidechain send". "Pre fader" is the default setting for the signal input of the
sidechain send.
The "Sidechain solo" function sets the effect to "Bypass" and only the input of the side
chain is played. When closing the dialog, the "Sidechain solo" function is reset.
Advanced Dynamics Dynamic Scope
Dynamic scope appears when you play the selected object/sample in an open dialog. You
can then see a scattered white line, a "snow cloud" whose individual points represents the
input and output values. This way, the change to the samples that is achieved via
advanced dynamics is constantly visualized.
The functionality of the dynamic scope can be easily explained with the following example:
Select "ZERO" and press "Play", now the effect won't change the signal. The scope shows
all samples on the red lines and this means that all output values equal the input values. If
you slide the gain fader upwards, you can see that the snow cloud follows the reference
line. If you select very high time constants, this takes place relatively slowly.
Selecting a relatively short attack time (10 ms), a long release time (400 ms) and a severely
arched reference line can move the effect towards pumping. The "restlessness" of the
dynamic scope graphically mirrors the pumping.
Advanced Dynamics Tips and tricks
Select one of the supplied presets as a general setting. You can now adapt the
reference line to the source material with the help of the dynamic scope and very
precisely separate the signal components.
If the scattered line of the dynamic scope moves very jerkily, this is probably because of
the settings of the time constants. Set these according to your sound preferences and
then save your own presets.
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In order to couple an "analog" limiter with the hard limiter algorithm, define the limiter
level at the maximum desired sample level. Once set, you can simulate an "analog"
limiter by using an extreme ratio setting (compressor 10.00 or expander 0.10).
Multiband Dynamics
The "Multi-band dynamics" section lets you edit the dynamics in up to four independent
frequency bands. Here the entire signal is split into individual frequency bands. The
dynamics are then edited separately for each band.
The reassembly of the independent bands is 100% phase-neutral and thanks to the FIR
complement filter technique no discoloration of the frequency response is introduced. In
other words: If there is no dynamic editing in the individual bands, i.e. the signal is only split
into the bands and then reassembled, the audio material will be perfectly compiled to the
state it was before. The advantage of dynamic manipulation across multiple frequency
bands as opposed to a standard process is that the danger of pumping and other sideeffects arising sink drastically when editing dynamically. For instance, it can prevent a bass
top peak from reducing the entire signal. Multi-band technology also lets you specifically
edit individual frequency ranges.
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also influence the attack and release. A gain controller has also been added to the
controller for compensating the volume reduction.
Expander: The dynamics of a frequency band are increased, loud sequences remain loud,
quiet sequences become even quieter. Dynamics expansion is often used for recording
speech with a high noise level. The expansion causes the level of the speech to be raised
while the noise is suppressed. Please note that there is also a powerful DeNoising
algorithm provided.
Gate: Here, very quiet passages below the threshold level are dampened or set to zero.
This way, you can effectively suppress noise during the pauses between takes. Even at
high compression (ratio > 5) the gate function is still useful to avoid a strong increase in the
quietest of passages and background noise. If you enter different threshold values in
different bands, you can, with a bit of skill, "chop up" drum loops.
Limiter: Only the loudest passages are limited (above the threshold). Quiet passages
remain unchanged. Limiters are used to reduce the level peaks without reducing the
master dynamics.
Limiter 100%: Performs the same editing as the limiter, but the level is immediately raised
to 0 dB and corresponds with subsequent normalization.
Hint: If you want to use the limiter as protection against overmodulation, you should take
into account that the limiter can only reliably prevent overmodulation in a single band. If the
bands are mixed together, the sum can again result in an excess of the threshold level set
for the bands.
Out (All)
Here you can set the volume level of the entire algorithm. This parameter cannot be set
individually for each band. The graphic does not reflect this setting. Use the "Out (All)" fader
to balance the volume difference through dynamic editing.
Limiter On/ Edit (only in the Master area of the mixer and in the Object Editor):
Here you can turn off / edit the Peak Limiter. It prevents overmodulation of the volume
increases when using the multi-band dynamics section.
Separation frequencies
With the sliders at the bottom of the graphic you can adjust the separation frequencies of
each of the filter bands. The number of separation frequencies depends on the number of
selected bands (Number of bands parameters). The border frequencies for the deepest
and the highest band (high-cut and low-cut) are shown. The border frequencies are those
at which filter damping amounts to -3 dB. For mid bands (band pass 1 and band pass 2)
the mid frequencies and bandwidths are displayed. The bandwidth is, in this case, the
distance between both separation frequencies. This corresponds to the intersection of the
neighboring frequency curves.
Band separation (in the setup area)
A higher setting for "Band separation" ("Normal", "High") has a similar influence on the
various properties of the filter, whereby the "precision" also increases:
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1.
2.
3.
4.
The edge steepness of the filter curves increases and the transition range between
two bands decreases.
Dampening in the stop band increases (setting low: ca. 25-35 dB, normal: ca. 35-45
dB, high ca. 55-75 dB).
The ripple of the frequency range of the bands decreases. However, this is not a
problem as the ripple of the individual filter bands compensate each other when put
together thanks to the complementary filter technology. In any case the output signal
does not contain ripples.
The latency caused by the effect increases.
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Reserved
Use this function to swap the right and left channel of stereo samples in order to correct
accidentally swapped channels when recording.
This function can be reversed, i.e. if you don't re-select the range, opening it again will
bring back the original material.
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Overview
To the top left of the dialog window you'll find preset filter settings.
The graphic shows you the frequency response curves of the individual curves. The left
axis labeling shows the damping in -dB, while the upper axis labeling shows the
frequencies in kHz.
To the right of it you'll find the parameters for stereo manipulation as well as the A/B/C
buttons for quick switching between three different settings.
General controls
Preset: Here you can select from a number of presets.
Save, load, delete: Here you can save, load, and delete the various settings. The preset
file ending is: *.ste
A/B/C comparison: To compare different dialog configurations, you can switch between
three different settings here. You can use this like a bypass function.
Bass, mids, and highs: You can set three frequency ranges for stereo, panorama, and
gain (see below).
Maximize: Use this controller to compress the side-chain signal, which also increases the
stereo transparency without influencing the mono compatibility. In "Multiband" mode, this
setting affects the middle bands.
Solo mode: In "Solo" mode the frequency bands can be monitored one at a time. This
greatly simplifies the process of changing filter parameter settings. As an example, you can
isolate a specific frequency range of a mix and change the aspect of the stereo image for
the range.
Multiband mode: The algorithm works with three frequency bands if this option is
checked. The "Multiband" mode is not automatically active when using the enhancer in the
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mixer master section. This reduces the initial load on the CPU when selected in the master
section.
Direction pan mode: This switches between two panorama control modes:
If the option is checked, only the mono portion (the center signal) is considered when
changing the panorama setting. The panorama control functions as a directional mix
controller. A centered vocals recording can thereby later be moved to the left or right of the
stereo balance. The difference containing the sound sources allocated outside of the
center, remains unchanged.
In non-active state, the panorama faders work as normal. The complete stereo signal is
changed (mono and the remaining left and right portions).
Phasecorrel. (Phase correlator): This open the phase correlator. This option is very
useful when Solo mode is switched on: The base width and panorama setting for each
frequency band can be checked visually.
Reset: This button resets all settings.
Play/Stop: This button starts the realtime preview function.
OK: The algorithm is applied to the selected range of the sample. When using this in the
master area of the mixer, the parameters of the dialog window are used on the entire mix.
Cancel: Click on this button to close the dialog window, without calculating the effect.
When using this in the master area of the mixer, the parameters of the dialog window will
not be used on the entire mix.
Help: Here you can open the Help section.
Parameters for stereo manipulation
For each frequency band (bass, mids, highs) the following is available:
Base width fader: Here you can set the base width between 0 and 200. 0 means mono,
100 corresponds to an unchanged base width (stereo) and a value of 200 corresponds to
the maximum base width (differential signal).
Depending on the correlation between left and right, an increase in the level when reducing
the base width may come about. In more extreme cases it can bring about maximum
correlation, which then occurs when the left and right channels are identical. And when the
base width is set to zero (mono), a level increase by 3 dB will occur.
Raising the bandwidth (values over 100) diminishes the mono compatibility. If the base
width is reduced, mono compatibility is maintained.
Panorama controller: Here you can adjust the individual channels of the panorama.
Dampening for left and right is displayed above the controller in dB.
If the direction pan mode is active, the controllers operate as direction mixers. In this case
only the mono part (mid signal) is accounted for.
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For this task you should set the basic width controller of the middle band to a higher value
(between 101 and 200).
More powerful bass by reducing the base width in the bass range
Set the base width controller of the bass band to mono. The setting of the lower separation
frequency is also significant for this task. Typical settings for this application are between
300 and 600 Hz. If the separation frequencies are higher, narrowing of the stereograph is
already audible depending on the properties of the audio material.
Verification and correction of a completed mix in the stereograph.
If you wish to check and perhaps correct the base width and the panorama setting in
various frequency ranges, you can take care of this task in all three bands as follows:
1. Activate "Solo" mode.
2. Open the phase correlator during real-time preview.
3. The base width can be estimated according to the amplitude of the display. The
horizontal amplitude increases in relation to the vertical amplitude as the base width
increases. The panorama setting can be verified by the gradient of the display. The display
tilts to the side of the stereo channel with the higher level.
4. If necessary you can now correct each channel with the panorama and base width
controllers.
Move a mono source in the panorama (mix direction)
The first step is to "filter out" the mono source (for example, vocals) so that the remaining
part of the mix remains unaffected.
1. Activate "Solo" mode here as well and select the solo switch of the middle band.
2. Alter both separation frequencies so that they just about register the source.
3. Now activate the "Direction pan" mode so that the panorama controller acts as a
direction mixer.
4. With the pan controller of the middle band you can now move the mono source. The
differential signal is retained.
5. If you deactivate "Solo" mode you can convince yourself of the effect of this frequencyselective directional mix on the overall signal.
Dampening or removing the mono signal from the middle frequency range
For instance, if you want to create space for adding vocals or solo instruments in the
middle range of playbacks and drum loops, you can try to cancel out or dampen the
original mid signal in the mid range by enlarging the base width.
As in the last use case you should first attempt to "filter" out the mid signal well in solo
mode. The base width should then be set to the highest value (200) in the mid band.
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efx_Compressor
More information is available in "Effects -> essentialFX (view page 547)"
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Frequency/Filter
Parametric equalizer
This dialog features a parametric 4-band equalizer.
The parametric equalizer allows you to activate filters for four freely selectable frequency
bands to adapt the sound of a sample/object more individually. Broadband elevations in
high and bass values as well as narrowband corrections to the frequency response can be
carried out here.
Volume: Use this controller to adjust the master volume by up to +/-20 dB should the level
rise or sink too much while filtering.
Gain: These controllers allow you to raise or lower the filter by +/-20 dB. Setting the
controller to 0 deactivates the filter and doesn't use CPU power.
Freq. (frequency): The frequency of the individual filters can be set between 10 Hz and 24
kHz via these controllers. Freely choosing the frequency enables multiple filters to be set to
the same frequency in order to have a greater effect.
Q (bandwidth): Set the bandwidth of the individual filters between 0.10 (very wide
bandwidth) and 10 (extremely narrow bandwidth).
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Note: Depending on the parameter you select (gain, frequency, or Q factor), the fader to
the left of the input fields controls the corresponding parameters. Gain and frequency
values can also be changed directly in the display by dragging the mouse.
Play / Stop: This button starts/stops the realtime preview function. Use it to check the
corresponding filter setting.
Setup A, B, C: Switch between three different filter setups using the mouse to quickly
execute an acoustic comparison of two different settings, even during previewing. Save the
individual EQ setups with a mouse click on the corresponding button (A, B, or C) while
holding down "Shift".
EQ116
The EQ116 allows you to activate filters for six freely selectable frequency bands to adapt
the sound of a sample/object more individually. Broadband elevations in high and bass
values as well as narrowband corrections to the frequency response can be carried out
here.
EQ116 - General control elements, presets and setups
Load, save, delete presets: Here you can save, load, or delete settings. The default file
extension is *.bre.
Setup A, B, C: Switch between three different filter setups using the mouse to quickly
execute an acoustic comparison of two different settings, even during previewing.
Reset: Sets the effect to its original initialization state
Bypass: The algorithm is removed from the signal route. In this way, the unedited signal
can be compared to the result of the algorithm.
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Play/Stop: This button starts/stops the real-time preview function. Use it to check the
corresponding filter setting.
Latency display: This value provides information about current distortion of the effect in
samples that should be considered for latency compensation. The latency of this effect is
influenced by the set effects mode (among other things).
OK: Accepts the parameters
Cancel: Rejects the parameters
Help: Opens the "Help" file for this effects dialog
EQ116 - Graphical display
Filter graphic: This graphic provides a view of a number frequency-related details:
Amplitude response: The resulting amplitude envelope from the individual band
settings
Group runtime / phase response: One of these envelopes may be shown optionally.
Switch between them in the scale options dialog. Group runtime describes the
frequency-dependent time delay for the signal, the while phase response indicates the
dependency of the phase on the frequency
Original: This curve displays the original frequency response
Edited: This curve shows the frequency response after processing by the effect
The display of the filter graphic may be adjusted by accessing the "Scale options" and by
using the vertical and horizontal faders.
In/Out displays: These meters show the input and output displays in dB.
Reset (meter): Reset the reduction, in and out displays.
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The FFT filter for real-time application in the object editor, in the track and/or stereo master
allows precise linear phrasing filtration of signals. The FFT filter for real-time application is a
"minor" option with a huge number of possible settings, analyses, and functional modes for
destructive editing of audio material ("Effects -> Frequency/Filter -> FFT filter/spectral
analysis (view page 481)").
Edit the red filter curves by drawing with the pencil tools in the graphical view. If you let the
object play along, you will immediately hear how the sound of the object being changed
sounds.
The graphical view shows 3 curves that are integrated in a coordinates system. This
includes the vertical axis, which shows the volume in dB, and the horizontal axis, which
shows the frequency in Hertz (the pitch).
The yellow curve represents the original frequency response, the red one represents the
filter curve, and the blue one represents the corrected frequency band.
The following tools are available to you in the object FFT filter:
Free-hand pencil: The pencil tool allows you to draw any way you want to. If you hold the
shift key depressed, then you will draw straight lines.
Pencil for drawing quantization: You can use this tool to draw stepped curves; the
quantization steps depend upon the set resolution.
Bend tool for curving lines: If you click with this tool above or below the curve in the
graphical display, the curve/frequency area will bend. The further away from the line you
click with the bend tool, the sharper the curve will be. This effect can be enhanced by
clicking while holding down "Ctrl".
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Navigation tool: Use the navigation tool to move the visible selection vertically and
horizontally while zoomed in.
Magnifying glass/zoom tool: Click with the left mouse button to zoom into the display
using this tool; zoom out with the right mouse button. Left clicking and dragging stretches
the range that is displayed as the zoom area.
Besides the FFT filter tools, the following buttons are also available:
Snapshot: If you activate this feature, the filter's current in and output spectrum will be
maintained in the graphical interface.
Save: This command saves the filter curve as a text file.
Load: This command loads a filter curve from a text file.
Copy: this command copies the filter curve to the clipboard (keyboard shortcut: Ctrl + C).
Insert: Use this command to insert the filter curve from the clipboard into the FFT filter
selected for the object; this replaces the current filter curve in the graphical interface.
Reset: This button resets all curves for the FFT filter.
Scaling options: Set the graphical display of the curve value in this dialog.
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Value display: Stretch the filter curve on the y-axis as a ratio of 5:1, 10:1, or 20:1. Select
either linear or logarithmic display for the dB values. The range of values can be determined
freely. Simply enter the desired minimal and maximum values into the corresponding field.
Curve display: Display the curve as a roughly stepped bar or as a soft curve.
Level: This controller pinches or stretches the filter curve. Set the level of adjustment for
the transmitted frequency in %.
Vol.: This controller adjusts the total volume of the filter curve in dB, and thereby the "Out"
value of the level display.
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analyzed, but the size of the area to be analyzed can be adjusted by dragging with the
mouse on the range in the arranger.
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Transmit frequency ranges: For example, from other mixes or rooms or loudspeakers to
your own mix. This option can be very helpful if you want to improve the sound of your
samples or simulate individual monitoring conditions.
Correction of the frequency range from recording and playback areas, loudspeakers,
amplifiers, etc.
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In some cases, only a portion of the selected range was analyzed according to the length.
To examine the entire range or object, click on the "Analyze all" button to the top right of
the dialog window.
Step 3: Now use the left mouse button to draw in the graphic display. The frequency
response of the filter changes according to the drawn curve. The blue curve also changes
while drawing: it now shows the frequency course almost reached by the sample after
application of the filter. The blue curve is therefore referred to as the corrected frequency
response.
Hint: If you use a faster PC, you can check the result in real-time after pressing the
play/stop button. The changes can be heard immediately. Otherwise you should use the
non-real-time preview ("Preview" button).
2. Filtering in "Direct draw" mode
You can also draw the desired frequency response (the blue curve) with your mouse.
Select "Direct" in "Draw" mode.
The yellow curve now displays the original frequency response as a comparison. A
change to the frequency response in this mode is only rarely required and can quickly lead
to overmodulation. For this reason you should confirm that you wish to "Prevent clipping"
by clicking on the button of the same name after every adjustment to the frequency
response.
By editing the blue curve you will of course indirectly change the frequency response of the
filter. To observe this first reset the filter by pressing the "Reset" button. Switch back to the
other "Draw" mode "Filter". You will now see that the filter curve is set back to zero. If you
then change back to "Direct draw" mode, edit the blue curve again and then switch once
more back to "Filter" mode, you'll see that the frequency response of the filter will have
changed.
3. "Dynamic filter" mode (fading between two filter curves).
Select the filter mode "Fade start". The displayed frequency response in this mode
corresponds to the left border of the chosen sample/object. You can edit this frequency
response in the "Filter" and "Direct draw" modes as well, in the same way as we described
in the previous two points. However, filtering will now also directly affect the marked range
of the sample or the object selected in the virtual project.
Switch to "Fade end" and edit the frequency response the same way. The displayed
frequency response in this mode now corresponds to the right border of the
sample/object. In this case filtering affects the end of the marked range of the sample or
the object selected in the virtual project.
Between both range borders the red filter curve changes and with it the blue curve with the
corrected frequency response. Here, the first curve fades into the second one.
There are three different methods for fading available in the "Expert" dialog.
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1.
2.
3.
4.
5.
6.
Mark a range of the sample/object of which you would like to use the filter curve for a
second sample.
Open the FFT analysis filter again.
Press the "Analyze all" button.
Press the button "Analysis -> Filter".
Save the result as a preset
Close the dialog by clicking on "Cancel".
1.
2.
3.
Highlight the desired range of a sample/object to which you would like to apply the
frequency response.
Open the FFT analysis filter again.
Load the saved frequency response by pressing the "Load" button.
Hint: For transferring frequency responses, you can also use the "Sound Cloner (view page
478)" mechanism integrated into the real-time FFT filter. The workflow in this case is
considerably simpler; however, you have less tools at your disposal.
5. Transferring the frequency response (spectral envelope) from one
sample/object to another
This function is required, for instance, if the frequency response of a track mix (reference) is
applied to another track. In this case the filter curve is calculated from the reference
frequency response and the frequency response of the sample/object that is to be
changed.
The procedure for this task can again be divided into two basic steps: The learning process
and the actual filtering process. To do this you should proceed as follows:
The learning process:
1.
2.
3.
Highlight the desired range of the sample of which you would like to use the
frequency response as a reference for the second sample. The selected range should
have the highest "musical density" all involved instruments should sound. Drums or
percussion should be available. The length of the range should not be shorter than 30
seconds.
Open the FFT analysis filter again.
Press the "Analyze all" button.
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4.
5.
6.
Press the button "Analysis -> Filter". The filter curve now corresponds to the
frequency response of the sample/object. Individual peaks indicate that the frequency
response of individual tones has an influence on the result in this case you should
use a greater range for the analysis or draw the peaks with the freehand draw
function.
Save the result as a preset
Close the dialog by clicking on "Cancel".
You have now completed the "learning process". It is now necessary that you compare the
acquired reference filter curve with the frequency response of the sample/object in order to
be able to calculate a filter function, which allows you to align the frequency response of
the sample/object with the reference filter curve.
1.
2.
3.
4.
5.
6.
Highlight the desired range of a sample/object to which you would like to apply the
frequency response. The selected range of the track should have the highest "musical
density" here as well all involved instruments should sound. Drums or percussion
should be available. The length of the range should not be shorter than 30 seconds.
Open the FFT analysis filter again.
Press the "Analyze all" button.
Open the saved reference frequency range by loading the corresponding preset.
Press the "Match filter" button.
If necessary, smoothen steep peaks or drops in the red filter curve by drawing along
the red curve with the mouse.
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"Min. range" in the "Expert" dialog. The precise values for damping / dB increase are
shown in the axis labeling to the right.
The volume fader moves the filter curve up or down and can be used to control the entire
volume.
To the bottom left you'll find four buttons for the zoom function. A "+" changes to the
next zoom level, "-" changes back a level. There are in total 10 zoom levels available.
With the "All" and "Max" buttons, the display can be set to the smallest/highest zoom
levels. Clicking on the "Max." button again will return you to the previous zoom level. You
can use the fader beneath the display to move the curve section. The selected
frequency range is then shown in the display in Hz.
Switch for the display views
Below the graphic, there are four switches can be used to toggle between the different
view modes.
Display mode: Here you can have the frequency response show as a curve or line
diagram. The line display permits a better overview in the low-frequency range, where there
are fewer frequency ranges.
Hz/Notes: This option allows you to display the graphic in Hz or musical notes. The note
display is only available in the logarithmic frequency display (Freq: log).
Freq lin/log: Linear display of frequency provides a more detailed view of the high end.
Logarithmic display of frequency provides a more detailed view of the low end. The
logarithmic display corresponds to the human perception of volume. Like on a keyboard of
a key instrument, the (graphic) spacing of the intervals, i.e. halftones, is uniform across the
entire range.
dB lin/ log: Here you have a choice of selecting a logarithmic or linear scale for the levels.
The logarithmic display corresponds to the human perception of volume.
FFT Filter Controls
Filter
Analyze all: After pressing this button the frequency response of the entire sample/object
is calculated. This function is only available to you in "Static" filter mode. Once this function
is carried out, the button deactivates.
Analysis > Filter: The red filter curve is calculated from the frequency response of the
sample/object. Use the analysis if you want to filter a sample/object with the frequency
response of a different one or you want to transfer the frequency response to a different
sample/object.
Invert filters: Here the filter curve is inverted. The purpose of this function is to correct the
frequency range of rooms or loudspeakers.
Match Filter: Here, a filter curve is calculated which adapts the frequency response of the
sample/object to the filter curve of a preset. This is useful if the filter curve contained in the
preset has been acquired from the frequency response of a reference mix as the sound
characteristics of the reference mix can be transferred in a certain similar way.
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Prevent clipping: If you edit the frequency response in such a way that the sample
overmodulates, the filter curve will be corrected correspondingly after pressing this button.
This function is independent of volume faders.
Reset: Click on this button to reset all curves to their default (0 dB) position.
Filter mode
Static: In this mode the edited filter curve is applied to the range of the sample in the wave
project. When working in a virtual project, the edited filter curve is applied to the chosen
object in the virtual project.
Fade start: In this mode you can filter dynamically. The first curve (sample start) can be
edited in this mode. The displayed frequency response in this mode now corresponds to
the sample at the beginning of the selected range.
Fade end: Here you can edit the second curve (sample end) with dynamic filtering. The
displayed frequency response correspond to the sample at the end of the selected range.
The resulting filter curve is now faded in between the two created curves. In the "Expert"
dialog you can choose from three different filter fades.
Draw mode
Filter: In "Filter draw" mode, you can edit the red filter curve with the mouse.
Direct: With this setting you can directly edit the corrected frequency curve (blue curve). It
is necessary for this setting to be saved if you wish to transfer the frequency responses of
samples.
Expert: Opens a further dialog with additional setting options.
Play/Start: Real-time preview function.
Preview: Non-real-time preview function. Here, full stereo operation is, of course, possible.
The result will correspond to the end product.
Play original: The unedited original sample/object can be played here for comparative
purposes.
Help: Displays the "Help" feature.
OK: The filter is applied to the selected range of the wave project or the object selected in
the VIP.
Cancel: The windows close without applying the filter.
FFT Filter Expert dialog
Analysis parameters
The settings apply to the frequency analysis. They concern highly specific use-cases.
Analysis precision: During frequency analysis, the sample is split into individual blocks. At
the "High" setting, the blocks overlap one another by 50%, while at "Normal" they simply
border one another. At very high overlapping levels, it's much easier to capture very short
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sounds, i.e. individual 1/32 notes. If you have selected "High", the calculation time for the
analysis will double, which will become most noticeable when using the "Analyze all"
function.
Analysis precision: In the "Noise" setting the analysis results for individual harmonics are
slightly distorted, the peaks widen. With the "Sounds" setting the entire frequency
response of noisy samples like drums, cymbals or high hats can also be distorted a little.
Inaccuracy occurs mostly at lower filter parameter rate values.
Channels: With stereo samples, you can decide here whether or not the right, left, or both
channels should be analyzed.
Analysis time: Here you can specify how many seconds of the sample should be analyzed
after 1) opening the FFT analysis filter, 2) when changing the setting for the rate, or 3) after
changing the settings for the analysis parameters. This setting only affects the display of
the frequency response in "Static" filter mode.
Hint: Every time a change is made to the settings of the analysis parameters or to the rate,
the frequency response is newly calculated. If you analyze the entire range of the sample
using "Analyze all" before making changes to these settings, the results will be lost if these
parameters are changed. In this case, you should choose to "Analyze all" again. The
"Analyze all" button will be active once again in "Static" filter mode.
Filter parameters
These settings apply to the filter process.
Filter precision and filter precision real-time: Here you can set the quality of the
precision. When precision is set to high, the calculation time also increases.
Low: The fastest way. With extreme filter settings in the bass area and at a low rate, lowlevel modulation noises are audible. With less extreme filter settings however, this setting
functions without any noticeable loss in quality.
Normal: A practicable compromise between CPU strain and audio quality.
High: Processing time increases by 30% more than the "Normal" setting. When dynamic
filtering, fading is smoothest at this setting.
Max. range (dB), min. range (dB): Here you can set the limit of the maximum increase or
the maximum damping setting in dB when filtering. Fine-tuning can be done using the right
fader beside the graphic display. If you want to hide individual parts of the spectrum, set
"Min. range" to the lowest value (ca. -120 dB).
Threshold: When re-drawing the blue curve in "Direct" mode, only those frequencies that
were originally louder than this threshold setting will be changed. This makes it easier to
precisely increase or dampen harmonics.
Display
Here you can apply additional settings for the display of the curve.
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Precision in Hz
256
172
512
86
1024
43
2048
21.5
4096
10.7
8192
5.3
16384
2.7
32768
1.35
Filter
Here you need a high rate (8192) only for the lowest frequency ranges or for precise fading
out of harmonics. For all applications, the settings 1024 or 2048 are sufficient. Values
smaller than 1024 are rarely sensible.
Notes:
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If you have drawn very detailed filter curves, it is imperative that you save the curve
parameters. When switching modes or parameters, the curves will appear to be closely
matched but will not maintain the same details.
Make sure that when previewing in real-time at a high rate that the value of the program
buffer in the "Options menu> Program Preferences -> Advanced Buffer Settings (view
page 701)") is at least just as high, or even better, a bit higher than the set rate. If this isn't
the case, real-time previews won't be possible. Rates higher than 8192 are hardly sensible
when previewing in real-time as the internal real-time buffer size of the algorithm
corresponds to the set rate. In this case, editing while previewing in real-time is awkward.
Save/Load: Here you can save or load all parameters and curves. The default file
extension is *.FFF.
Important: If you want to apply the filter to other samples, the "Draw" mode parameter
has to be set to "Filter". Only then will the red curve be saved. This also applies if the filter is
indirectly applied by editing the blue curve in "Direct draw" mode.
However, if you save when "Direct" is selected, the saved frequency range can be
applied to other samples. In this case the saved blue curve is transformed into the red
one when loading.
FFT Filter Problems & solutions
Modulation effects when using extreme filter settings for low frequency ranges
Set the "Precision" setting in the "Expert" dialog from "Low" to "Normal" or "High".
Problems with the real-time preview when using higher rates:
Make sure that when previewing in real-time at a high rate that the value of the program
buffer in the "Options menu> Program Preferences -> Advanced Buffer Settings (view
page 701)") is at least just as big, or even better, a bit bigger than the set rate.
It is not possible to completely fade out individual parts of the spectrum.
Select "Filter" in draw mode and reduce the "Min. range" value in the "Expert" dialog to ca.
-100 / -120 dB.
You have corrected the frequency response of a sample and analyze the result
again. The result does not match the corrected frequency response (the blue
curve before starting the filtering process).
If you use the "Analyze all" function and set the filter parameter to "Precision: High" in the
"Expert" dialog when analyzing before and after filtering, an approximate match will be set.
Resonance-like sounds occur even with broadband band passes.
Reduce the slew rate of the band passes by avoiding creating vertical lines when drawing.
In the "Fade start" or "Fade end" filter mode, fading does not happen uniformly.
In this case you should select the highest setting for the filter parameter precision in the
"Expert" dialog. In "Direct" fade mode, the problem is reduced when the rate is reduced.
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Experiment around with these parameters in the other fade modes to find a suitable
setting.
Brilliance Enhancer
(optional as a component of the cleaning/restoration suite for Samplitude Pro and
Samplitude)
The brilliance enhancer is a tool for compensating for loss of higher frequencies. Such a
loss often occurs during MP3 compression or tape recording. In contrast to an equalizer,
which only raises existing frequencies, the brilliance enhancer recalculates new overtones
from the remaining signal and markedly refreshes the sound.
You can use the brilliance enhancer in pop or rock as a mastering effect if the sounds
transparency and brilliance needs to be increased.
Brilliance Enhancer presets
Load, save, delete presets: Here you can save, load or delete settings. The default file
extension is *.BRE.
Brilliance Enhancer filter settings
Scaling options: This button opens the "Scaling options" dialog, which can be used to
adjust the signal display to your needs.
Signal display: With the help of input and output spectrum you can decide how the
scaling options have an effect on the display during playback or monitoring.
Overlapping: This internal parameter changes the overlapping of the time window for the
modulator signal spectrum calculation. Higher values improve the result, but raise the CPU
load.
Resolution: This parameter allows you to set the resolution (low, medium, or high) used by
the noise reduction algorithm. You may wish to experiment with this parameter because a
higher resolution does not always guarantee the best results.
Brilliance Enhancer parameters and control elements
Minimum frequency: Here you can set the lower limit for the frequency band which will be
enriched with new overtones.
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Maximum frequency: Here you can set the upper limit for the frequency band which will
be enriched with new overtones.
Intensity: These elements are used to set the intensity, with which the new overtones
should be introduced into the audio material.
Options
Transient optimization: If this option is activated, transients will be freshened up by the
addition of higher frequencies. Especially older or compressed pop or jazz recordings profit
from this. For tonal material the setting is not optimal because odd-numbered overtones
can be created.
Inverse: In this button is activated, you will hear only the newly-generated part, the
overtones being added.
Bypass: The algorithm is removed from the signal route. This way the unedited signal can
be compared to the result of the algorithm.
Hint: To avoid overly distorting the newly generated signal components, use this effect
sparingly. With certain settings, signals in the range above 15 kHz can also be strongly
enriched.
Filtox/De-esser
(De-esser Samplitude Pro only)
More information is available in "Effects -> MAGIX plug-ins (view page 553)"
Delay/Reverb
Delay
Use this function to integrate an echo effect into a sample/object. To avoid overmodulation,
you should set up a certain modulation reserve.
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Echo Delay / Reverb time: This fader lets you set the delay between the individual
echoes/original signal and the first echo in seconds. You should note that the delay is
dependent on the sample rate, that is, a change in the sample rate after creating the echo
leads (logically) to a change in the echo delay.
Decay: Here you can set the decay value for the simulation of the size of the room
numerically as well as using faders. In Offline mode there is also a "ping-pong" effect
available which can be used while you set the reverb chamber in the realtime dialog.
Mix Balance in %: Here you can enter the ratio of the original signal to the echo/reverb
signal in percent. If you switch on the "Link" option, both values always add up to 100%.
Room Simulator
This function allows you to simulate the reverb character of any room. The impulse
response or the reverberation tail of a room is recalculated with the sample. An impulse
response of a room is the reverberation of a sudden noise like an explosion or a shot. This
reverberation contains all necessary information to be able to simulate the room reverb
exactly.
You can manipulate the impulse response using the dialog parameters. In this way you can
adjust the reverb properties in a similar fashion to how digital reverb-effect devices do this.
In addition, however you also have the ability to set the reverb character by fundamentally
defining the impulse response. A graphic representation of the impulse response and the
envelope allows an optical overview of the impulse response manipulation using the room
simulator parameters dialog. In Samplitude this effect is also available as a real-time effect
in object, track, AUX bus, and master channel.
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If a file has been deleted or moved in the meanwhile, an error warning will appear during
the loading of a preset. Correspondingly, when a preset is being saved, the selected
impulse response itself will not be saved, but only its path and file name. Presets have the
extension *.RMS. Files with impulse responses from the program presets can be found in
the "RoomSim" directory or in the bank directories.
The "RoomSim" directory is a subdirectory of the "FX preset" directory, which itself is a
subdirectory of the "Program" directory.
Saving / loading / deleting presets
Presets can be loaded, saved or deleted.
The presets that are located in the "FX preset" subdirectory are automatically loaded and
listed in the dropdown menu, where they can be selected. With the "Load" function you
can load presets from directories other than "RoomSim" into the room simulator.
Impulse response
File: Here you can select an impulse response. Impulse responses can be loaded from the
"RoomSim" directory, the bank directory, and from the wave projects opened in the
program (Bank: [loaded projects]).
If during Samplitude installation you have deactivated the "Install impulse response" option,
you will have access only to the opened wave projects (Bank: [loaded projects]) as well at
the "Standard-impulse-response.RAP" from the "Room simulator preset directory" bank.
Info: Here you can get information about the length of the impulse response and about
whether it will play back in mono or stereo.
Play (Impulse response)
To verify the impulse response, it is played after this button is activated. Impulse responses
from .IMR files will be played back only with 16 bits, even if the impulse response has a 32bit float format.
Load (Impulse response)
The impulse response can be any sample that is saved to the hard disk in any directory as
a .WAV, .HDP, or .RAP file.
Graphic display
dB lin: The graphic display with the impulse response has linear amplitude scaling. This
setting corresponds to the usual sample representation.
dB log: Choosing this setting will scale the amplitude display of the impulse response
logarithmically. This corresponds to the way the human ear perceives volume changes.
Zoom options (All, In, Out, Max, Position):
With these options you can zoom into the display, selecting the area to be displayed.
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Curves
Red: Impulse response timeline
Light blue: 2-segment envelope curve to suppress early reflection and post-reverb.
Yellow: Freely definable envelope curve
Free-definable envelope curve:
The amplitude progression of the impulse response can be manipulated with the yellow
freely-definable envelope curve. Typically, it is used to dampen or delete early
reverberations of the impulse response. Using zoom options will aid greatly in this task.
Reset freehand envelope: Reinstates the curve's original status.
Pre-delay
The "Pre-delay" function delays the entire impulse response by a time interval variable
between 1 and 100 ms.
Convert impulse response to mono
If you choose this option, stereo impulse responses will be recalculated in mono. The
convolution count remains unchanged in stereo (it corresponds to the count of group
channels in case of Surround).
Calculate mono:
Convolution is only calculated for one channel which reduces the required processing
power. The input signal and the impulse response (if stereo) are converted to a mono signal
before convolution. In the case of surround sound, all channels of a group are added to a
mono signal.
Room Simulator - Parameters
Parameter presets
Here you can select, save, load, and delete presets that consist of parameters for envelope
curves, frequency sequences, and the mix.
The presets are useful for testing various parameter settings without having to change the
impulse response.
The parameter presets have the extension *.RSP.
Envelope, EQ
Early reflect: This parameter allows you to lower or suppress early reflections by
dampening the first part of the impulse response.
Late reverb: This parameter lets you decrease or suppress the final part of the impulse
response.
Length: This setting can shorten the length of the reverb effect to up to 5% of the original
length by shortening the impulse response pattern. Please keep in mind that the reverb can
end rather abruptly, which may lead to unnatural decay patterns. You can compensate by
applying a lower late reverb setting to fade the impulse response with the 2 segment
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envelope curve. You can optically control the impulse response envelopes on the graphic
display.
Crossover: Here you can set the time length of the first of the two segments of the
envelope curve. With this parameter you can influence the dampening of the earlier
reflections.
Parameters for editing reverb frequencies
Lows: Using this parameter you can adjust the low frequency component of the reverb.
Highs: Using this parameter, you can adjust the high frequency component of the reverb.
FFT EQ: The reverb component can be edited with an additional FFT filter. The graphic
display with real-time spectrum of the reverb component in the FFT filter allows optical
control of the frequency characteristics of the room, where the impulse response was
recorded. This way undesired responses can found and removed quickly.
With small settings (< 4096 samples) the FFT filter is not available for the latency parameter.
This is because its linear functioning brings about even larger latency.
Mix, Volume, Reset
Original: Here you can set the original signal level in dB.
Reverb: Here you can set the reverb level in dB.
Volume: Here you can set the master output level in dB.
Reset: Here you can set the level to its original position.
Performance/Options
Quality: in both "normal" modes the room stimulation will be calculated using only half the
sampling rate. In most cases this will be quite enough, since natural impulse responses and
even impulse responses generated by digital reverb devices rarely posses components
above 10 kHz (you can check this in the spectral representation of the integrated FFT filter).
Many other reverb devices work internally with the half-rate, since calculation over the
entire frequency range would be a waste of CPU capacities.
The difference between the two "normal" modes lies only in the quality of resampling that
leads to sampling rate reduction. In "Normal plus" mode the resampling quality is higher.
The required calculation performance is slightly raised in this mode.
In the "high" mode, the entire frequency scale will be calculated. The CPU load doubles in
comparison to the "normal" mode.
Internal block length: This parameter specifies a block length with which the convolution
function can be calculated internally.
Short block lengths raise the count of the required calculation operations, causing CPU
strain to increase. Large block lengths lead to uneven CPU loads. The parameter has no
effect on the calculation result itself.
The optimum for real-time processing tends to be about 16384 to 32768 samples.
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For use in the AUX, track or master without low latency, the setting of 8192 or lower is
recommended on faster systems (from Pentium 1800 or Athlon XPand higher) for an
acceptable response latency.
For use in low-latency conditions, the value can be reduced to 32 on faster systems (from
Pentium 2800).
The value "optimal latency" adjusts the internal block length in such a way as to keep the
latency as low as possible without influencing the performance too much.
The value "optimal latency" adjusts the internal block length in such a way as to keep the
performance as high as possible without raising the latency too much.
Hint: It doesn't make sense to set a value smaller than the set buffer size. If the value
corresponds to the ASIO buffer size, the room simulator processing is latency-free (only
with "higher quality").
The FFT filter cannot be used at latencies less than or equal to "4096". With homemade
impulse responses you have the opportunity to destructively use the FFT filter on the
impulse response before calculating the room simulation.
When using the room simulator for destructive processing, the block length is raised
internally as processing with a lower latency would in this case result in an avoidable
increase of the necessary CPU operations.
Retrieve, Set: Saves and sets the quality options globally. Please note that when using this
in the object and in the track, different settings can be applied for AUX insert effects or
master.
Bypass: By pressing the "Bypass" button you will hear the original signal.
Quality
"High" setting:
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11.88
5.944
2.97
1.48
0.74
0.37
etc.
s
s
s
s
s
s
Hint: Make sure that your own impulse responses are shorter than the next value
particularly if the impulse responses are longer than 1 second, because the length of these
"continuous CPU load intervals" increases exponentially with each increase in length.
Impulse response sample rates
The CPU load increases proportionally to the sample rate.
Impulse response rate
The CPU load is independent of it since the computation is carried out with float precision
in each case.
Room simulation Tips and tricks
By applying the numerous functions for destructive sample/object editing in Samplitude
you can influence the reverb character of the impulse response in more ways than allowed
in the room simulator dialog.
If you reverse apply the "Offline effects > Sample manipulation > Reverse" function to the
impulse response, you will get a reverse reverb effect.
By using the "Timestretching" function the size of the room can be altered without
affecting the resonance behavior of the room itself.
Use the "Draw" function in the wave window ("Options menu -> Program Preferences ->
Wave Mouse mode -> Draw Wave mode (view page 694)") to remove early reflections of
the room from the impulse response or add others to it (should the freehand draw
envelope options in the dialog not be enough).
Calculate an impulse-like fading envelope curve and use the result as an impulse
response this way, the most exotic sounding reverb effects will be created.
You can also get interesting reverbs by using the impact on a percussion instrument as
an impulse response.
Room Simulator Problems and Solutions
Reverb sounds unnaturally hard...
You can control the impulse response by setting the "Reverb" parameter. The graphic with
the impulse response enables quick optical control in logarithmic display (dB log).
The signal created contains a strong DC offset...
You can remove DC offset with the same function "Remove DC Offset (view page 531)"
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Heavy hard disk activity or an error message concerning insufficient memory was
received...
The algorithm needs lots of storage space, especially with long impulse response patterns.
All background processes should be terminated and all RAM wave projects that are not
needed should be closed.
CPU power usage is too high...
Check the "Internal block length" parameter's setting in the parameter's description.
Set the "Quality" option to "Normal".
Shorten the length of the impulse response. Please note the hints that display above for
the intervals with the same CPU strain.
Problems with very long impulse responses...
Using real-time on modern computers: Impulse responses with up to 11.88 seconds can
be used (with 44.1 kHz sample rate). The length is only limited by the CPU capacity. With
destructive calculations the upper limit is 380.4 seconds (44.1 kHz sample rate). If this
upper limit is exceeded, the samples behind it are ignored on calculation. Impulse
responses of this length are, however, not practical for room simulation. If you would like to
experiment around with very long impulse responses (longer than 1 minute), you should
note that the algorithm usually requires a lot more RAM (over 500 MB). When loading long
wave projects as impulse responses, a warning appears to let you know that the
calculation may lead to long waiting periods.
efx_Reverb/efx_StereoDelay
More information is available in "Effects -> essentialFX (view page 547)"
Ecox/Variverb
More information is available in "Effects -> MAGIX plug-ins (view page 553)"
Time/Pitch
Resampling / Timestretching / Pitchshifting
All algorithms in this dialog use the time factor and pitch as input parameters.
In the "Time Factor Calculation" section you can determine the required time factor from
the original length and original tempo as well as the desired new length / desired new
tempo.
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Tip: To change the sample rate of an audio file, e.g. from 48 kHz to 44.1 kHz, please use
the function "Effects -> Sample manipulation -> Adjust sample rate (view page 545)".
Resampling
Samplers and PCM synthesizers transpose samples using this procedure. Time factor and
pitch are dependent upon each other: the shorter the audio material, the higher the pitch
and vice versa. The effect is comparable with changing the playing speed of record players
or tape recorders.
The effect is relatively loss-free, the sound loss is smaller than with all
Timestretching/Pitchshifting procedures. If a pitch change is wanted or justified by
changing the speed, use this algorithm.
Pitchshifting/Timestretching
With all other algorithms, the time factor and pitch are independently adjustable. These
algorithms may create artifacts, which can be balanced out using the anti-aliasing filter. The
preset timestretching/pitchshifting algorithm can be saved via Timestretch / Pitchshift
Patcher (view page 621) ("Tools" menu).
Standard
Here, an algorithm is used that usually delivers very good results with factors from 0.9 to
1.1, that works in phase-locked mode, and thereby keeps the room effect of stereo
signals. This algorithm is only partially suitable for drum loops or other "beat heavy" audio
material as it can change the groove.
Time compression (sample length is reduced) is more successful with this algorithm than
timestretching, i.e. it is better to reduce the longer sample than vice versa.
This algorithm is especially suited to complex audio material. The CPU load is light.
At extreme settings, anti-aliasing effects may occur. An additional anti-aliasing filter can
come to your aid. This filter is also available for all other algorithms that work internally with
resampling.
Beat marker stretching (smoothed)
Beat marker stretching (smoothed) represents the standard methods for high quality
timestretching and pitchshifting. This algorithm works basically the same way as "beat
marker stretching". Here, the stretched material is synchronized with the beat markers in
such a way that the groove remains perfectly intact. Additionally, the smoothed algorithm is
used in between the beat markers. With percussive audio material, good audio quality is
possible even at very large time factors. The CPU power usage is correspondingly high
here.
Smoothed
This deals with a complex algorithm that requires higher processing time. The audio
material can now also be used on very large factors (0.5 2.0) without bringing about
strong artifacts. The audio material is "smoothed", which makes the sound softer and emits
it at an adjusted phase level. This smoothing is hardly audible, for example, with speech,
singing, or solo instrumentation. Problems in the shape of distortions may arise with more
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complex spectra (sound mixes from various instruments or finished mixes). This algorithm
is less suited to drum loops and other audio material with strong transients. The groove
does remain intact, but phase shifting "smudges" the attacks. At smaller corrections (factor
ca. 0.9 - 1.1), the smoothing degree setting of "very low" is often good enough.
The algorithm "smoothed" is especially suited to:
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practice, automatic marker generation is usually enough for good results. Just avoid short
distances with sequential beat markers (< 1000 samples).
Long overlap:
With this option active, the sounds are less roughened up, but echoes can appear
instead. This is especially suitable for drum loops with very little time changes.
Use recommended for:
All types of rhythmic samples that can't be cut into individual notes or measures (beats)
Complex overlapping drum loops
For when beat marker-based slicing can't be employed or when it's too much bother to
find the perfect beat marker position.
CPU load: light
Beat marker-based slicing and beat marker stretching setting and evaluating beat markers.
If there are no patched (see below) beat markers inside the wave project, these are
determined automatically in real-time. If there are beat markers, you can determine by the
option patched if they are used or not. In the offline-effect dialog for timestretching you
can temporarily create such markers for offline processing. To save beat markers
permanently into the wave project and for more comfortably editing, use the timestretching
patcher in the "Tools" menu.
Generating beat markers - Options:
Find Beat Marker: After activating this option, the algorithm will attempt to find out the
beats from the audio material.
Setting and evaluating beat markers
If beat markers have not yet been placed, these will be generated automatically in realtime. In the resampling/timestretching dialog you can use the "Patched" option to specify
whether or not saved ("patched") beat markers should be used in the wave project.
The following option can be used to generate beat markers.
Find and use beat markers: After activating this option, the algorithm will find out the
beats and mark them as beat markers.
Attack recognition threshold
With this fader you can set a threshold for beat recognition. When the wave project is being
displayed, you can follow the placement of beats. This also works with VIP objects if the
wave project is open at the same time.
Reset beat markers: Removes all beat markers.
Beat markers can be corrected manually. To move, copy, and delete use the
corresponding marker commands.
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Hint: If you wish to set new beat markers manually, right-click on the marker bar and select
"Save marker -> Markers with names...". Name your new marker "Beat".
We recommend setting the value for the attack recognition threshold to a higher level
before editing and then deleting the markers that are no longer needed. This is faster than
manually setting missing markers.
With the Timestretch/Pitchshift Patcher (view page 621) in the "Tools" menu you can easily
set the markers. Here you have the opportunity to edit the beat markers when the dialog is
open (non-modal window). This way you can check the result of the editing you did without
the dialog having to be closed. Furthermore, the patcher lets you save the tempo (BPM)
and the "Timestretching" mode of the object editor directly in the wave project.
Monophonic voice
This is a special timestretching and pitchshifting function for vocal solos, speech or solo
instruments. The audio material should not contain background noise strong reverb may
also be detrimental to the use of this method. With suitable audio material the audio quality
is very high.
With the "Use formant correction" option the formants remain the same when
pitchshifting, that is, the "Mickey Mouse effect" does not occur. This way realistic-sounding
background choirs can be compiled from just one solo voice. The formants, however, can
also be moved by +/- 12 halftones in order to achieve desired vocal distortions.
Typical uses of this algorithm are:
Intonation correction: The note with the imprecise pitch should be cut out as an object,
so that it can be manipulated independently of the other notes.
Harmonizer effects: Copy the object containing the singing. If you now change the pitch,
a second voice will be generated
Creating background vocals from existing vocal samples
Timestretch distortion of a spoken sample, for example, grandfather's voice.
The "Monophonic voice" algorithm is especially suited to: Speech, single-voice
singing, single instruments without overlaps, with low levels of reverb and background
noises.
Universal HQ
This algorithm serves as a high-quality timestretching/pitchshifting method and offers good
audio quality with almost any audio material. Especially when it comes to complex audio
recordings like orchestral recordings, this algorithm delivers especially good results. The
stereo properties remain intact.
The CPU load can become very high when real-time effects are applied to many
simultaneously playing objects.
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Ctrl + Shift + E
If you own the standard version of Samplitude, then a functionally limited version of Elastic
Audio Editor is available which is called "Elastic Audio Easy"; the Pro version of Samplitude
features the full version.
Elastic Audio Easy features the following limitations compared to Elastic Audio:
No "Relative" mode
No menu
No view options (zoom shortcuts, waveforms)
No project synchronization
Only one object, no multi-objects
No multi-track editing
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Editing can be done with a free-hand curve, quantized "step" curves or by using the curve
bend tool. The curve smooth tool enables the equalization of the automation curve. This
smoothes pitch curve value changes that are too steep during playback.
Overview of graphics in "Relative" mode
Y-axis: Display of pitchshifting in semitone steps (within the range of -48 to 64 semitones).
Orange curve: Editable pitch and automation curve as relative detuning of the original
note.
Red line: 0-line as a reference for the editable pitch curve.
Elastic Audio "Direct" mode
The pitch curve is traced immediately in "Direct" mode, and changes are absolute. To
customize the pitch correspondingly, the original pitch of the audio material must, of
course, be known. A preceding analysis of the audio material's pitch is therefore the basis
of "Direct" mode. This is basically only for tonal, monophonic material like solo vocals, solo
instruments, and speech.
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Start the analysis function with the "Detect pitch" button. The analysis can take longer with
larger objects. After analysis, the VIP objects are divided into individual slice objects
according to the recognized pitches. The medium pitches of a slice object determine its
position in the graphic, independent of the set progression of the pitch curve inside the
slice object.
Select all of the slices first. Click in an empty area in Elastic Audio Editor to deselect all of
the slices. The individual or multiple slices may now be selected by clicking using the
modifier keys "Ctrl" and "Shift".
On the borders of the slice objects, two handles are created on the pitch curve. These
handles can be moved in order to produce an increasing or decreasing pitch characteristic,
but still keeping the small changes in the basic frequency (vibrato).
Besides the pitch trace feature, this mode also provides you with "tune" functions for
automatic pitch correction.
Overview of graphics in "Direct" mode
Y-axis: The piano keys to the left side of the window display the pitch assignment in notes.
The individual pitches can be deselected by clicking them in this view so that they won't be
used in the automatic pitch correction or in quantized drawing.
You can get appropriate scale settings by selecting the tonic keynote and the scale in the
Edit slice object box.
Orange line: Displays the editable pitch properties.
Grey line: Displays the original pitch properties.
Blue line: Median pitch of a slice object.
Elastic Audio Basics
Opening Elastic Audio Editor
Select the objects that are to be processed by Elastic Audio Editor. The objects may be
located in several tracks (Samplitude Pro only). Elastic Editor is launched from the "Realtime effects" menu or via the object editor's timestretching view.
Shortcut: Ctrl + Shift + E
Interaction between Elastic Audio Editor and objects in the arranger window
First, make temporal corrections to notes by splitting and moving objects in the arranger
window.
The Elastic Audio Editor is multi object-capable (Samplitude Pro only), i.e. when Elastic
Audio Editor is opened, a melody that has been split into individual objects can be edited to
create the whole.
Loading objects into the Elastic Audio Editor
Elastic Audio Editor loads all objects you previously selected (Samplitude Pro only).
However, you can only ever view the objects of one track and edit them simultaneously.
When objects are loaded into the Elastic Audio Editor from several tracks, switch the track
displayed in the editor via "Edit VIP objects" in the track selection.
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Note: In the standard version of Samplitude, you may only select one object for editing in
Elastic Audio Easy. Multi-object editing of objects across multiple tracks in only available in
the Pro version of Samplitude.
Elastic Audio - Control elements
The control elements available in each mode are presented for activation/deactivation in
the lower section of Elastic Audio Editor's "View" menu.
View (not available in Elastic Audio Easy)
Number block 4
Number block 5
Number block 6
"Shift" + left click on the zoom button will overwrite the last zoom level.
"Ctrl" + left click opens only the horizontal position of the corresponding zoom level.
Zoom 100%: Horizontally zooms the entire material of the currently loaded track.
Note: The key combination "Ctrl + Alt" + mouse wheel allows simultaneous horizontal and
vertical zooming.
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Refresh: This updates the graphical display of the material. Resulting changes to length
are adapted. When actively synchronizing the arranger and Elastic Audio Editor (Elastic
Audio Editor "View -> Horizontal -> Synch. VIP editor"), the VIP effects are also displayed in
the arranger window.
Edit VIP object
Track selection: If objects in multiple tracks have been loaded into Elastic Audio Editor,
then they can selected here.
Algorithm: Selection is available between "Resample" (preset), "Monophonic voice",
"Standard", "Smooth", and "Beat marker slicing" modes.
Detailed information about these algorithms can be found in "Effects -> Time/Pitch ->
Resampling/Timestretching/Pitchshifting (view page 499)".
Curve smoothing: This parameter implements smoothing of the given pitch curve using a
time constant (in ms). When smoothing to a large extent, sharp shifts in pitch may change
to a glissando.
Options: These are advanced settings that depend on the selected algorithms.
Reset: Undoes all changes to automation curves or voices of selected objects.
Options for automatic pitch correction
Edit slice object ("Direct mode")
Tone: Set the basic tone of the scale. In the chromatic scale, this setting is still not taken
into account.
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Scale: Select the type of scale, i.e. the sound make-up/mode. Choose from "Major",
"Minor", "Harmonic minor", "Pentatonic", and "Chromatic".
Tune pitch property: This button causes quantization or leveling of the pitch of selected
slices.
Quantization smoothing: Set the strength of the quantization (lower values quantize hard).
This results in the disappearance of repeated small pitch alternations in natural sound
sources, for example, Vibrato ("Cher effect").
Mid pitch tuning: Quantize the mid slice pitch of selected slices. The corresponding
sections of the pitch contour of a slice object are moved as one and adapted to the
median pitch. Pitch fluctuations within a slice object remain the same.
Note: A requirement for automatic correction is the tuning of the slice pitch (pitch ->
detection).
The results of the calculation of mid pitches for slices with glissandi often do not
correspond to the pitches that human hearing assigns to them. In this case, automatic
correction of the mid pitches does not produce satisfactory results. Removal of the
glissando passage by manually changing the slice borders (keyboard shortcut: "Ctrl" and
rubber handle tool) or the splitting of slices can help.
Reset: This command resets the selected slices. The orange curve is superimposed over
the grey curve and the slice is reset to the original medium pitch.
Harmonizer
Use the harmonizer to add additional voices to the object. Please note that the harmonizer
is only available in "Direct" mode via the "Monophonic voice" algorithm. Format correction
is required for a satisfactory result which is only possible with this algorithm.
Chord: Select the chord created by the voices that are to be added if the "Harmonic
adjustment" parameter has been selected as well.
If "Harmonic adjustment" is deselected anyway, the voices are sent such that they are
overlaid onto the sounds set in "Edit slice object". The set chord then only serves as a
"guideline".
Humanize A "human touch" can be set by moving the individual voices more or less subtly
beside one another.
Harmonic adjustment: Activating this field makes the voices run parallel to one another
and correspond to the set chord.
Create voices: Use this button to recreate parallel voices.
Pitch (fundamental frequency)
Detection: Use this button to start the basic frequency analysis. Here, the absolute pitches
are displayed graphically in the Elastic Audio editor. This function is indispensable for
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additional editing steps you may wish to make in "Direct" mode. For this reason you should
only open the pitch recognition before executing pitch corrections or other editing
processes.
Playback control
Reset: All pitch curves of the entire material loaded into the Elastic Audio editor are
reset.
Bypass: The arrangement is played without editing.
Stop/Play: Stops/Starts the playback of the arrangement.
Play solo: Only activated objects in the editor are played.
Toolbar
Several tools are available for processing the slices and pitch envelope. Two tools can each
be assigned to one of the two mouse buttons. The tool assigned to the left mouse button
turns blue; the function assigned to the right key is marked in red. Click with the
corresponding mouse button on the desired console button. The "Zoom" tool is an
exception; both buttons are assigned automatically.
Selection tool (arrow): Use this tool to move slice objects vertically. This modifies the pitch
of slice objects as a whole. Slice objects and curve handles can also be selected, and a
slice object lasso can be dragged out. Multiple selections are possible with the "Ctrl" or
"Shift" key.
Freehand drawing function: You can use the pencil tool to draw the pitch curve freely. If
you press the "Shift" key, a straight line is drawn from the starting position to the current
position of the mouse. When the "Ctrl" key is also pressed, the slice objects are combined
when drawing.
Pencil tool for quantized drawing: This is the tool for quantized drawing. Quantizing
means that the line is free horizontally, but snaps into semitone steps vertically in "Relative"
mode, and to the tones of the scale selected in "tune" in "Direct" mode.
Drawing a straight line using the "Shift" key and compiling slice objects with the "Ctrl" key is
also possible in "Quantized draw" mode.
Rubber handle tool: This rubber band tool can be used to bend the pitch envelope
between two neighboring handles. The range between the curve handles is moved, the
handles themselves remain unchanged. The curve is bent inwards at the handle point. In
combination with moving the curve handles at the slice object's boundaries, the pitch
envelope can be bent to maintain microtonal structures (vibrato).
Cut: Use this tool to manually split the audio material into slice objects. After automatic
pitch recognition has been carried out, use the "Cut" tool to split certain passages into
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individual slices. To recompile slice objects, use the pencil tool to drag along the slice while
holding down the "Ctrl" key.
Eraser: The orange curves are set back to their initial values, i.e. the pitch envelope
corresponds to its original curve again.
Navigation tool: Use the navigation tool to move the visible selection vertically and
horizontally.
Magnifying glass/zoom tool: Click with the left mouse button to zoom into the display
using this tool; zoom out with the right mouse button. Left clicking and dragging stretches
the range that is displayed as the zoom area.
Controls for global display options
These buttons have a global effect for the Elastic Audio Editor.
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The functions contained in "Edit VIP object" can be used on selected VIP objects: The
selection of an algorithm and the smoothing degree for the pitch or automation curve are
also available. Pressing "Reset" undoes corrections made to the selected slices.
Elastic Audio: Overview of keyboard commands and configuration of mouse wheel
Navigating with the mouse wheel
Horizontal scrolling
Mouse wheel
Vertical scrolling
Ctrl + Shift + mouse wheel
Horizontal zoom
Ctrl + mouse wheel
Vertical zoom
Alt + Mouse wheel
Zoom horizontally and vertically
Ctrl + Alt + mouse wheel
Keyboard shortcuts
Ctrl + Space
Space
Ctrl + A
A
Ctrl + Z
Ctrl + 1-8
Ctrl + Shift + 1-8
Shift + Alt + P
Ctrl + Alt + T
Ctrl + Cursor up
Ctrl + Cursor down
Cursor left
Cursor right
Ctrl + Cursor left
Ctrl + Cursor right
Shift + R
Play solo/stop
Play/stop
Select all
Refresh view
Undo
Select tool for the left mouse button
Select tools for the left mouse button.
Show/hide pitch curve
Show/Hide other loaded tracks
Direct mode
Relative mode
Move play cursor to left
Move play cursor to right
Horizontal zoom in
Horizontal zoom out
Change scale tuning (Frequency for "A"
concert pitch).
Shift + A
Show/hide "View"
Shift + O
Show/hide "Edit VIP object"
Shift + F
Show/hide "Pitch"
Shift + S
Show/hide "Edit slice object"
Ctrl + number pad 4, 5, 6
Save zoom snapshot 1, 2, 3
Alt + number pad 4, 5, 6
Load zoom snapshot 1, 2, 3 without
vertical zoom
Number pad 4, 5, 6
Load zoom snapshot 1, 2, 3 without
vertical zoom
Selecting slice objects and VIP objects
Slice objects can be selected/deselected by clicking them with the mouse. The keyboard
shortcut "Ctrl + A" selects all slices; deselection is made by clicking on "empty space".
VIP Objects cannot be selected directly in the Elastic Audio editor. When a slice object is
selected, the corresponding VIP object is also selected.
Pitch automation including changes to the length (not in Elastic Audio Easy)
Load objects into the Elastic Audio editor -> "Relative" mode.
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Alternatively, you can easily create additional voices with the "Harmonizer" in "Direct"
mode.
Distortion
This effect allows you to distort audio material by using a non-linear transfer reference line.
The signal becomes louder and overtones are added.
Amp simulation
The amp simulator is a real-time effect that simulates tube amp sound properties. It is
especially suitable for guitar sounds, but also for the organ or recordings of vocals.
Presets: Here predefined amplifier simulations can be selected.
Amp: Here you can select from a range of amplifiers whose sound can be simulated.
Speakers: Here you can select from a range of speakers whose sound can be simulated.
Distortion (Gain): Here you can regulate the distortion amplification.
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Speaker component: Here you can regulate the speaker component present in the
complete signal.
Equalizer: A 3-band equalizer for setting the bass, mid-tones, and treble.
Bright (Impedence filter): The "Bright" button results in an especially penetrative acoustic
pattern that can sound like screeching when used in combination with input gain.
Input gain: With this fader you can adjust the volume of the distortion.
Output: Here you can adjust the master volume of the amplifier module.
Vandal
Detailed information about Vandal is available in "Vandal (view page 602)".
Restoration
De-clipper
(optional as a component of the cleaning/restoration suite for Samplitude Pro and
Samplitude)
Samplitude contains a special function for dealing with overmodulation. Using
sophisticated algorithms, the overmodulated passages are interpolated based on audio
material surrounding the affected area. The DeClipping algorithm is suitable for material
with clearly audible overmodulation, e.g. distorted piano or vocals.
Declipper presets
Load, save, delete presets: Here you can save, load or delete settings. The default file
extension is *.DCP.
Declipper Signal display
The signal display shows you the edited material as a continuous wave form. The clip level
is shown as a red limit. Using the blue markers you can recognize the positions where the
declipper was put to use. In addition, the meter to the right of the waveform display shows
the intervention of the effect.
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De-clipper
(Samplitude Pro and Samplitude - without Cleaning and restoration Suite)
Samplitude contains a special function for dealing with digital clipping and analog
distortions. Using sophisticated algorithms, the overmodulated passages are interpolated
based on audio material surrounding the clipping area. Following this, the entire volume of
the material can be reduced so that the interpolated parts can be played back without
overmodulation. The de-clipping algorithm is suited to material in which the overmodulation
is clearly audible, for example, distorted piano or song voices.
Min number of clipped samples: This parameter defines the minimum encountered
number of consecutive clipped samples before Samplitude's de-clipping algorithm will
repair the distortion. A value of 2 to 5 works well in most instances.
Minimal levelof clipped samples: Here you can enter the level at which the algorithm will
consider a sample to be clipped and correct it. This is important, since different sound
cards display different clipping behavior. Some DAT recorders have a protective analog
switch, so that the level never reaches the digital mains. In this case, a value of -0.5 dB or
less is suitable. With an input of, for example, -6 dB, all samples above half the control level
are registered as overmodulated and recalculated. In this way analogue distorted material
can be improved.
Get level from area height: This function allows setting the de-clipping level from the
height of the selected area in the WAV project. This is useful when an overmodulated area
has been previously selected exactly, and now has to be repaired.
Number of steady samples after clip: This parameter defines the number of "steady"
samples used to determine the end of the distorted segment. In other words, a number of
samples that follow the distorted section, that remain at a constant level. A number of
lower-end audio cards (e.g. SoundBlaster, and others) produce chaotic values during a
clipped segment. For cleanly cut off peak levels, a value of 1 is sufficient.
Set max level to 0 dB: Here you can specify, if you would like to normalize the material to
0 dB (100%) after de-clipping is finished. This option is recommended when working with
16-bit audio material, since in that case no other level reserve for overmodulation correction
is available. For 24-bit float audio material this option is not necessary, because float format
offers flexible dynamics. This allows you to set the audio levels manually at the end.
De-clicker/De-crackler
(optional as a component of the cleaning/restoration suite for Samplitude Pro and
Samplitude)
The Declicker removes crackling and clicking noises, which are typical on scratched
records.
The Decrackler algorithm has been specifically developed to remove crackling noises,
giving you good results for removing crackling from old records. Loud, individual click
sounds can be removed more easily with the Declicker.
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The Declicker is on the left side of the dialog, and the Decrackler to the right.
Declicker/Decrackler presets
Load, save, delete presets: Here you can save, load or delete settings. The default file
extension is *.DCK.
Declicker/Decrackler signal display
The signal display shows you the edited material as a continuous waveform or a
spectrogram. In the displays you can see at which position the declicker (red) or the
decrackler (blue) have engaged.
On the left border of the graphic display is the reduction display of the declicker. It shows
by how many decibel the detected click has been dampened. On the right border the
reduction display of the decrackler is found.
Display options: this button opens a settings dialog where you can configure the signal
display. Select the right and left channel or the middle from both left and right (L+R). You
can additionally set the channel that should be visualized by both reduction displays. The
settings are applied by closing the dialog.
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distortion and just moderate components of the desired signal. If the correction parameters
are too high, parts of the music or speech signal will also be filtered, which will lead to
music discoloration.
Bypass: The algorithm is removed from the signal route. This way the unedited signal can
be compared to the result of the algorithm.
DeHisser
This command opens the dehisser, which helps to remove noise. The dehisser eliminates
regular, low-level "white" noise, typically produced by recordings, microphones, preamplifiers or transformers. Unlike with noise reduction, a sample of the distortion is not
required.
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noise. If the correction parameters are too high, parts of the music or speech signal will
also be filtered, which will lead to music discoloration.
Hint: If "inverse" is selected, the damping parameter will have no influence.
Overlapping: High values for overlapping allow the dehisser to follow the signal quicker.
When low values are selected, the algorithm is less quick when adjusting to the signal
properties. The settings "Medium" and "High" are suited for most standard cases. "High" is
most effective when applying dehissing to mixed (multiple instruments) tracks.
Rate:This parameter allows you to set the rate (low, medium, or high) used by the noise
reduction algorithm. You may wish to experiment with this parameter because a higher rate
does not always guarantee the best results.
As an example, a low rate often works best when applying noise reduction to short
percussive sounds and speech. Applying a higher rate is recommended for instrumental
music with slower tempos.
Play/Stop: Real-time preview function.
Save/Load: This is where all parameters can be saved, loaded and deleted. The default file
extension is *.DEH.
Scaling options
Frequency display freq lin/log:: Linear display of frequency provides a more detailed view
of the high end. Logarithmic display of frequency provides a more detailed view of the low
end. The logarithmic display corresponds to the human perception of volume. Like on a
keyboard of a key instrument, here the graphic spacing of the entire area is uniform
throughout. If you have selected the logarithmic view of the frequencies, you can select
between frequency and note representation for the horizontal axis.
Value display dB lin/ log: Here you have a choice of selecting a logarithmic or linear scale
for the levels. The logarithmic display corresponds to the human perception of volume.
Value range min/max dB: Here you can enter the level range for displaying the real-time
spectrum.
Curve depiction: You can choose to display the original and the corrected frequency
progression as a curve or as a bar diagram.
OK: The algorithm is applied to the selected range of the sample or the object selected in
the VIP.
Cancel: Click on this button to close the dehisser window without applying any
processing.
Help: Displays the "Help" feature.
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4. If the noise signal cannot be removed without discoloring the music or speech, reduce
the damping parameter value until a compromise is reached between noise reduction and
an acceptable discoloration of the audio material.
Tip: In the case of very high noise levels, try first to remove the noise from single tracks.
DeHissing the complete mix requires more careful manipulation.
To remove humming noise, please use noise reduction (DeNoiser).
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Info: Provides information about type and format of the set noise sample.
Save: This button lets you save the currently set noise sample as a file for later use.
Load: This buttons leads you to a file selection dialog where you can import a wave file as
a noise file.
Assistant: Here you can open the "Noise print assistant" dialog to help you extract a
noise sample. You can find out more about this assistant below.
Play: This command plays back the recently set noise sample.
DeNoiser - Filter settings
Draw function: When you draw in the graphic with your mouse, you edit the violet curve.
This curve filters of the noise sample.
Draw toolbar: Here you will find 5 tools to aid you in drawing and navigation of the signal
display:
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The violet-colored line is used for filtering the noise spectrum, which is expressed on the
display with the blue line.
Overlapping: The exactness of the algorithm can be selected here in several steps.
Processing times increase with increasing overlapping as the quality of the results
improves.
Resolution: This parameter allows you to set the rate (low, medium, or high) used by the
noise reduction algorithm. The higher the rate, the longer the algorithm will take to process.
You may wish to experiment with this parameter, since a higher rate does not always
guarantee the best results. For example, a low resolution often works best when applying
noise reduction to short percussive sounds and speech. Low-frequency sounds require
adequate resolution in the low-frequency range, and this can be achieved by setting this
parameter to at least 4096.
DeNoiser - Artifacts
For sound distortions with levels that reach or exceed that of the original signal, the
algorithm can leave behind a metallic chirping or twittering sound, the so-called "artifact"
noise. Its level is much further below that of the original distortion, usually at around -20 dB.
The ear is quite sensitive to this because of its synthetic character.
You can choose from many specialized options for removing artifacts. The parameters
described in the "artifact suppression" category can be used for this.
DeNoiser Parameters
Artifact suppression
These settings suppress artifacts as they occur in broadband distortions of higher levels. If
you select a very high value, the quality of the results is reduced. For this reason, you
should select the value at which the artifacts are just about no longer audible. With
"uncritical" distortions, artifacts do not appear and, in this case, high settings would
produce poor results. If you're not sure, reset the values to zero.
Smooth attack: This parameter controls the attack when applying noise reduction. A higher
value will reduce artifacts, but alters the response time of the audio. Generally speaking,
this parameter is most effective for diminishing artifacts in musical tracks. In the case of
vocals or speech, higher values lead to less than optimal results.
Smooth release: This parameter controls the release when applying noise reduction. A
higher value will reduce artifacts, but alters the decay of the audio. Generally speaking, this
parameter is most effective for diminishing artifacts in percussive (instruments with short
decay) tracks. A compromise has to be found when aiming to reduce artifacts.
Static smoothing: This function smoothes out the corrected noise spectrum used
internally by the algorithm to remove noise. You will also be able to recognize from the
graphical display that the blue curve is smoothed. The artifacts are thus reduced. This
function usually leads to good results when applied to speech, vocals, or pop music using
high values. In the case of orchestral instruments, high value settings of this parameter can
cause unpleasant roughening of the sound.
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Consolidate transients: Use this parameter to influence the algorithm so that the
distortion removal works more contained with transients. With noisy jazz or pop recordings,
for example, this results in a clear improvement.
Correction
With this parameter the level of the noise sample's spectrum will be lowered or raised. This
effect is visualized in the graphic display: The yellow curve represents the original noise
sample spectrum, and the blue curve is the corrected spectrum, which will be used by the
algorithm to remove noise. Low settings can lead to incomplete noise removal or increased
artifacts. High settings can cause discoloration of the original sample, phase-like distortion,
or chirping modulation effects. The occurrence of these effects is dependent on the type of
noise as well as the consistency of the original material. A higher-level noise does not
necessarily require a higher correction level.
Damping
Here you can set noise damping in dB.
When does it make sense to leave some level of noise? When working with gramophone
recordings, it can be desirable to leave some of that "gramophone feeling" in. Background
noise from on location reports does not need to be removed completely. When noise is not
completely eliminated, the occurrence of artifacts or discoloration is reduced. Think of the
process in terms of reduction, not 100% elimination. As always, be patient, try a number of
settings, and select the ones that deliver optimal results.
Options
Adaptive correction: Activate this switch to achieve time-adjustable, automatic
customization of the value for the "Correction" parameter. While the DeNoiser is working
you can the monitor the constant adjustment of the "Correction" fader in the input field.
Using "Adaptive correction" makes most sense with distortions with variable noise levels.
Maximize tonal distortion dampen: Removes tonal distortions such as humming or camera
sounds; activate this button to remove this unwanted material. The "Dampen" parameter
only affects the non-tonal portions of the signal (hissing). This may lead to better results,
since the dampening of tonal signal portions creates fewer artifacts than the dampening of
non-tonal distortions. The resolution value should amount to at least 4096.
DeRumbler: Frequencies below 40 Hz will be considerably dampened. This way impact
noise like footsteps or rumbling on records can be removed.
Inverse: If this switch is activated, you will hear only the part of the signal that is removed
by the algorithm. When the parameters are set optimally, you will hear the complete
distortion and just moderate components of the desired signal. If the parameters are not
set up well enough, larger components of the music or spoken signal will be filtered, which
can lead to discoloration of the sound. However, the part of the artifact resulting from the
remaining components of the distortions is hardly decipherable by monitoring the inverse
signal
Bypass: The algorithm is removed from the signal route. This way the unedited signal can
be compared to the result of the algorithm.
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Search for a good "Correction" setting. The distortion sound should no longer be
audible. If artifacts should arise, they shouldn't be suppressed by setting a very high
correction value. The result may sound somewhat lackluster.
To increase artifact suppression, increase the values for smoothing and/or static
smoothing. Which parameter is most suited depends on the nature of the audio
material from which the distortion is to be removed.
Try to slightly reduce the correction. This will result in increased artifacts and an
increase in the "smoothing values" and/or "static filter smoothing". The result is often
an improvement.
If you use a high overlap, the results can improve clearly.
Drag the "Preserve transients" parameter as far out as possible until noise increases
and the distortion becomes audible at the transients (with hissing, this effect is
recognizable by the type of hissing modulation).
In difficult cases, we recommend using the freehand draw filter curve of the noise
sample. Problematic areas can be influenced by increasing or decreasing the
distortion spectrum.
If there is no discernible improvement, you can always just try correcting the noise
instead of completely removing it. This can be attempted by reducing the value for
mix dampening.
Whether or not artifacts are audible also depends on the monitor volume and the
frequency response on playback. If you know how your work will be reproduced
(cinema theater, on TV, radio...), you should work under corresponding monitoring
conditions.
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Proceed the following way to create a noise sample using the noise print assistant:
1. Determine noise print length
Range length or internal standard value: If you have stretched a range, a range length will
be used. You should make sure that the range is not longer than is necessary, because
every created noise sample instance in real time will be added to the project. If, conversely,
no range is selected, an internal length is used, which should normally deliver a usable
result.
Target length: Set an explicit length.
2. Extract noise print from the audio material
Extraction at beginning of range or play cursor: The noise sample will be extracted
from the range available, or otherwise the start position will be determined by the play
cursor.
Extraction at the position of the lowest level: This search function analyzes the audio
object for soft areas. Set the search area above the search options and click the "Start
search" button. You can cancel the search by pressing "Esc".
After at least one quiet range has been found, you can select it using << and >> and listen
to it using "Play...".
3. Exit the assistant with "OK"
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Smooth release: This parameter controls the release when applying noise reduction. A
higher value will reduce artifacts, but alters the decay of the audio. Generally speaking, this
parameter is most effective for diminishing artifacts in percussive (instruments with short
decay) tracks. A compromise has to be found when aiming to reduce artifacts.
Static smoothing: This function smoothes out the corrected noise spectrum used
internally by the algorithm to remove noise. The smoothing of the blue curve can be
visually confirmed by looking at the graphic.
The artifacts are thus reduced. This function usually leads to good results when applied to
speech, vocals, or pop music using high values. In the case of orchestral instruments, high
value settings of this parameter can cause unpleasant roughening of the sound.
Save setup, load setup: Click on this button to save or load parameters.
Preview: Non real-time preview function.
Play original: The unedited original sample/object can be played here for comparative
purposes.
Presets: Here you can select the type of distortion and the type of audio material from
which noises should be removed. The parameters are set to sensible values according to
the selected combination. Of course, in more difficult cases, the result is not always perfect
the first time around. The presets do, nevertheless, provide much help when it comes to
finding the optimum settings for all parameters if used as the starting point for searching for
the best settings.
DeNoiser graphical display
The graphic shows you the original spectrum of the distortion (yellow curve) and the
corrected spectrum (blue curve). The left axis description shows the level in dB, the
upper axis description shows the frequencies in Hz. The level of the corrected spectrum is
set via the correction parameter. Furthermore, the curve can be smoothed with the "Static
smoothing" parameter.
Draw mode: In the first mode, the frequency response is displayed as a solid curve. In the
second mode, the frequency response is displayed as a line.
Freq lin/log: Linear display of frequency provides a more detailed view of the higher end.
Logarithmic display of frequency provides a more detailed view of the lower end.
dB lin/ log: Linear display of amplitude provides a more detailed view of the higher end.
Logarithmic display of amplitude provides a more detailed view of the lower end.
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Audible distortion noises louder than the wanted signal are usually limited to a certain
frequency spectrum. These are highlighted with colors in the spectrogram. This allows
disturbing signals to be easily located and removed with the mouse tool.
For example, you can recognize a continuous sound from its pattern (consisting of
horizontal lines), since these correspond with the sound components or overtones of the
sound. A distortion with an impulse quality can be recognized by a vertical peak.
Select the disturbances with the drawing tool in the spectral cleaning dialog before you
remove them. So that there is no audible gap, lost components of the original frequency
spectrum from the wanted signal that surrounds the distortion are recalculated into the
recording.
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Spectral cleaning is suited for removing all short, impulsive noises in the music like
crackling, coughing, or even short drop-outs. For long-lasting distortions like humming or
hissing, try using the de-hisser (view page 519) or de-noiser.
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Selection tool: Use this tool to modify the existing selection window.
If you select the selection frame on the edges, then the mouse cursor will become a
double-sided error for changing the selection size.
If the selection tool is within the frame, then the mouse will turn to a directional arrow. Now
you can position the entire selection frame anywhere in the spectral cleaning window.
Drawing tool: This tool allows you to change the selection size (just like with the selection
tool) and position the selection window anywhere.
You can drag out any number of selection windows with this tool over disturbances to be
removed.
Note: Double clicking on the selection applies vertically it to the entire frequency range.
Navigation tool: This is useful when you are working with a high zoom factor and can't
see the entire object contents in the spectral cleaning window
This tool allows you to move the displayed range by clicking and dragging.
Zoom tool: After selecting this tool you can left click to zoom into the window.
By clicking and dragging with the left mouse button held down, you can stretch the zoom
area in the spectral cleaning window. Right click to zoom back out of a selection.
With this setting you can specify how you wish to remove the distortion. All of the selected
disturbances will be processed depending on the "level" controller of the selected mode.
The following modes are available to you:
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1. Crossfade: Using this mode, the noise signal will be replaced by the signal immediately
surrounding the selected area.
2. Transitions (hard): This mode behaves like "Crossfade", but has a more powerful effect.
This mode allows you to suppress disturbances more effectively. Make sure that you select
the disturbances very precisely.
3. Gap: This mode is especially suited to very short drop-outs.
4. Dampen: With this mode, you can dampen the selected disturbance. The surrounding
audio material will not be calculated into the process. This does not introduce any artifacts,
but can lead to an unnatural silences, or even drop-outs. Use this mode only when the
noise is present in a very narrow frequency range or when the surrounding signal is very
quiet.
5. Fade-in: This mode acts similarly to the "Dampen" mode. The signal will not, however,
be uniformly dampened, but rather added in. Frequency-selective fade-ins can be created
in this way.
6. Fade-out: In this mode, the selected disturbance will be faded out across the timeline
according to the selection window. Use "Hide", for example, to remove noise at the end of
a track.
Level: Use this control to specify the degree of change. If the knob is turned all the way to
the right, then this equals a level of 100%.
Note: The "Edit selection" and "Level" settings can be controlled for each selected area
individually, or as a multiple selection using "Ctrl".
Resolution: Determines the resolution of the applied FFT (Fast Fourier Transformation).
Lower values often produce a more effective removal of the disturbance, but result in more
tonal artifacts.
Channel left/right: These buttons show you the corresponding channel in the
spectrogram. If the disturbance only shows up in a single channel, then you can switch off
the other channel.
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By pressing the upper button "Apply selection to all click markers", the current selection
window will be copied to all positions which contain a click marker. In this way, the
selection can be applied to all click marker positions at once.
The markers in the spectrogram can be quickly navigated with "Jump to next marker"
(shortcut: "+") or "Jump to previous marker" (shortcut: "-"). To only move among the click
markers and not the standard markers that are present, hold down "Ctrl" while doing so.
Note: Select conspicuous positions in the arranger before you open the spectral cleaning
dialog. To convert an existing standard/beat/tempo marker into a click marker in the
spectrogram, click the corresponding marker first in the marker bar. By clicking the "Set
current marker" button twice, the standard/beat/tempo marker will be converted into a
click marker.
View
In the "View" menu, you can select from various view schemes. The schemes provide
various color scales and contain varying time and frequency resolutions.
Show grid: Displays a time and frequency grid in the spectrogram.
Spectral cleaning - Playback range
Stop: Stops playback.
Play: Begins playback from the cursor position.
Play loop: Repeats playback within a selected range.
Play inverse: Plays the differential signal, i.e. the removed sounds.
Advanced options: Opens the settings dialog for destructive effects calculation.
Create copy: Creates a copy of the current file during calculation.
Calculate: Executes calculations and closes the dialog.
Cancel: Aborts the editing process.
Help: Opens the "Help" file.
Stereo/Phase
Reserved
Use this function to swap the right and left channel of stereo samples in order to correct
accidentally swapped channels when recording.
This function can be reversed, i.e. if you don't re-select the range, opening it again will
bring back the original material.
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Overview
To the top left of the dialog window you'll find preset filter settings.
The graphic shows you the frequency response curves of the individual curves. The left
axis labeling shows the damping in -dB, while the upper axis labeling shows the
frequencies in kHz.
To the right of it you'll find the parameters for stereo manipulation as well as the A/B/C
buttons for quick switching between three different settings.
General controls
Preset: Here you can select from a number of presets.
Save, load, delete: Here you can save, load, and delete the various settings. The preset
file ending is: *.ste
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A/B/C comparison: To compare different dialog configurations, you can switch between
three different settings here. You can use this like a bypass function.
Bass, mids, and highs: You can set three frequency ranges for stereo, panorama, and
gain (see below).
Maximize: Use this controller to compress the side-chain signal, which also increases the
stereo transparency without influencing the mono compatibility. In "Multiband" mode, this
setting affects the middle bands.
Solo mode: In "Solo" mode the frequency bands can be monitored one at a time. This
greatly simplifies the process of changing filter parameter settings. As an example, you can
isolate a specific frequency range of a mix and change the aspect of the stereo image for
the range.
Multiband mode: The algorithm works with three frequency bands if this option is
checked. The "Multiband" mode is not automatically active when using the enhancer in the
mixer master section. This reduces the initial load on the CPU when selected in the master
section.
Direction pan mode: This switches between two panorama control modes:
If the option is checked, only the mono portion (the center signal) is considered when
changing the panorama setting. The panorama control functions as a directional mix
controller. A centered vocals recording can thereby later be moved to the left or right of the
stereo balance. The difference containing the sound sources allocated outside of the
center, remains unchanged.
In non-active state, the panorama faders work as normal. The complete stereo signal is
changed (mono and the remaining left and right portions).
Phasecorrel. (Phase correlator): This open the phase correlator. This option is very
useful when Solo mode is switched on: The base width and panorama setting for each
frequency band can be checked visually.
Reset: This button resets all settings.
Play/Stop: This button starts the realtime preview function.
OK: The algorithm is applied to the selected range of the sample. When using this in the
master area of the mixer, the parameters of the dialog window are used on the entire mix.
Cancel: Click on this button to close the dialog window, without calculating the effect.
When using this in the master area of the mixer, the parameters of the dialog window will
not be used on the entire mix.
Help: Here you can open the Help section.
Parameters for stereo manipulation
For each frequency band (bass, mids, highs) the following is available:
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Base width fader: Here you can set the base width between 0 and 200. 0 means mono,
100 corresponds to an unchanged base width (stereo) and a value of 200 corresponds to
the maximum base width (differential signal).
Depending on the correlation between left and right, an increase in the level when reducing
the base width may come about. In more extreme cases it can bring about maximum
correlation, which then occurs when the left and right channels are identical. And when the
base width is set to zero (mono), a level increase by 3 dB will occur.
Raising the bandwidth (values over 100) diminishes the mono compatibility. If the base
width is reduced, mono compatibility is maintained.
Panorama controller: Here you can adjust the individual channels of the panorama.
Dampening for left and right is displayed above the controller in dB.
If the direction pan mode is active, the controllers operate as direction mixers. In this case
only the mono part (mid signal) is accounted for.
Filter setting parameters
Separation frequencies: With the two sliders "1" and "2" you can adjust the separation
frequencies of the three filter bands. The values are displayed in kHz (they correspond with
the intersection of the neighboring frequency curves).
Band separation: These parameters are used to influence different filter properties to
increase "precision". You have the choice between "Low", "Normal", and "High".
Increasing the band separation setting has the following effect:
The edge steepness of the filter curves increases and the transition range between two
bands decreases.
Dampening in the stop band increases (setting low: ca. 25-35 dB, normal: ca. 35-45 dB,
high ca. 55-75 dB).
The ripple of the frequency range of the bands decreases. However, this is not a
problem as the ripple of the individual filter bands compensate each other when put
together thanks to the complementary filter technology. In any case the output signal
does not contain ripples.
The Multiband Stereo Enhancer in the master area of the mixer:
In the master area of the mixer you have access to the stereo enhancer by pressing the
"StE" button which can be found above the master faders. By right-clicking on this button,
the dialog window of the stereo enhancer will open. The knob next to it is connected to the
base width controller of the mid band.
If "Multi-band" mode is not active in the dialog, the changes affect the entire signal. The
knob then functions as a standard base width fader.
Hints & Tips
General info on the base width settings and standard use of the multi-band stereo
enhancer
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The human ear is generally incapable of perceiving frequencies below 300 Hz. Stereo
effects in the bass range can be disruptive as different delays can often result in obliteration
which becomes noticeable in spongy and squishy playback of the basses.
The treble range may be important for directional hearing, however, spreading of the base
width often causes annoying side effects here.
Due to these reasons, the base width is usually enlarged or the direction of a mono source
is changed in a middle band.
In the bass area the base width is set to mono by default. Enlarging the base width only
makes sense for special applications.
The treble band is retained during the following standard application and is not changed.
Enlarging the stereo base width
For this task you should set the basic width controller of the middle band to a higher value
(between 101 and 200).
More powerful bass by reducing the base width in the bass range
Set the base width controller of the bass band to mono. The setting of the lower separation
frequency is also significant for this task. Typical settings for this application are between
300 and 600 Hz. If the separation frequencies are higher, narrowing of the stereograph is
already audible depending on the properties of the audio material.
Verification and correction of a completed mix in the stereograph.
If you wish to check and perhaps correct the base width and the panorama setting in
various frequency ranges, you can take care of this task in all three bands as follows:
1. Activate "Solo" mode.
2. Open the phase correlator during real-time preview.
3. The base width can be estimated according to the amplitude of the display. The
horizontal amplitude increases in relation to the vertical amplitude as the base width
increases. The panorama setting can be verified by the gradient of the display. The display
tilts to the side of the stereo channel with the higher level.
4. If necessary you can now correct each channel with the panorama and base width
controllers.
Move a mono source in the panorama (mix direction)
The first step is to "filter out" the mono source (for example, vocals) so that the remaining
part of the mix remains unaffected.
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1. Activate "Solo" mode here as well and select the solo switch of the middle band.
2. Alter both separation frequencies so that they just about register the source.
3. Now activate the "Direction pan" mode so that the panorama controller acts as a
direction mixer.
4. With the pan controller of the middle band you can now move the mono source. The
differential signal is retained.
5. If you deactivate "Solo" mode you can convince yourself of the effect of this frequencyselective directional mix on the overall signal.
Dampening or removing the mono signal from the middle frequency range
For instance, if you want to create space for adding vocals or solo instruments in the
middle range of playbacks and drum loops, you can try to cancel out or dampen the
original mid signal in the mid range by enlarging the base width.
As in the last use case you should first attempt to "filter" out the mid signal well in solo
mode. The base width should then be set to the highest value (200) in the mid band.
Invert phase
With this function the sample data within the selected range is inverted along the amplitude
axis, i.e. its negative values become positive, and vice-versa.
This way you can customize samples with differing phase lengths. This function can be
reversed and applied using both channels, just the left, or just the right in wave projects.
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Modulation/Special
Convolution (offline)
The convolution function allows you to produce an inverse average of a sample or object
and another sample.
This involves filtering the original sample with the convolution sample common overtones
will be amplified, while the rest will be made softer. FFT Analysis Filter offers a similar
method which filters a sample using a frequency sequence of another sample that has
been saved to the clipboard. In this process only the frequency sequences are taken into
account. Convolution, in contrast, links frequency and phase of the material, which leads to
different results when applied to longer samples or objects.
With the convolution algorithm you can create echo and filter effects as well as elaborate
acoustic fusions and exotic morph effects. This function works along the same principles
as the Room Simulator function. However, convolution calculates the exact mathematical
convolution function, whereas the Room Simulator is especially optimized for reverb
calculation.
Convolution sample: Here you can select the project with the convolution signal. If the
convolution signal is longer than 1048576 samples, only the first 1048576 samples with be
used.
Original (%): This parameter allows you to enter the level, in percent, of the original audio
signal that will be mixed with the result of the convolution. A value of 0% signifies that the
edited signal will contain exclusively the result of the convolution function, and a 50% value
will mean that the convolution result will be mixed with the original signal at equal
amplitudes.
Result (dB): With this parameter you can set the volume of the signal resulting from the
convolution function in dB. With values exceeding -10dB, modulations can happen. For
this reason, you should first select lower values.
Convolution Problems and solutions
After pressing the preview button or the "OK" button the program does not
seem to respond any more.
On slower computers with long impulse responses, the algorithm responds after a certain
amount of time with a status display message of the progress of the calculation as it works
internally on a block by block basis.
The output signal is overmodulated
Reduce the value of the "Results (dB)" parameter.
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Vocoder
The vocoder sends a carrier signal (for example, a string instrument or a synth chord)
through a modulator (for example, speech or song, or even drum loops) to alter it in such a
way as to make it seem as if the string instrument is speaking or singing.
This is done by transmitting the modulator's frequency characteristics to the carrier. The
modulator signal is divided into a number of frequency bands and apportioned positions at
regular intervals in the respective frequency bands. These measurements control a filter for
the carrier that correspond to the same frequency bands.
Strictly speaking, a vocoder has two inputs and an output. Since Samplitude effects
normally have only one input, the carrier signal will be extracted within the effect, and will
be smoothly mixable with the white noise and any wave file. You can also invert the carrier
and modulator in order to use the vocoder input as the carrier.
The vocoder also offers a real-time FFT filter for editing the vocoder signal.
Filter curves
The yellow line corresponds to the frequency progression of the modulator, while the light
blue line represents the carrier signal. The red line is a freely-adjustable FFT filter. The
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frequency progression can be drawn-in to optimize the vocoder results. The dark blue line
is the resulting filter curve of the vocoder.
Reset filter: This button resets the red filter curve to its initial state.
Carrier signal
Sample selection list: The desired carrier samples are selected here. All open wave
projects appear in the selection list as well as some special carrier samples that are loaded
from the "Vocoder" directory. Preferred carrier samples consist of material with even
frequencies e.g. orchestral chords, broad synthesizer sweeps, sound of the wind, etc.
Sidechain: The sidechaining option is now available for the vocoder if you operate the
effect as a track or master effect and the track isn't the Surround master.
Sample (dB): This fader adjusts the proportion of the carrier sample.
Noise (dB): This controller lets you mix in white noise into the carrier. This is above all
useful if the carrier material can't be modulated well or sounds too uneven. Whispering
voices can also be produced in this fashion.
Volume (dB): Adjusts the vocoder output level.
Vocoder - Options
Modulator <=> carrier: Modulator and carrier signals are interchanged. This is particularly
useful if the "stereo channel as carrier" option is used.
Stereo channel as carrier: If this option is active, the sample from the selection list will no
longer be used as a carrier signal, but an input signal channel will be used to this end. The
other channel will continue acting as a modulator.
This results in a more accurate synchronization of the carrier and the modulation signal,
which does not depend on the play start.
Bypass: Press the "Bypass" button to hear the original signal.
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Dynamic filter
Response time (Release): Affects the speed of the dynamic filter adjustment to the
modulator spectrum. With the rising release value the vocoder follows the modulator slower
and slower, and the sound changes sound softer and with more reverb in the carrier. To
improve the clarity of spoken words, this parameter should be set to a low value.
Dynamic (Reduction): This parameter affects the dynamics of the modulator signal for
reducing the modulation depth of the dynamic filter.
This prevents two often undesired side effects of modulation: On the one hand the volume
change of the modulator signal is added to the output signal in a slightly more moderate
form, which may improve the power of the vocoder voice. On the other hand the low-level
portions of the modulator signal are ignored in order to prevent modulation of the carrier by
breathing or noise.
Instead of using dynamic reduction within the vocoder, you can adjust the modulator signal
dynamics (or the resulting signals) with the dynamic tools integrated in Samplitude.
Rate (Number of filter bands): The dynamic filter rate corresponds approximately to the
number of filter bands. The best results are achieved with medium to high rates.
Pitch (Filter shift): The dynamic filter of the vocoder shifts the frequency up or down to
create certain pitch effects. For the clearest speech results, it is recommended not to
change this parameter.
Formant: Stretches the dynamic filter curves to manipulate the formants. This changes the
characteristics of the vocoder voice.
Overlapping: This internal parameter changes the overlapping of the time window for the
modulator signal spectrum calculation.
With the "low" setting, the vocoder sounds softer and more melodic, but some of the clarity
of speech can be lost.
efx_ChorusFlanger/efx_Phaser
More information is available in "Effects -> essentialFX (view page 547)"
Corvex
More information is available in "Effects -> MAGIX plug-ins (view page 553)"
Reverse
With this function the data of the sample in the wave project within the selected area / the
selected object in the virtual project along the time axis is reversed so that it can be played
from back to front.
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Sample manipulation
Change sample rate (offline)
Use this function to change the sample rate of a wave project.
If the sample rate is increased, the change is almost completely without loss. However, the
required memory space does increase.
If, however, you reduce the sample rate, a loss in harmonics quality occurs. When halving
the sample rate of a 44.1 kHz sample to 22.05 kHz, the frequency response of the
resulting signal is limited to 11.025 kHz. The frequency response always corresponds to
half of the sample rate.
By clicking on "OK" you can enter the file name for the new project.
Quality
When reducing the sample rate you can enter the quality that should be used in the antialiasing filter or when increasing the sample rate in the reconstruction filter (interpolation).
Standard: At this quality level faster interpolation algorithm is used, which is also applied
during real-time resampling.
High: In addition to the "standard" quality level, a filter is set to dampen the alias
frequencies or to improve the reconstruction (interpolation). When using extreme
conversion ratios, such as converting from a 48 kHz signal to a 22 kHz signal, this setting
may improve the results.
Very high: Here the linear-phase UTR "Ultra-transparent resampling" algorithm is used.
Extremely high 1: In addition to the "Very high" quality level, this algorithm works at a
higher filter setting. CPU load increases dramatically.
Extremely high 2: In addition to the "Very high" quality level, this algorithm works at a
considerably higher filter setting. Using this setting is only sensible for 32-bit float files as
the maximum possible artifacts from aliasing are under 96 dB.
Hint: You can carry out the sample rate adjustment while recording and playing. The
quality of the resampling used here can be set in the "Options menu > Program
Preferences > Resampling Quality Options... (view page 703)".
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Sample data / 2
Every second sample is removed in the wave project. Once the function has been
executed, you'll see that the highly frequent components of the audio data are missing.
These have fallen victim to halving the memory requirements. If you execute this command
at an original sample rate of 44.1 kHz, you'll get a new sample rate of 22.05 kHz. The
frequency range is halved with a sample rate of 0-22.05 kHz changing to 0-11.025 kHz.
Sample data * 2
With this function you can insert a new sample rate between two adjacent sample rates,
whose value is an average of the adjacent values. The sample rate is hereby doubled. This
way, the sample rate can be adapted to one another. Please note that despite the higher
sample rate, no new high-frequency components come about, the frequency range of the
audio data remains the same.
Reverse
With this function the data of the sample in the wave project within the selected area / the
selected object in the virtual project along the time axis is reversed so that it can be played
from back to front.
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Plug-ins...
Read more information about DirectX/VST plug-ins in "Mixer -> Buses and routing -> Effect
routing/plug-ins dialog -> Effects sequence/plug-ins (view page 157)".
essentialFX
Chorus/Flanger
This plug-in offers a simple way to make signals sound more interesting, "spacier", thicker,
etc. by modulating or delaying the pitch. The classical domain of application is for guitars,
Hammond organs, electric pianos, or synths.
Chorus and flanger are two closely related effects, which is why we have included them in
a single plug-in. They normally differentiate in terms of delay time, type of modulation, and
degree of internal feedback.
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- Mono flanger & stereo flanger: Similar to the other modes. In this case, lower delay
periods and a slightly changed modulation are processed.
Rate: This specifies the speed of the modulation. Lower rates provide slight hovering
effects, and high speeds produce a wobbling, typically distorted "underwater" sound.
Depth: This parameter specifies the depth of the modulation, i.e. the maximum deviation
of the modulation and the resulting pitch bending.
Feedback: This parameter defines the portion of the delay that is sent back to the input.
Feedback causes the effects of modulation to be more drastic and cutting.
Nullification of the feedback is set at the middle of the fader. Set to the right, the feedback
is fed to the input equi-phasal; to the left, the feedback occurs. Both variants may sound
very different depending on the signal, since they prefer different frequency ranges for
dissonance.
Mix: Regulates the mix ratio of the original signal and the delayed portion.
Phaser
The phaser is often mistaken for a flanger due to its typically sharper and cutting effect. In
any case, the pitch is not modulated. Instead, the modulation process burrows multiple
notches into the frequency response, somewhat like a comb filter. Just like an airplane
taking off, the phaser functions with a similar jet effect. It is suitable for enduring signals like
synth surfaces or for producing sound designs like atmosphere or distortion effects.
Phaser parameters
Mode: The selection includes a number of filter stages. At 4 stages/8 stages, a more
plastic effect is achieved, and more complex patterns are reached at 16 stages. Please
note that the more stages are involved, the more computing time will be needed.
Rate: Speed of filter modulation. The essential effect is the same for both chorus and
flanger.
Depth: Similar to chorus/flanger, whereby it's the filter notches that are addressed, and
not the pitch modulation.
Feedback: The feedback portion produces a more drastic effect in this case. Similarly to
the chorus/flanger, co-phasal or opposite-phase feedback is possible.
Mix: Regulates the mix ratio of the original signal and the delayed portion.
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Reverb
This effect involves a completely algorithm-based reverb plug-in. Selectable algorithms
provide a dense and transparent reverb for any kind of signal. Processing is in "true
stereo", i.e. the selected algorithm refers to the original localization of instruments in a
stereo signal for calculating the reverb so that the original image is not handicapped. The
algorithms are also set up for naturalness and transparency. A signal treated with this
reverb in careful dosages will maintain its assertiveness in the overall context, without being
perceived too conspicuously as an effect. This all takes place with an notably lower CPU
load.
Reverb parameters
Input/output: In this case, the input level is positioned into the plug-in or its output level.
Metering shows the precise level ratios.
Note: Input/output is available for all preset essentialFX plug-ins. The conditions are always
identical with those described here.
Mode: Select the desired algorithm here. The following options are available:
- Plate: Simulates a reverb plate. Very dense reflection pattern, penetrating but musically
open 'metallic' appeal. Very good for drums and vintage special effects.
- Room: Small room reverb. Mid to high diffusion of the signal, low to mid reverberation
time. Well suited for adding a 'dry' natural sound to instrumental, spoken, or vocal
recordings.
- Hall: Mid to large hall. Low to mid diffusion, later responsiveness as a room. Ideal for
simulation as concert spaces and for large soundscapes.
Size: The size of the room being simulated or of the reverb plate. This setting has a
direct effect on the distance of the reflection and indirectly on the resonance behavior:
smaller rooms/reverb plates possess a larger inclination for natural resonance, and larger
plates exhibit less of this effect.
Time: Length of reverberation time (in seconds). This value refers to the RT60 time, i.e.
how long the reverberation requires for the level to fall 60 dB.
Damping: Real rooms and reverb plates dampen certain frequencies according to their
construction. This is most often audible in upper frequencies. This parameter allows
upper frequencies to be specified at which the reverberation will be severely dampened.
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In some cases, the "Time" parameter should be adjusted, since sometimes the
subjectively perceived reverberation time will also be affected.
Modulation: For several critical signals, the reverberation may produce disturbing
resonance. These may be scattered via temporal modulation of the algorithm's delay
signals. Exaggerated application of this may cause this with tonal signals may even
sound like a chorus effect. Lower dosages may underscore the liveliness of the
reverberation. In this case, the modulation applies a random pattern, the intensity of
which may be visualized via the mod display.
Mix: This regulates the ratio of the unprocessed signal to the portion including
reverberation.
Stereo delay
The stereo delay is a simple too for typical bread and butter delay effects. The "analog
algorithm" qualifies as a special feature that produces the sound of echo devices from the
old days.
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"Analog", on the other hand, higher values, a very loud input signal, or the sum of these
will make the use of dynamics compression audible. In both modes, the nullification of
the feedback parameter is in the center of the fader. To the right, the plug-in works in
"Dual delay" mode (both sides work independently), and to the left, "Ping pong" mode
will be activated (the delayed signal alternates between the left and right sides).
Mix: Regulates the mix ratio of the original signal and the delayed portion.
Compressor
This plug-in is a simple but efficient tool for reducing the signal dynamics. Percussion
tracks may be modeled compacter and with more pumping, vocals may be integrated into
the mix better, or entire sum or group signals may be made denser.
Compared to other plug-ins of this kind, this compressor works with a comparably soft
characteristic curve, an adaptive process to compress in a very musical way. Furthermore,
a separate input (external side-chain signal) may be defined as the controlling source.
Compressor parameters
Mode: The selection includes a choice of input signal used for detection. "Internal sidechain" selects the actual input signal to control the compression process, i.e. the
"normal" case. On the other hand, if another track in your project triggers the
compression, then select "external side-chain". In this case, one of the two stereo tracks
routed to the plug-in are used.
SC listen: This allows the actual control signal for the compressor to be monitored. This
may be quite important when using an external side-chain and more setting the highpass filter (see below). In "Listen" mode, the input meter always displays the actual sidechain level. Note that due to the internal switching design, monitoring of the side-chain
may take place with compression.
So that the monitoring function does accidentally remain active, the button will blink.
SC filter: Set to the left, the fader will use the complete frequency range of the control
signal for level detection. The more the fader is moved to the right, the less bass will be
included. This high-pass filtering enables complex sources (drums or sum signals) to
achieve consistent regulation without typical pumping artifacts, since the process is
mainly activated via mids and highs.
Threshold: This sets the response threshold for regulation. For example, -20 dB means
that the input/SC signal is only compressed once it reaches -20 dB; below this level, no
change or hardly any change will take place. Note that this plug-in works with the target
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Expander/Gate
This plug-in is basically the reverse variation of a compressor: Where a compressor
generally makes a signal more quiet when it exceeds the threshold, the expander makes
the signal below the threshold (lower ratio) or nearly cutoff (high ratio). This makes removing
audio disturbances or softening over-compressed signals quick and efficient .
Essentially, all parameters of the compressor plug-in apply here as well; only the resulting
control process and setting of the threshold and ratio will need to be considered.
Expander/gate parameters
Mode: See compressor
SC listen: See compressor
SC filter: Like the compressor, this filter is certainly not a high-pass, but rather a
bandpass. This means that you may tune the detector circuit to a specific range within
which it should respond. For most expansion or gating tasks, this process is better than
broadband detection.
Threshold: Like the compressor, whereby control is active below the threshold value.
Ratio: Compared to the compressor, the expansion behavior is reversed. A ratio of
10:1, for example, indicates that the signal below the threshold value must increase
10dB, to apply 1dB amplification.
Attack & release: See compressor
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MAGIX Plug-ins
Console
When opened, all MAGIX plug-ins have a global display bar at the top for managing the
presets as well as for further settings, called the "Console".
A pop-up menu containing the current preset is located behind the display, thus enabling
selection. Small up/down buttons for clicking through the presets are situated on the right.
Presets can be loaded and saved in so-called programs or
banks. These terms are VST-specific. Programs are individual
presets while a bank contains the entire preset memory.
In accordance with the VST standard, for instance, you can change the entire memory of
the plug-in by changing individual presets, replacing them with other saved ones, or saving
the entire bank.
You can return individual presets to their initial settings by clicking on
the "Reset" button.
Parameter smoothing
Each plug-in offers soft controlling. Pot settings are softly faded internally from the old value
to the new one. This is particularly noticeable when playing in live mode. Due to
performance reasons, switches (e.g. on/off) and some settings of VariVerb Pro that change
delay times directly or indirectly are exempt from this action.
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Pot controls
Some controllers snap to the middle setting, which may be useful for quickly returning to a
"neutral" status. It is extremely difficult to adjust the fine settings within close proximity of
this snap point. You can temporarily deactivate this snap mode by holding the "Shift" key
before touching the controller.
You can use the mouse wheel to adjust the controllers. A combination of the mouse wheel
and "Shift" key reduces the increase/decrease by factor ten.
Regarding the controller movement please note that all plug-ins follow the host settings
regarding linear or circular mouse movement. You can usually choose whether you prefer
up/down or a circular movement to adjust the value.
Compressor section
Two completely different compressors work in am-track, each with their own independent
control and sound methods.
You may ask yourself why we mention sound when talking about a compressor as the
compressors merely relate to control actions. Unfortunately, it isn't as simple as the
"making loud quiet" theory.
Various designs, algorithms and topologies for solving the actual problem (of the dynamic
reduction) which all have their own unique character have come from the history of
analogue and digital signal processing. For example, pre-filtering in the detector circle and
the type of detection have a large influence on the audio results. Lots of hardware
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compressors have the same established VCAs (voltage controlled amplifier), but they all
sound different and influence a signal, an entire production (or even a genre) with their
"signature sound". We see it as our task to put at your disposal a certain acoustic variation
with our dynamic tools in the digital world.
The two methods of the am-track can be selected using the switch 'vca / vintage':
VCA mode
In "VCA" mode, the parameter selection and the circuitry's design
correspond to a modern compressor with a VCA element as the
control circuit and a forward automatic gain control in the detector
section ('feed-forward design', that is, the controlling signal for level
reduction is taken from the input signal).
The typical basic sound for this category is accurate, largely neutral and, in
relation to the adjustable parameters, easily predictable.
In "VCA" mode the control signal is tapped at the input where it firstly executes a
controllable low-cut (which can be set up via "detector hp freq" in "Expert" mode). The
filter makes sure that deep-frequency signals have less influence on the adjustment
settings; a popular trick for more power, for example, when using drums in a sub-group.
The filtered signal then arrives at the detector. With the forward gain control, previously set
parameters apply fully and affect the adjustment settings immediately.
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VINTAGE mode
This mode appears as a preset on start-up of the am-track. It has
less parameters than the "VCA" mode and has audibly less of a
"surgical" quality, but more of a trimmed "sound character".
"Vintage" mode simulates a circuit design from the time where VCAs were not yet or could
not be fully implemented. Instead a FET (field effect transistor) was often used as a
controllable resistor. This, together with a constant resistance at the circuit's gate, builds a
so-called voltage splitter, that is, it builds a resistance change at the FET (caused by a
change in voltage at its gate), resulting in a damping of the input signal. A very simple
detector circuit is used to activate the FET; which obtains its signal from the output of the
compressor (that is, behind the whole control circuit). For older designs, this feedback loop
provides a stabilization of the work parameters and is one of the decisive factors for the
often-quoted soft and musical compression of exponents of this design, like, for example,
the Urei 1176 or 1178. The control circuit sees the layout of its previous work and oscillates
to the signal.
The disadvantage: The set time parameters for attack and release depend slightly on the
program. With some applications it's actually advantageous with vocals, bass or even
drums (for example, subgroup, ambience, mics). Here, you should rely completely on your
ear.
Because of the feedback topology the maximum gain reduction is usually lower than, for
example, VCA devices with forwards detection, usually 20dB. This way, there is almost
always a level-matching amplifier in the feedback loop. The "drive" fader of the am-track
regulates the so-called feedback amplification. This can be so high that the detector will
get saturated by a loud input signal, resulting in signal peaks being swallowed up.
Simultaneously the setting becomes more intense as quieter signals also start reaching the
threshold. You can creatively implement this state according to the situation, bringing
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about complex compression of the signal, which doesn't sound much like dynamic
compression due to the transients that slip through and release at high "drive" levels.
The stated release of the signal, technically known as a ratio reduction, is also brought
about by the centerpiece of the circuitry: the FET. Level reduction works wholly as a
function of its characteristic curve as a result of the non-linear behavior of this element. The
FET virtually comprises part of the input resistance of the compressor circuit. As a result,
the input/output response curve does not create a plateau when "drive" is high, which
would be the case with a reference line with a high ratio or even limiting. A saturated FET
can no longer complete the job it was marked out to do, i.e. to keep its output at low Ohm
values. Once again, signal peaks will pass through the entire circuit undamaged, but the
average level can be compressed strongly. From a technical point of view, the control
process appears incomplete, but sounds pleasantly open and airy depending on its
application.
The entire detection is dependent on the spectral balance in the virtual am-track circuit, the
highs are automatically less strongly compressed, so that even extreme settings sound less
flat and more lively.
It's the same story with deep basses. On closer listening you'll find that with strong
compression, the signal still retains its power, which would otherwise get lost if the
envelope were to follow shortly afterwards.
"Vintage" mode has another feature to offer: At the output of the compressor in the signal
flow an emulation of a transformer-coupled matching-level amplifier can be found. This
contributes to some, if subtle, non-linear distortions at high levels, but is very much
frequency-dependent.
Compression Parameters
VCA mode
The regular set of parameters of dynamic compressors is available in this mode:
Threshold: the threshold above which dynamic reduction starts working.
Check the threshold display if necessary (thr): If the input signal reaches the set
threshold, the blue dash will move around the arrow symbols. If this dash moves
upwards, the threshold is below the average level and compression is active. Inversely, if
the dash moves below the marking, the input signal becomes too quiet to be able to
reach the threshold compression does not happen.
Ratio: This is a ratio (1:n) which specifies by which factor the signal should be reduced
once the threshold has been reached. For example, if the threshold is set to -20dB and
the ratio to 1:4, an input signal of -10dB will only be amplified by 2.5dB (10dB : 4 =
2.5dB).
Attack: This is the response time, that is, how long the arrangement takes to execute
the required level reduction. Short attack times intercept level peaks, longer ones let
them through unimpeded (compression only starts after this).
Release: This is the time allocated to the circuit to reach the normal amplification factor.
Note on attack & release: In general, short attacks are used for moderate compression
and making the transient response softer; longer times can be provided to keep the 'bite'
of a specific instrument at larger compression rates or to make the sound a bit snappier.
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With more difficult sources, like for example, a very dynamic vocal track (for example, a
ballad) you can use a longer attack so that the arrangement runs more smoothly and
quietly; the release time can be audibly trimmed to the pauses or the song speed.
Short release time may be used for modern, aggressive 'close up' vocals, for example,
where breathing sounds can be an important stylistic device and the voice should sound
very full and compact.
Knee: With this parameter you can specify the shape of the characteristic around the
threshold. A 'hard knee' means that the transition of 1:1 amplification for level reduction
occurs abruptly, a 'soft knee' on the other hand starts much lower than the threshold
and moves the characteristic softly into the reduction. A "hard" setting is suitable for
effect-filled, acoustic compression, like with individual drum tracks. You should consider
using a softer setting for complex and sensitive sources like guitars, pianos, or vocals.
The more complex the signal, the easier it will be to notice a difference. For less sensitive
sources, less importance can be attributed to this parameter. Note that for 'soft knee'
settings the 'threshold' value has to be re-adjusted as the compression starts at a much
lower level.
Vintage mode
In this mode, you can intuitively (by ear) use the dynamic editing features with just three
knobs. Do whatever you want, but keep in mind: Less is often more...
Drive: You can use the "drive" potentiometer to control the amplification factor in the
feedback loop, that is, the signal strength which the detection circuit calculates.
Furthermore, the internal 'ratio' changes within a limit, the more 'drive' there is, the
higher the compression ratio.
attack and release: The same basic conditions as in "VCA" mode apply here. However,
not only do you change the actual control response time after detection, but also the
'temporal window' in the detector. Additionally, the feedback arrangement method does
bring about a certain amount of unpredictability. You should expect less control over the
device in this mode, but more leniency on its part.
Look ahead: am-track is always ahead of the signal. You can specify how many
milliseconds you want to allow for the "look ahead". The audio signal path is delayed
according to the signal route so that the detection circuit is fed first with the input signal
(so-called "look-ahead delay"). You can now increase the attack time and still avoid fast
peaks. The latency compensation in the host program ensures that other tracks in the
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arrangement are adjusted and that no time delay occurs. For percussive signals you can
even set the delay all the way to "0".
Detector hp filter: This high-cut filter is positioned before the two compressors'
detection circuit. You can use it to specifically exclude basses and mids from these
rules. Complex signals with bass and hi information such as a subgroup or complete
mixdown tend to produce fewer "pumping" artifacts. This is because low-frequency
signals feature the most power and thereby always trigger regulation and modulate other
frequency ranges in the volume.
Auto makeup gain: Normally, you have to continuously adjust level reduction to
generate "compression" at the same maximum level. This is done by activating auto
makeup gain. The volume difference expected from the set working parameters is
determined and applied as an output factor after master regulation. If you prefer to
adjust the "classic" level reduction and amplification manually, you can deactivate this
function.
Adaptive release: This is "semi-automatic", i.e. you can roughly adjust the release time,
and am-track reduces it according to the current signal power from "a little (1%)" to
"considerably slower (100%)". In "Vintage" mode, this regulation method is particularly
intense, since it affects the feedback loop process. For instance, if you are editing vocal
tracks or dense, complex material, it can sound "calmer" or more "musical" if adaptive
release is activated.
Capacity: Adjusting the "capacity" controller sets the time response of the "adaptive
release". The greater the capacity, the more sluggish the release adjustment. You can
therefore influence larger parts of the compensation response. For instance, if you want
to use vocals that have been "moved forward", you should use a short release time
(maybe 80-100 ms) and a greater value for semi-automatic (e.g. 80). Inversely, you can
reduce automatic feed by switching the relation (smaller capacity, generally greater
release time).
Comp mix: Parallel compression is a popular "studio trick", particularly with complex
material. Adding the original signal retains the transients and spectral balance of the
source. You can add compression by turning the mix controller. A mixed signal is
particularly discreet, more transparent, and less "squishy" with vocals, whereby the
compressed portion usually has a higher level reduction than without adding the original.
Tape section
The tape simulation in am-track comes after the compression section and offers you the
opportunity to give your recordings an "analogue touch" by reproducing typical aspects of
a tape recording.
What also happens here is that the magnetic storage space of the tape becomes
exhausted and the signal distorted when the recording level is increased. There are other
factors as well however, like, for example, pre and de-emphasis. Since storing to tape
happens depending on the frequency, pre-emphasis makes sure the dynamic area is used
to its full extent, according to a normed characteristic curve (for example, NAB, EBU). This
is because the signal cannot simply be transferred unfiltered at high levels onto the media
via the recording head. The pre-filter creates a characteristic harmonic spectrum for
possibly intended overmodulation by the user, which then changes according to the level
of saturation.
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With the de-emphasis circuit the pre-filter can be undone by an inverse characteristics
curve on playback. However, distortion caused by tape saturation might shift the spectral
balance.
As a result of the enormous complexity of the process of magnetic recording, additional
factors also influence the acoustic result, like, for example, pre-magnetization (bias). This
relates to high-frequency voltage swing (usually in sine form at 150 - 200 kHz) which is then
applied to the tape via the erase head before the same part passes by the recording head
a few centimeters later. This erasure current ensures the equal orientation of the magnetic
particles, keeps the hysterisis loop intact, which is important for the magnetization process,
and functions qualitatively. Low currents do have a brighter sound picture as a result, but
magnetization is inefficient and the maximum recording level is therefore quite low. On the
other hand, a bias current which is too high is associated with losses in highs, but does
allow for higher levels with less distortion.
In addition, memory effects when recording tapes are responsible for a part of the
characteristic sound as time-dependent factors play a role in the feeding of the tape reel
along the heads, for example, mutual inductance and self-erasure.
Regarding the simulation of these processes, we have concentrated on some aspects of
the "real world" and have created a virtual "machine" in am-track, which permits the
following interventions by using the controllers on the interface:
Level: Sets the input level. You determine when the "tape" is saturated and how great
the effect of the coloring/soiling is. You simultaneously gain more "loudness".
EQ Low/Hi: Adjust the frequency response (spectral balance controller). You can
choose whether you would like to have an output signal of high bass level or whether it
should have more highs. This alters the pre-emphasis at the "recording end" as well as
playback equalization. In "Expert" mode you can vary the employed frequencies for lows
and highs for distortion and equalization. However, please note that the frequency
response of the simulation will not be neutral even if the "EQ Low/Hi" controller is dead
center. There will always be some slight frequency-selective amplification, but that can
be referred to as a machine's "sound".
Bias: Moving the operation point (bias adjust). Increasing the bias will result in a higher
"recording level", "magnetic flow" but tape saturation will occur sooner. You will also
increase the above mentioned loss effects, and the result will be a (dynamic) reduction of
the highs. Turning the bias controller to the left results in the opposite effect: the highs
are not reduced, but the signal level stays lower.
Tape mix (in the "expert" section): Anything that applies to a parallel compression can
also be applied to the tape section. Non-edited transients in particular are responsible
for perceiving "speed", "liveliness" and "freedom", but may be lost in the event of too
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much saturation/overdrive. Mixing in the original slightly, lets you regulate the band quite
far while still retaining the so-called attributes.
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am-pulse is a "transient modeler", a creative tool for editing envelope and sustain
processes (attack and sustain) on percussive or dynamic signals.
In particular, the input of the signal is an important factor of acoustic perception. The socalled transients are extremely short oscillations in the make-up of a sound which enable
the human ear to precisely differentiate sounds from one another and spatially localize
where they come from.
Alongside transient modelling this effect also allows you to enhance the signal or even
distort it. For this to work in the am-pulse, individual steps as "virtual hardware" have been
set up and designed using elements of models and components "borrowed" from the
analogue world in order to achieve smooth, organic operation with character.
Possible instances where am-pulse can be used:
Drums (for example, kick, snare, toms, subgroup signal): Increasing or decreasing the
attack leads to a harsher or softer sound respectively, increasing or decreasing the
sustain changes the room information with overheads or ambience tracks.
Acoustic or electric guitars and basses (accentuate or dampen the attack, e.g. for
playing with a plectrum)
Balance volume fluctuations and explosive sounds for sound recordings
Sinking background noises
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am-pulse continuously analyses the input signal by means of so-called envelope followers
that sample the time-based signal. At the attack and sustain phases there are multiple
envelope followers working which possess different attack and drop-out times. Attack and
sustain can be safely recognized by means of continuous comparison measurements.
Internally, am-pulse uses virtual VCAs (voltage controlled amplifiers) that generate a
control voltage from the resulting envelopes. You can use the fader to apply its value to the
attack and decay rate. This lets you either multiply the input signal by the control voltage
(increase controller) or divide the signal by the voltage (reduce controller).
Based on the principle of transient detection, the dynamic signals described above are
especially well-suited for for editing. The more percussive the audio signal, the cleaner and
more predictable the control.
There are three faders on the front plate for processing attack and sustain:
Level (left channel): An increase takes place above the line; moving the fader in the
opposite direction reduces the level. The signal remains unaffected in the centre
position.
Level (right channel): As above. Normally, both channel faders are coupled together by
default (as are the internal detectors). You can edit the channels separately by
depressing the button with the padlock symbol. The control voltages for both channels
are then determined separately.
Length: This determines how long the signal is scanned and held in the respective
section. A lower value results only in a short amplification or reduction which sounds
quite electronic. Longer times mostly sound more homogenous.
Note: High "length" values in the "attack" phase are especially in danger of being battered
too strongly. The more complex the initial material, the more carefully length should be
adjusted.
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Both sections are located within the circuit after transient processing. Modeled sounds can
thereby be processed additionally. There are many ways to combine these three sections
to create unique sounds. We will describe a few of these scenarios below.
With hf details exciter circuitry can be used to add artificial
harmonics to signals at the set frequency.
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Set the attack and sustain of the left and right channels to opposite settings so that the
signal "moves" in the stereo field according to its own transient data. This "autopanning"
even works with mono sources and is ideal for creating new and unique loops.
Drastic changes can be smoothed with the mix fader. Among others, entirely new
sounds can also be created. The result usually sounds different to a simply softened
setting of the fader at 100% mix. You can, for example, use sustain with acoustic drums
to break out of the room, but keep the integrity of the recording with targeted mixing of
the original.
Much like am-track, am-pulse contains a soft clip circuit at the output for making sure
overmodulation doesn't occur. The method mentioned with am-track also applies here.
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2) Optical compressor
The compressor of am-phibia is one of
the most gentle compressors available
on the market and is ideal for difficult
signals such as vocals. The fundamental
circuit is an emulation of a classic optocoupling design with a so-called
feedback circuit.
For this principle a light source (LED, light bulb or electro-luminescent panel) is fed with the
output signal. The emitted light is beamed onto a light-dependent resistor and the changes
to the resistance result in a change in the amplification factor of the entire circuit
(controllable voltage divider). The light source is fed from the output instead of the input
due to historical, practical reasons: the circuit gently oscillates to the signal and is very
stable without additional settings, and operates very musically so that, in hardware reality,
such a device can be built with a minimum amount of required components (to the benefit
of the sound quality). Due to the overall lag of the opto-coupling system, optical
compressors have a relatively sluggish release reaction. This is accompanied by the socalled memory effect of the opto-coupler. A longer exposure to light also means longer
return times. Due to the feedback control, the control times and compression ratio also
highly depend on the control times, and the compression ratio strongly depends on the
input signal.
You can specify whether you want to tap the feedback signal after the gain stage or the
second filter. In combination with the pre-filter stage you can achieve a frequencydependent compression.
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Please note that, as mentioned above, the ratio by program regulation depends on the
program.
3) Pre-filter
There are different types of EQ. Each is
treated as an independently built-up
circuit.
- active A/B
This is an emulation of an analogue filter module which operates with positive and negative
feedback loops. Here, A and B differ from one another in the corner frequencies of the
bands. B is optimized for use with speech or singing.
- passive A/B
This circuit corresponds to the classic Baxandall network and is comparable to stereo
systems and some guitar amps, whereby type B is slightly rounder in the mid range than
type A. This circuit corresponds with the classic Baxandall network and is comparable to
stereo systems and some guitar amps, whereby type B is slightly rounder in the mid range
than type A insofar as the basses and highs are further apart by spectrum, and the mid
range is further accounted for. Variant A is intended for general applications, filter B is
optimized for vocals. The mid range, which is also available here, is not available in a
Baxandall network and has been made possible in the existing circuitry as cascading low
and high-pass sections, much like in common passive equalizers. The interesting thing
about this setup is the effect the individual steps have on the entire phase response, which
contributes a lot to the unique sound of this circuitry.
- guitar passive
Classic circuits such as on Marshall/Fender amps. The parameters are highly dependent
on each other (more highs = less bass, mids are also influenced). Much like with general
"passive" circuitry, here too you can find complex phase responses via the variable mixing
in of individual branches of the filter network with the typical charm of such a classical
design.
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- guitar active
A convertible partner for typically American high-gain sound. The parameters do not
influence each other much unlike the passive variant, although a slight amount of internal
feedback is applied to give the circuit a bit more power. Of course, this also influences the
phase response and this way can similarly offer its own character.
- bass passive
A full-tube Peavey bass pre-amp was the source of inspiration for this EQ (T. B. Raxx,
similar to Alpha), with a circuit that resembles various Marshal/Fender playing methods.
However, the bass branch does not depend as strongly on the other settings; however,
there is a high level of interactivity otherwise. If the mids are "weakened", the sound turns
quite "hollow", ideal for slap basses.
- bass active
Similar to "Guitar active". However, the corner frequencies are designed for bass guitars.
4) Gain
The gain level as an emulation of class A tube circuitry is the heart of
am-phibia. You have to simply set the gain setting, and the "magic"
happens inside. For one, this changes the frequency response,
resulting in the right limit containing much fewer highs.
Some make-up gain is used to automatically compensate the quite high amplification factor
so that typical valve-like distortions and harmonics occur at the upper end without
becoming too loud. Normally, such high-gain circuit simulations have a weak spot at such
a high degree of non-linearity: so-called aliasing. The harmonics created by distortions
ideally exceed the audible range. At a sample rate of e.g. 44 kHz, nasty artifacts occur due
to signal mirroring of the Nyquist frequency (22.5 kHz) in the audible range (without
harmonic relation). This is particularly annoying with distorted guitar sounds, for instance, if
you "bend" at the 24th fret when playing solo and aliasing becomes apparent by a bending
in the opposite direction. For this reason we always leave the internal sample rate of the
gain stage at 176 to 192 kHz, in order to minimize artifacts.
5) Postfilter
This section only provides a low and
high band equalizer; however, you can
adjust the cutoff frequency point of both
(see below in "Expert" view).
- Active
The same parameters as the pre-filter stage, except that the mid band is missing.
- Passive cut
Baxandall (cut) network as in the pre-filter. Also without mids.
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- Exciter
Amplifies the low and high frequency ranges by frequency-dependent saturation. The
control elements mix the saturated part with the original ("mix in") as common with
traditional exciters. Due to the additional harmonics created during saturation the exciter
circuit sound very different than a conventional EQ. For instance, you can "refresh" the
highs in a way impossible for conventional EQs, for instance, because important spectral
ranges are missing. Despite the immense sound possibilities you should use the exciter
carefully as the ear tends to tire out when listening to signals created this way and due to
the high energy density.
- Cab simulation
With these sound control networks we are leaving the "official" EQ settings. The
loudspeaker simulations (cabinets) imitate the sound of classic case/speaker combinations
as common with guitar and bass players. In line with the "analogue by design theory" of
am-phibia a high circuit activity. An armada of non-linear amplifier stages, filter circuits for
frequency-response changes and complex phase-shifting operate in am-phibia. The
reason why we are using this process, is best explained by having a closer listen to the
loudspeaker sounds. First of all we have the sound of the loudspeaker which sounds
differently depending on the level and has a characteristic frequency response, but is also
dependent on its environment. This speaker emits direct sound at its front, while the back
of the cone swings in the opposite direction so that the waves enter the cabinet phaseinverted. More sound-altering characteristics occur here: The sound is directed at the
enclosure, partially absorbed (e.g. by insulation material), partially reflected and mixed with
the direct sound. Resonance effects, such as bass reflex openings, static waves, return
effects on the speaker and so on, are also apparent here. For the speaker models we have
added properties of typical models, such as bass reflex tubes, to the signal transit time,
and thus achieve a "typical" sound on the one hand, and a kind of life of its own on the
other, which would not be achievable with impulse responses. The distortion created by
the modelled loudspeakers at higher levels, is also an important aspect in regard to the
whole process being highly interactive.
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6) Volume
Volume makeup using a valve circuit that adds some
atmosphere. This circuit ensures that the output signal does
not exceed 0 dB.
Opening this view mode gives you even more opportunities for editing. Some decisive
sound parameters of the device are accessible directly from here:
- Opto mem
This changes how the optical coupling device addresses the compressor and thus the
related memory effect. You can use the "opto-mem" controller to work directly with the
parameters for the system lag and influence the degree of program dependency.
Transients generally have less influence on controlling than longer signals. If set to
minimum, the circuit "quickly" recovers. If set higher, the release time also increases
according to the duration of a loud signal.
- Clipping
This function controls the behavior of all tubes in am-phibia. Soft clipping (0) generates soft
sound characteristics in overdrive. Hard clipping (100) creates a more global volume,
although it may be high-pitched if handled incorrectly. If this setting is used with guitars, the
sound of the entire device may change drastically, particularly in combination with
distortion sounds.
As a guitar player you can make
the settings best if you use the
volume controller of the guitar to
control the distortion.
You will thereby most likely find
the setting where am-phibia
harmonizes best with the input
signal.
With different sound sources, such experiments are less difficult, but are worth looking into.
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- Character
This control unit works in connection with clipping and the gain button. Sometimes,
however, this effect is very subtle, meaning that an immediate effect is not audible with all
effects. If am-phibia is used as a guitar amp simulator, the controller can determine most of
the sound. "Character" only works on the tube bias (control voltage for regulating the
electron flow within a tube). This way you can observe a slight bass increase and more
constant harmonies. This way you can observe a slight bass increase and more constant
harmonies.
A higher "character" value with loud and high bass signals can easily add "oomph",
although there is a risk of the sound being rougher in lower ranges. Discreet use of
moderate gain settings can sound similar to "transformer-linked" devices.
- Pre MF freq
This controller allows you to change the mid frequency of the pre-filter section. The
available range is dependent on the underlying model
- Post LF/HF
With these controls you can change the corner frequencies of all controls of the post-filter
section (basses and highs).
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am-munition is a compressor/limiter for spicing up the mix and giving it more kick. This
mastering and dynamics tool makes the mix not only louder and adds definition, but can
also be used as a limiter. In the process, transients are conserved and a compact, but
nonetheless loud signal is delivered. This occurs via a relatively slow serial compression
and a soft clipping for the stray level peaks; am-munition is side-chain-capable and can
also be employed for M/S processing.
The am-munition plug-in is an extremely versatile, dynamic tool for editing groups or signal
sums, especially in the domain of mastering. It has separate units like compression,
filtering, side-chain, limiter and clipper. All modules and parameters are optimized to
perform the fundamental function without any compromises: Effective enrichment of the
program material without causing bothersome artifacts, a high reachable volume and an
'analogue' behavior with an individual sound signature. This follows the maxim of allowing
volume without distorting important transients. This is especially a problem with excessive
use of the popular Brickwall limiter. In fact, many digital limiters drastically increase the
average level, but only at the cost of vitality of the sound, resulting in a fatigued audio
effect. For example, in drastic cases snare hits are perceived as noise or hissing.
am-munition attempts to maintain the attack during increased compression of material. In
this manner, the plug-in also functions as a trick: the limiter level is slower than it would be
otherwise. Those transients which occur will be blocked in a multi-step soft clipping unit
upon output. This clipper works frequency oriented and enables a relatively high signal level
already "solo" without sounding unpleasantly distorted. With the proper settings the
combination of limiting and clipping results in a livelier sound with more punch and
character.
am-munition appears inconvenient and complex compared to other traditional dynamics
tools at first. However, with its combination of available steps, modes, and parameters, the
plug-in offers creative flexibility and provides a powerful tool in the hands of ambitious
sound engineers.
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Overview of am-munition
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the signal spectral information are maintained. The compressed portion can often be
navigated in depth simultaneously.
Both optical compressor units offer the possibility to restrict the frequency response to a
particular output. In this case a combination of high and low pass as well as shelving filters
come into play. For example, filtering lends itself to editing the side signals of basses and
lower mids in M/S mode (key word: vinyl cutting) or rather restricting the cymbals of the
percussion to the edge of the stereo field.
Sidechain: As was mentioned earlier, the sidechain signal is responsible for that which the
compressor "sees". The sidechain value is usually a smoothed middle value of the input, or
a peak. When one edits the frequency response of this signal, one rapidly changes the
relationship of the entire compressor circuit. For example, basses which are filtered out in
the sidechain can maintain controllers against unwanted pump artifacts, and in the ideal
case also increase the volume in bass-heavy pieces.
A mix of output signal at the plug-in and an external source offers additional possibilities for
sound production, especially during a mastering session when single groups are being
edited.
Master: The master section hosts one of the most important circuits of the plug-in for
sound compression and volume enhancement: the limiter. As is the case with the input,
this is combined at the output with a soft clip stage. This makes a fast reaction time or
even a look-ahead moot. At the same time, a skilled choice of limiter thresholds produces
an airy, natural, fundamental sound, even under difficult conditions and high level reduction.
Similar to the sidechain filter of the regular compressors, the limiter also provides the
possibility to remove low frequency signals from the controllers.
The limiter switch in am-munition works in two stages (see switch image). The first stage
has the primary task of extracting an envelope from the input signal. This is transferred to
the second stage in place of the actual signal which in turn forms its own envelope. Both
stages work with different parameters and provide different perceptions of the signal.
Furthermore, the first step can be switched between forwards and reverse detection. By
way of this cooperation between the stages, a very exact temporal image of the
amplification process is possible, especially with regard to difficult situations, like, for
example, bass-rich signals which should normally be compensated for, but produce
disturbing intermodulation noise with regular limiters.
The limiter circuit connects the clipping stage, and this is composed of two serial units. The
first forms a dual-band clipper together with a 2-way frequency-separating filter. The
advantage of separated clipping of basses and highs (mids, too) is a higher achievable
loudness with fewer perceivable disturbances in comparison to broadband disturbances.
This sort of disturbing intermodulation and roughening of the complete sound image can
be reduced, especially with clearly-defined bass material.
The applied frequency filter is modeled on the Linkwitz-Riley filter (4th order, 24dB/Octave,
Butterworth characteristic), the application of which can be found, among others, in
speaker construction. This produces an adequately sharp separation of bands and ensures
an exact phase length, since the bands are combined at the output. The complete phase
shift of the 2-band clipping stage amounts to 360 degrees. This should be monitored when
am-munition is used parallel to other tracks.
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Clipping at this stage and the broadband which follows at the output has an adjustable
intensity (see the "Config" page further down).
The second clipping stage (output end) serves significantly as the output's safeguard, and
it can be used "solo" for creative intervention.
The clipping at both stages can be regulated in steps from hard to soft overmodulation. In
this way a complete series of "analogue" sounding combinations is possible.
Monitor section: The individual compressors (1 and 2) or those of the sidechain can be
set to the sum for selective monitoring ("solo"). This makes it possible to adjust the level of
signals being edited so that in active "match" state the volume complies with the volume of
the unedited bypass signal. This will cause you to encounter the psycho-acoustic
phenomenon that louder signals sound better and can be realistically and easily checked to
see if the quality of signal being edited is still in tact apart from volume increase.
Metering: At the center of the plug-in interface several level displays can be seen. Among
those are two VUs, two peak meters and two stereo meters.
Both of the outer VU meters display the effects of the main compressors when set to the
"reduction" position. The centrally placed displays visualise the value of the reduction
caused by the use of the master limiter. When set to "output" all four level displays show
the output; the VU meters provide a look at the present RMS value (root/mean/square,
average level), while the peak displays measure peaks.
A 0dB reference value can be set for the RMS value. This is always sensible when you
would like to have clear relationships of the average level of things. For example, you wish
to produce a song or an album with an RMS of -11dBFS (a rather conservative value when
one considers current chart productions, but lower headroom always has a destructive
effect). In this case you would set the "RMS 0 dB" controller to "-11 dbFS". If you place the
metering switch of the output level to "output" for monitoring, the VU meters will show the
displacement of -11 dB. Furthermore, if you read -4, then the RMS level is actually at -15
dB.
Both of the stereo meters are especially a great help for determining the range of the finally
decoded stereo image and for comparison to the unedited input signal when in M/S mode.
am-munition parameters
MODE
M/S / Stereo: Selects functionality; 2 channel stereo or middle/side encoded.
Link: At 0%, both portions of the signal will be treated discreetly by the sidechain (L/R or
M/S). 100% complies with that of a mono summation of the detector signal. Middle and
high values are sensible for complex signals, which sometimes show deflection to the side
of the stereo field.
The settings of this controller affects compressor 1 and 2 as well as the limiter of the
master section.
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OPTICAL COMPRESSOR
Threshold: This controller defines the threshold at which compression occurs. From a
technical standpoint, you control (in contrast to the fader) the signal strength which is used
to activate the virtual light source with this. The exact trigger point of the threshold is
dependent upon the selected compression reference point and internal parameters. For
exact control of this threshold the VU meters can be set to "reduction".
Output: This parameter is intended for gain increase at high level reduction. We generally
recommend that you set the output so that the resulting level matches that of the disabled
compressor level.
Slope: One could call this parameter the "ratio" and thereby draw an analogy to a common
compressor. This is not, however, completely correct. Here the compression reference
point is influenced in such a way that the result is a softer reference point for lower values
and higher values lead to limiting or even to over-compression. Set at maximum, the
reference point of lower threshold/higher input level even goes a little lower, instead of
remaining at a limiter plateau. This is one of am-munition's specialties and is well suited for
expressive compression of percussion subgroups, e.g. when room features is supposed to
stand out somewhat.
The slope fader does not change the reference point itself, but rather indirectly the way that
transients are treated. Set to the minimum position, the compressors will operate in
"feedback" mode, meaning that the input of the detector switch will be fed from the
compressor output. This controller works fairly softly and transparently and gauges the
signal gently since existing deflections from the envelope are also included. The resulting
reference line is therefore always quite mild.
The more the slope fader is moved to the right, more and more portions of the signal will
be drawn into the compressor input. In this way, the controller combines "feed-forward"
and "feed-back". The leads to a higher weighting of the transients and enables an
aggressive reference line.
We generally recommend a slope setting in the lower third of the fader for a less
conspicuously transparent compression.
Response: The switching principle employed here allows musically sensible control times
via selection of the "light source" and "photo resistance" system components. The
combination of these components determines the shortest possible tune-in and tune-out
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times. With the response controller, the transient time can be extended to a wide range,
since it's as if the image processing time is extended. A variation on this parameter will
certainly have an influence on the complete functionality of the photo resistor, especially on
"memory" effects. Here the current energy level of the program material decides the actual
transient time of the compressor.
Comp mix: Input responsive parallel compression is possible with this controller. This is
best adjusted when the most possible transparency of a sound simultaneous with high
level reduction is desired. Any possible compression artifacts are skillfully masked to
bypass portions of the signal, and important signal peaks and tuning-in processes of
instruments can occur unhindered.
Filter (High-pass/Low-pass or Shelving filter): The filter switch on the output of the
compressor unit sets a higher or lower frequency spectrum limit on the signal. It's useful,
for instance in "M/S" mode, for filtering basses in the side signal, which otherwise
unnecessarily reduce signal volume and would even lead to problems with phasing of
stereo sources during vinyl mastering.
Both filters have particular gated characteristics (high or low-pass) on their outer ends and
these change by altering the cut-off frequency increasingly in a shelving curve with
maximum 12 dB reduction. This results in relatively soft filtering and is ideal for basic
corrections to the spectral balance.
Controls (key symbol): Connects corresponding controllers of both compressors and is
useful in "Stereo" mode. Separation in "M/S" mode should be canceled when settings on
the filters or output controller are adjusted, e.g. to filter out bass signals from the side
signal, or to set the width of the bass
SIDECHAIN
Level: This controller allows a fine adjustment to be made to the external signal. An
adjacent level can be monitored with the peak meter.
Source: Adjusts the mixing relationship between the program and an external signal. This
mix forms the sidechain signal that is evaluated by the compression circuit.
Tip: To enable external sidechaining, please ensure that "Sidechain input" in the menu bar
of the plug-in window is activated and that the relevant source is routed to this additional
bus (stereo).
Sidechain filter: Describes the functionality of both controllers for the filter switch in
relation to the filter network in the compressors. By limiting this the frequency field, the
ranges can be excluded from detection or weighted less.
MASTER
Output: am-munition's final output level. Make sure that the soft-clipping switch is located
at the final stage of the output. Its function is to block signal peaks passed on by the
limiter.
We mentioned at the beginning that the philosophy of am-munition bases sound signature
in part on the division of work between limiters and clippers. In the case high signal
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volumes the qualitative results are dependent on threshold and output values. A high signal
level at the output will inevitably be bound with a high portion of clipped signal peaks. As
the case may be, please use the "clip" display to monitor this. It displays the difference of
clipped and unclipped signals. The higher the display level, the more clipping results.
Threshold: This parameter sets the activation point of the limiter and simultaneously
increases the output level as per level reduction ("Auto-Makeup Gain"). This complies with
normal operation of Brickwall limiters in cases where quick and directed volume needs to
be achieved with only a few parameters.
Release: Sets the return time of the limiter that elapses until the controller achieves its
output point after falling below the threshold. Please take care that some kind of program
automation watches the signal independent of the set value. For this reason, you will not
find any exact controller times (e.g. milliseconds). The value entered could be understood
roughly as the circuit direction. Lower values provide a very fast control response time and
weight the program automation quite lightly, while on the other hand higher values lead to
increased interaction between both of the limiter's detector stages and participating
envelopes.
Sidechain filter (high-pass symbol): For difficult tasks during the compression of material,
for instance with pop or dance productions, it's often sensible to reduce bass segments or
remove them completely. In this way pumping of the limiters can be avoided. For this the
sidechain filter of the limiter can be increased in two steps. When taking these measures,
one should always take care that the bass range does not experience any limiting like the
remaining frequency range; here the clipping stage needs to intervene and limit the signal,
as the case may be.
MONITOR
Solo: By pressing buttons 1 or 2, one or both of the compressor outputs will be sent to the
monitor line. In this way, you can bypass the master section on the one hand, and
especially watch over the effects of the compressors on the other. This can be very
important when working in M/S mode.
The sidechain can be listened to over "SC1" or "SC2" as required.
Match bypass: A tool for increasing volume is useful for audio projects, since things sound
better when they are louder. In order to properly determine whether your material has
retained its own quality after these processing stages, it is important to carry out a volume
comparison with the unedited bypass portion. The "match" button is provided for this
purpose. It works together with the associated controller as a signal dampener.
Since the match function lies at the final position of the signal path, you can obviously also
use it to remove audio material with a lower level than that defined by the output clipper as
0 dbFS from the plug-in.
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am-munition Configuration
By clicking on the "Config" button you can access additional am-munition parameters.
Here the regular compressor display will be hidden and a separate display window will be
activated. This alternative view shows a series of settings to the right which have a global
effect on the plug-in (independent of the selected preset):
Peak-hold time: The displays for output/gain reduction, clipping as well as extreme
sidechain levels possess a save point for top values to display maximum values. You can
determine the holding period of the top value with this controller. After this time the peak
hold display will fall, as long as no higher value exists.
Mouse mode: Normally, am-munition aligns itself with the host's settings for how the
mouse pointer moves and with regard to how controls are executed.
Mouse wheel inc/dec: You can use the scroll wheel of the mouse to affect direct changes
to wheels and sliders. Parameters allows the intensity of the value change to be
determined by playing with the wheel.
Peak/limit meter range: This setting determines the display range of the output peak
meter, or the level reduction of the limiter (depending on the position of the 'GR/Output"
circuit).
The remaining area of the configuration page is reserved for preset-based options.
High-pass filter @ input: At the plug-in's input there is a high-pass filter with variable cutoff frequency and edge steepness. Especially in the case of mastering applications, it can
take over the tasks of "cleaning up" the signal before additional processing and filtering out
low-frequency sections which aren't required or could possibly lead to overmodulation /
reduction of the signal's maximum achievable loudness .
The filter applied has Butterworth characteristics (q=0.707) and can be switched from 2nd
order to 4th, 6th, or 8th order.
For exact setting of the filter, we recommend working with subwoofers in good spatialacoustic conditions.
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Auto gain: If this function is turned off, then the total level before the output will be
increased up to 3dB, depending on clipping controller settings. This is limited via the
weaker saturation threshold (the maximum of which would normally be achieved before full
overdrive), but in this case the value is raised to guarantee maximum headroom. Without
auto gain, a volume increase will occur with absolute levels that remain static due to the
altered overtone spectrum.
If 'auto gain' is activated, then such a level increase will be avoided and a constant
loudness will be aimed for independent of the saturation curve. For this, the input of the
clipper will be reduced to that of the expected level gain at the output, so that the 'same
ratio' governs again. This measure can be especially necessary with the employment of the
dual-band clipper, since under some circumstances a double saturation of the signal can
sound 'overdriven' without dampening.
Consequently, the 'Auto gain' function itself ensures a certain amount of airiness with
additionally generated overtones.
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CORVEX Chorus/Flanger
When we talk about the chorus and flanger effects in CORVEX, we don't only refer to one
of the two effects, but also the variations between them which go beyond standard
concepts.
A chorus generates the typical 'floating' sound as known from guitar sounds or synthesizer
pads. You can add acoustic 'depth' to an instrument to add more power to the sound or
to create the illusion that it exists multiple times.
The chorus sound is created by using the so-called "Doppler" effect. You've probably
noticed this phenomenon in daily life: The sound of an approaching ambulance sounds
higher than when it is moving away. This effect is a result of the speed of the sound which
first increases and then decreases, thus also changing the sound pitch. The wave length
also changes relative to the frequency. If there were a second siren at your location, an
oscillation would develop between both sounds (just like when two instruments are out of
tune).
Chorus also splits the signal into at least two: a direct sound and an effects part, whereby
we have multiple effects parts in CORVEX.
The Doppler effect is created by a short signal delay from the effect. For most equipment
this delay is within the range of 10-30 ms (as in this one), this means that it is short enough
to be perceived as an "echo". The times would also be similarly short if you were to double
a guitar track for instance. A short delay in the mix already sounds "doubled" but is not
authentic. This is where the above-mentioned "out-of-tune" effect comes in: the pitch of
the effect signal is slightly modulated by gently "drifting" forward and backward in the delay
curve. The result is a floating effect where the speed is influenced by drifting.
The "Flange" effect is similar to that of the chorus, but does have a different technical and
historical background. It came about by chance: Someone (various sources say John
Lennon) slowed down one of two running interconnected tape machines in a studio with
his hand. The result, a rather brief delay of the second signal compared to the first, brought
about cancellations within the frequency spectrum, leading to a so-called comb filter effect
(the sum of both signals creates "peaks" and "dips" in the spectrum that look familiar to the
teeth of a comb).
Flanging is basically a chorus effect which however has a low delay time (less than 10 ms).
'Release' or doubling of signals is not at the fore in this case; resulting in a far more creative
deformation of the frequency response.
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A complete flange effect will definitely require feedback: the flange portion is returned to the
input to increase the effect. People often talk of the "Jet effect" as it resembles a jet on
take-off.
CORVEX Parameters
Delay/Modulation section
Time: Here you can specify the delay
time and fundamentally set if you want to
have a chorus or flanger sound. With the
flanger, delay times are usually between 1
10 ms, as, with these times, the typical
comb filter artefacts usually lie within the
audible frequency area (Frequency = 1 /
delay in ms). For a chorus, values of 20 40 ms are normal.
Wars of attrition are fought about what the actual correct delay times are. However, we
don't advise you to strictly conform to such standards. Just let your ear decide.
Voices: Use this to set how many internal voices the effect should contain. Two to max.
eight delay units can be activated here. With more than two voices the sound becomes
fuller and fatter. Uneven voices (1, 3, 5, 7) are assigned to the left channel, even voices (2,
4, 6, 8) to the right. The subsequent elements like the filter and diffusion unit also count as
part of these voices/delay units. For this reason, you should note that an increase in the
number of voices leads to increased CPU strain.
Span: The time of each delay unit activated by 'voices' can be shifted using this controller.
Example: With the 'time' potentiometer you can set 10 ms and select four voices. "span" at
50% would mean that voice 2 would be delayed by 15ms, voice 3 by 20ms and voice 4 by
25ms. You can, for example, break up the resonance by increasing the "span" value at
high feedback rates or break apart the sound field at large stereo width.
Modulation depth. The depth or intensity can be adjusted here using the small fader
below "time". Here, you'll see one of the most important properties of these three effects:
the small fader on the lower row on the front plate is seen as having the same value. They
are basically modulation targets. If, like in this case, the modulation target of the LFO is the
"time" fader, you have set the depth of the pitch shift.
At max, the amplitude is at its largest, in the minimum position the effect remains static.
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Waveform selection: sine, square (sqre) and random (rand) are available. The sine wave is
suitable for rhythmic, quiet sounds. On the other hand, a square wave sounds quite drastic
and very rhythmic. "Random" mode is a good partner for ambient sounds or sound
landscapes, the progressions are not foreseeable and can add an interesting accent to the
sound.
The sync button snaps the speed to the song tempo. Alternately you can set the
modulation tempo in Hz manually.
Tone/Filter section
The low and high cut filters limit the signal within each voice/delay unit.
Feedback: Here you can set how strongly the signal in each unit is fed back to itself. At
high values you can get a typical, cutting flanger sound. What makes CORVEX stand out
from many other digital devices is that high feedback rates do not result in overmodulation.
In each delay unit, the signal is fed at a saturation level which brings about a soft, analogsounding restriction.
Diffusion: This is one of the most interesting parameters of CORVEX and rather unusual
for this effect range. Normally larger delays are audible as discreet echoes. Using
"diffusion" you can soften the signal in each voice, thereby scattering its shape. In extreme
cases and with sufficiently high "time" values, even reverb-like sounds are possible. This
way you can replicate a small room by using "time", "voices" & "span", and by using
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"diffusion" you can simulate the natural properties of scattering signals over surfaces. With
high feedback values, simply modulate the pitch a little (the small pot below "time") to
break up the creation of comb artefacts as a result of static repeating.
Complex: Usually each voice pairing functions in "Ping Pong" mode, that is, the left
channel is thrown back to the right and vice-versa. On the other hand, with "complex", the
parameters feedback & diffusion are combined in some way, which gives it a quite chaotic
sound. In "complex" mode each one of the eight possible voices affects every other one,
that is, echo repeating makes sure that diffusion is even faster. Here, at the maximum
number of voices, drastic spatial sounds are possible. For this reason CORVEX manages
to eclipse some specialized reverb effects...
After this overview of the main parameters we still owe you an explanation for the other
small knobs of the lower row.
As mentioned above, this relates to an intensity setting of the modulation depth: Each of
these faders specifies how much LFO affects the relevant parameter above it.
The following applies:
The envelope of the LFO affects the "time" parameter directly, meaning that lighting of
the round LED in the modulation section results in an increase to the delay times.
The LFO also affects all other parameters to the right of the middle in a similarly direct
fashion. To the left on the other hand, the inverse value of the modulation envelope is
taken. If, for example, you have selected "sine" as the waveform, the inverse curve
shape will correspond to a sine wave which is mirrored along the X-axis. In practice, this
results in a temporal shift of modulation by exactly half of one period length.
Basically, the modulation values combine with the settings of the main pot. For example, to
get a rhythmic stereo width introduction, set the stereo width control to 0%. Switch on
"sync", turn "speed" to "1/4" and the small fader for the modulation target (stereo width) to
the right. This way the stereo picture plays at maximum every fourth note. Now turn the
small pot below "stereo width" to the left: the stereo picture now plays on the off beats.
This is where the inverse envelope is effective and the mentioned temporal shift is kept
intact.
Use the exact same method to modify the other modulation targets and get sounds out of
CORVEX that a normal chorus or flanger wouldn't know. We've created a few presets that
make heavy use of modulation which can be used to quickly get things right...
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ECOX Echo/Delay
This delay offers creative playing along with common delay effects.
On playback you can change the delay times without scratchy digital artefacts arising.
Instead, the times are softly faded out, similar to the old tape echo machines or bucketbrigade circuits that used the tape speed to change the delay and where the system also
had a certain sluggishness.
ECOX can reproduce this type of sound relatively impressively and easily, and includes
tracking fluctuations and loss of highs during each feedback in tape echoes, which are, in
reality, always present.
Like the CORVEX, the internal feedback has a two-band filter (low and high-cut) that can
be used to create dark, high or mid repetitions depending on the settings.
A particular characteristic of ECOX is that the delay cannot be distorted 'digitally'. Even in a
'looped' repetition the signal can not be distorted indefinitely but compressed by an
increasingly slight degree and distorted like with a tape.
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The sync button beneath it affects the display of the delay time of the left and right channel
in the bar grid.
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Much like CORVEX and ECOX, FILTOX is also a "modulation effect". Here though,
everything relates to frequency response deflection: a modulation source controls two filter
units. Possible areas of application are synthesizer sounds (filter sweeps on pads) or
creative distortions of drumloops (e.g. for variations, fills, etc). With guitars you can create
typical 'wah' effects: either by tempo modulation or in a special mode, modulation via the
signal envelope curve.
The 'core' of FILTOX is a stereo multimode filter based on an analogue model (Chamberlin
2-pole filter), which, for example, is known as an "Oberheim" filter. With FILTOX two such
modules were cascaded per channel to achieve a switchable 24dB slew rate.
Our digital model of the filter is designed correspondingly so that it delivers the typical
"analog" sound character, but it's especially useful if you want to use internal
overmodulation. Here interaction between cut-off frequency and resonance occurs, which
makes the sound appear "undigital", in a positive way though.
FILTOX Parameters:
The following filter types are at your disposal:
low pass
band pass
notch / band reject
high pass
Usually these filter types are designed in a way that they can
be toggled. With the Chamberlin filter, however, a "statevariable" network is used, which means that all filter types can
be taken from taps simultaneously. So why leave the taps
static, when they can be processed dynamically...?
The actual filter circuit provides the following parameters:
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Usually the sensitivity is controlled in such a way that signal peaks bring about bright
lighting in the LEDs. If gain is set too low, you'd have to set the knobs to be
unnecessarily high for the modulation targets. If input levels are too high, the behavior
will not be noticeable. Additionally, the problem of overmodulation arises when the
detector circuitry of the envelope follower leads to inaccurate tracking as a result of
saturation. This tracking is also influenced by the following parameters:
Knob "speed left & right": These help you set the LFO speed. In envelope mode on the
other hand, these can be used to set the attack & release of the envelope for each
channel. This means that minimum speed settings can lead to a quick increase of the
envelope, thereby bringing about quick access of the modulation. Since attack & release
are coupled settings, quick attacks correspond to short release values. This way the
control voltage for the filter drops more quickly than at middle or slower settings.
You should adapt the speed as precisely as possible to the signal. Times that are too
short can lead to errors in tracking and to fluctuations, while times that are too long miss
short signal peaks. Internally, however, the detector works semi-automatically for release
time, so that the setting is less critical than with a purely manual method.
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The lock symbol of the modulation section has a special meaning in envelope mode:
Once active, both channels are linked together for detection so that panning effects can
be created solely because of different knob settings, but not because of a stereophonic
input signal.
De-esser
(Samplitude Pro)
The de-esser is the latest plug-in for Samplitude. This plug-in uses the classic compressor
technology combined with a notch/high-cut filter algorithm to remove disturbing "S"
sounds from vocal recordings. The device follows the incoming audio signal and continually
adjusts itself to the signal level. This means that no threshold settings are required. This
automation works in a wide dynamics range. Please ensure that the source signal already
reaches its peak values above -20dB.
The plug-in determines the number of input signals and switches to mono if required. Real
stereo operation is also possible, e.g. for choirs or backing vocals. As the bandwidth of the
compression is quite small, the shifts in the stereo field hardly have any effect.
Recognition of the "S" sound range is performed with the "Tune" button. The adjustable
range stretches from 4 to 12 kHz. The typical "S" frequency range is usually between 6 and
8 kHz. The plug-in can, of course, also be used to equalize peaks of any signal, e.g.
excessive noise from low-quality large membrane microphones within ranges of 10 to 12
kHz.
The distortion frequency can be reduced by up to 36 dB with the "Reduction" button. The
set value then indicates the maximum level reduction of the respective setting while the
LEDs indicate the actual level reduction.
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VariVerb Pro
With VariVerb Pro (VARIable reVERB) Samplitude offers you a virtual effect device with
high quality hall algorithms to lend your recordings depth and space. In contrast to the
Samplitude room simulator the produced hall effect is not based on impulse responses,
but rather 'traditionally' calculates on complex reflection patterns and different software
models.
The advantage of the kind of algorithmic hall effect produced with VariVerb Pro is
presented by the possibility to influence a wide variety of parameters and to form the
spatial expression according one's wishes. Furthermore, several effects, such as
modulation or nonlinear amplification, cannot be realized with convolution, and this proves
the value of algorithmic processes . The colour possibilities of this conventional kind of hall
effect production demonstrate an interesting aspect from an aesthetic point of view.
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Algorithms
The algorithms in VariVerb Pro specialized for a
specific type of "room creation" can be selected
from the model list in the display:
Room A: Small to medium-sized room,
dampening of the low frequencies, immediate
response, high density/diffusion
Room B: Room similar to A, less dampening,
slightly different reflection pattern, responding
a bit slower
Hall A: Larger hall, slower reverb buildup, less
density than the "rooms"
Hall B: Similar to reverb A but later response
of the reflection, slightly "colder" sound
Retro room: Classic room effect in the style
of well-known hardware reverb devices from
the 80s/90s. More artificial algorithms than
the previous methods. The vintage/retro
character takes center stage here, definitely
an "effect" sound.
Retro hall: Type of creation like retro room, but this is a classic hall effect with the
corresponding reflection pattern. Thick, cloud-like reverberation tail.
Plate A: Classic reverb plate, high diffusion, quite "dark" and "heavy", slight panorama
effects
Plate B: Reverb plate similar to A but with lighter character, faster response
NonLin Gate: Non-linear reverb, no sustain but abrupt end instead (classic "gated"
reverb effect)
NonLin Reverse: Reverb with reversed amplitude, sound impression played such as
"backwards"
Spring A: Model of a reverb spiral with two linked spring systems, typical echo effects
and excitation noise
Spring B: Similar to spring A; however, the vibration is "softer"
HQ room A/B & hall A/B: Extremely high quality and very complex simulation, which,
however, is associated with high processor strain. Nevertheless, or maybe because of it,
it's the definitive "main reverb" algorithm. Very plastic, tangible room impression with free
positioning of the sound source and the listening location. Here, the A and B models
differ slightly from one another like in the regular room and hall algorithms, that is, HQ
room A provides somewhat different dimensions and different composition than B. With
the HQ halls, hall B communicates with A later and sounds slightly more complex.
The individual models and available parameters are described further below.
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The Display is the core of VariVerb as it visualizes the possible parameters, their current
values and a graphical visualization of the reverberated envelope.
The preset list is located above the device interface in the console where you will find the
typical settings for various general tasks in everyday studio work.
For general AUX routings there is
a separate category where all
models are available in a
"Default" setting. This section
can be used to design reverb if
you want to start from scratch.
The mixing ratio is preset to
100%.
The controller for the mix ratio can be found to the right of
the main interface (direct signal and reverb portion).
To the left, the "Test" section and a "Mute" button can be found.
You can use these for temporarily switching off the input
signal during longer reverb decay periods, i.e. if you want
to judge the resonating reverb precisely.
On the other hand, a muted input can be useful for more
complex room design using the help of the test sample:
These allow for acoustic appraisal and fine-tuning of the
reverb effect using three samples: stick (sidestick), snap
(finger snap) and vocal (short vocal sample).
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You can perform more drastic manipulation by clicking the "Expert" button next to the
"test" section.
If you hold the "Expert" setting, VariVerb presents all
reachable parameters of the model it is based on.
In "Expert" settings the distances for the room & hall
models of the first eight reflections are displayed. The set
"size" and pre-delay are already included. These are
combined left-right values for a better overview.
Individual parameters of a model are displayed as a "Tooltip" if you hover the mouse
pointer over a controller. You can deactivate these tips with the same button of the display,
globally if desired.
This state will be saved and is independent of the preset or the current audio project.
In the following we will concentrate more on the available algorithmic models and focus on
the individual parameters. Some apply to several models, in which case they are only
referred to once.
Room & Hall
The four available room models (room A/B & hall A/B) are quite complex. Unlike the simple
digital process, the reverberation of VariVerb Pro is not simply created by adding the
echoes. Such simple systems do not account for the fact that the echoic structure
becomes denser as the sustain time in real rooms increases. VariVerb Pro uses a network
of reflections that resemble natural processes.
You may find the most important settings have already been set without having to use
"Expert" mode. To make things complete, we will list all available parameters here.
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EQ low / high: Allows you to "pre-filter" the signal before adding reverb. The filters have
shelving characteristics. The trigger frequencies vary according to the model type.
Predelay: Determines the time by which the actual reverb process is delayed. This
parameter is ideal for fine-tuning in order to convey a feeling of "distance" or "isolation".
Size: Determines the room size. Moving the slider to the leftmost position means the
smallest size, moving it to the right extends the reflection times. Smaller "Size" settings
also reduce the distance between the individual reflections. However, resonances may
also develop due to the short distance in-between. Increasing the size of the room
creates more space; however, it also means that the so-called "modal density"
decreases, i.e. more time will pass before a feeling of density arises.
Diffusion: With this parameter you can simulate diffusing at irregular walls and objects.
The higher the value, the softer and fuller the reverb sounds.
ER absorption: VariVerb calculates 16 initial reflections (compiled to 8 in the display).
This controller lets you specify how far the last ones are weighted. A lower value results
in a more "lively" sound impression, although it can also have a more intrusive or
unsettled effect. A higher degree of absorption means a smaller amplitude as well as
damping of highs.
ER tail: The mixing ratio of the first reflections (early reflections) and subsequent
reverberation. These reverberations are decisive for perceiving the room size. Mixing
them into the actual reverb improves the possibility of locating voices or instruments.
Missing reflections at the start often result in "spongy" sound characteristics without
orientation in "room" and "depth".
Decay: With this controller you can define how far the echo will be absorbed, that is, the
time for the reverb to die away. Turning this knob to the left minimizes the time, you
might only hear the first reflections. Turning the knob to the right minimizes damping and
results in long, sustained reverberation.
High freq: The corner frequency at which damping starts.
High damp: Allows you to influence the frequency-dependent absorption of the reverb.
A higher value dampens the highs and upper mids similar to the absorption effect of the
air and in particular the material composition of walls.
Width: Specifies the width of the stereo effect. If set to left, the reverb is monaural.
Plate
A real reverb plate consists of a large metal plate (often 0.5 to 1m thick or more), that is
put into motion by a magnet and coil system (similar to a loudspeaker). The plate is usually
spring-mounted on a steel frame so that it can swing freely. There are various types of
dampening and thus reduction of the reverb time. On the reverb plate, so-called "taps" are
positioned at different locations. These are pick-ups comparable to those on a guitar.
Several of these taps are combined to make up a full signal. Reverb plates usually are
mono, i.e. a stereo signal is added to the plate as a sum. A (pseudo-)stereophonic signal is
created by combining taps and their position on the plate.
Real reverb plates are only rarely used nowadays and have been almost entirely replaced
by software simulation. They continue to be highly popular due to the very dense sound
(high diffusion) and inaudible discreet echoes. They are therefore ideal for percussive
material. With vocals a plate reverb generates a smooth "good-feeling" effect. The slightly
"metallic" resonance of a plate can be used to generate a vintage effect.
Parameters:
EQ low/high: See room/reverb
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Please note that no decay parameter exists for these models, i.e. there is no "decay".
Spring
You may be familiar with reverb spirals from guitar and keyboard amplifiers. At the bottom
of these amps, a unit consisting of two to four spirals is mounted on a vibration-free
carriage. Like the reverb plate, it uses systems for transforming the electric signal into a
mechanical one and the other way around. There are different designs and sizes of spring
reverb; however, they all have the same quite peculiar sound: the typical "bloing" sound
when the springs are moved, similar to splashing. When the reverb dies away, the basic
pitch of the spring(s) can usually be heard quite clearly. Furthermore, the frequency range is
considerably limited due to the losses in the spirals and used pick-up/transmitter.
Nevertheless, or maybe for this reason, their sound is special. Some music styles such as
dub & reggae would hardly be possible without reverb.
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The spring reverb is implemented in VariVerb Pro as a digital effect based on so-called
"physical modeling" algorithms. Based on a mass-spring system, the effect operates similar
to the physical model of a swinging string.
Parameters:
EQ low/high: See room/reverb
Pre-delay: See room/reverb
Size: Size of the spring system, i.e. length of the springs. A smaller value results in a very
short response time and short echoes, greater values slightly spread the typical
"oscillation" of the spring. The length of echoes is increased.
Decay: Decay length. Please note that unlike the room/reverb and plate models, an
echo effect remains if the decay times are longer. This corresponds with the natural
characteristic of a spring as they continue to be in movement during the release phase.
Saturation: The spring models also include the processes when "outputting" the signal
and "receiving" it via the magnet/coil system. The transfer of electric energy into
mechanical power and vice versa is non-linear so that (harmonic) distortions may occur if
the input level is quite high. The saturation parameter more or less increases the output
volume and switches the system into "saturation". Depending on the material, a very
interesting organic effect occurs which highlights the vintage character.
HQ (High Quality) models (Room A/B & Reverb A/B)
The above-described room and reverb algorithms are of high quality, very versatile and
require particularly low CPU power. If you would like even more realistic and higher quality
rooms and your CPU load is of secondary interest, you should take a look at the HQ
models. They simulate a room with rare plasticity and naturalness, almost as if impulse
responses were the basis. But they are not. VariVerb Pro has a huge armada of delays and
filter stages. They require more CPU time; however, it is a good investment.
In comparison to other models these algorithms cast a far closer meshed net over the
virtual room. The results are natural, fast diffusion and decorrelation of the signal, a high
complexity of the reverb signal without echo pattern, and the possibility to freely position
the stereo source and the two virtual microphones.
If the HQ rooms are opened in "Expert" mode you will first notice that editing of the early
reflections is missing. The reason: with the non-HQ models, the artistic and sound
manipulating effect is to the fore. A natural room, however, does not differentiate between
early and late reflections. They migrate in time. The proportion of early reflections depends
on the position of the audience.
In HQ mode such a reflection pattern and entire sound impression including stereo
positioning can be edited in a top view of the selected room. In "Expert view" the usual
section with the reverb sustain moves to the right and makes room for viewing from above.
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Every "Controller" field corresponds with a "Destination" field. You can then select a MIDI
controller directly from one of the lists or use the learn function.
If you activate one of the learn buttons, any upcoming external controller movements will
be used to get the MIDI CC number. This way you can learn one source destination pair
after the other.
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If all parameters have been set, please save this setup by pressing
the "Save setup" button. If you leave the MIDI CC view before
doing this, the previous settings will be recalled.
The controller setup can be regarded as global, i.e. the settings are independent of the
selected presets and the current project.
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Vandal
(Samplitude Pro)
Particulars of Vandal
Easy-to-learn interface
No features that are only used in part by the user. The concentration is on the important
components of a guitar or bass setup.
Not a copy of a famous amplifier, but rather a true "Custom Amplification Design" with its
own sound, however extremely versatile in terms of sound
Analogue Modelling with high fidelity for detail; accurate models of tube stages, including
real-world positive characteristics like distortion, dynamics, and audio complexity
No application of impulse responses during speaker simulation (conventional), but rather
genuine physical modeling that calculates components like speaker, housing, recording
space, and microphone individually based on physical situations, offering enormous
freedom of sound design and real-time control.
Control over any parameters via MIDI
4-times oversampling for components that create distortion. This does not produce
audible typically digital artifacts (aliasing)
Comparably low CPU load
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Tuner
The best amp or the best simulation is useless if the guitar is out of tune. VANDAL offers its
own chromatic tuning device for this. Use it just like any analog device: it automatically
displays the note played (with octave position) and visualized the deviation in the display (in
cents).
The following describes the important components of VANDAL. The stations are described
according to their position in the signal chain.
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Input
The station that you will most likely want to activate first is the input controller. Just like with
a genuine guitar or bass setup, it's important to ensure the highest possible input level, in
order to work optimally. This is even more important for distorted sounds and natural highgain playing styles. Use metering for this, too.
As required, activate the noise gate and adjust it so that it lightly suppresses the input
signal during pauses in playing. VANDAL does not cut the input on classic gates too hard,
but rather regulates them finely via the signal energy beginning at the highs (where noise is
most audible).
Stomp boxes
The real world has produced a series of effect devices popular with guitarists and bassists
in the "stomp box" format. We've also included a rich palette of these devices. VANDAL
includes for "stomp slots" for use with effects equipped from the list. The signal flow within
this chain runs from left to right.
A lot of stomps may already be familiar to you... We have recreated several realistic models
in terms of sound. Others have been created from the ground up for experimentation.
The selection of existing stomps is constantly being developed.
Since all of the controls are self-explanatory, we won't describe them here.
Overdrive/Distortion
La Crema: Inspired by the world's most famous distortion pedal: the Ibanez Tube
Screamer. La Crema offers soft musical overdrive sounds for solo parts, or simply to
provide the amp with a prepped, contoured signal.
Halvar: This blue Scandinavian is an outspoken fellow and an hommage to Yngwie J.
Malmsteen and his tendency for DOD distortion pedals. Halvar tidies up nicely in the
bass range, and it's outstanding for shredding and styles of play where crystal-clear
response without any bassy noise is important.
Hellfire: Welcome to guitar hell! This pedal will roast everything, delivers gain until the
cows come home, basses from the pit, cutting highs, and easily creates the typical
"scooped" sound of popular metal bands.
Fuzz: "I can't get no (Satisfaction)", "Foxy Lady"; that says it all.
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Modulation effects
Chorus: The application and sound remind us of our personal favorites: Those good-old
Boss pedals. Modulation that's soft as butter but still crunchy and always assertive.
Phase shifter/Tremolo: A phaser alone is already quite spacy. A tremolo can sound
psycho. But both together... Whether soft or choppy modulation (->Wave), slightly out of
tune or with sharp resonance effects... (-> Shift Q), it can sound like clouds, but still sick!
Volume/Dynamics
Volume pedal: It's obvious; step on it and go. If the amp is set correctly, then variation
of the volume alone can regulate the degree of distortion with a fine touch. MIDI controls
make conventional wavy sounds no problem.
Filter/EQ
CheWahWah: This little red devil will prick up your ears. it will scream your solos and fills
loudly and clearly into the world, but it stays cool and relaxed. It's one of the few digital
wah peddles that doesn't sound so digital.
Vandal - Amplifier
VANDAL essentially offers 2 different amplifiers; a guitar amp and a bass amp. These may
be selected from the list in the "Amplifier panel" below the stomp view.
During development, a large selection of famous amplifier brands and models were not
included. So that you are able to get a number of different sound characteristics out of your
VANDAL amp, the amplifiers are setup variably. Internally, circuit designs work absolutely
the same as the real versions. In several ways, however, Vandal goes in its own direction in
terms of the sound it offers.
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Guitar amp
Circuit philosophy
The VANDAL guitar amp offers three different preamp modes and two switchable end
stage models. This basic configuration may be changed via the wrench symbol on the right
side of the amp.
The preamp features these modes: Classic (Fender-esque, Vox, older Mesa/Boogie amps),
British (similar to Marshall Super Lead / Plexi), and Modern (designed similarly to amps like
Rectifier, Soldano, or Peavey 6505).
The end stage my be switched around: Either a simple, weak-performance but pleasantly
distorted class-A circuitry, or class A/B with high-power, more sovereign, extra-juicy bass,
and biting highs.
The guitar amp is setup with three channels in all preamp configurations. These may be set
up with the pre and post gain controllers per channel for the desired mix ratio. Don't worry
about switching things around: The amplifier will remember the gain settings when
channels are changed.
3 preamp modes x 2 end-stage models makes 6 different amps. Times that by three 3
channels...
Sound design
There is a series of more or less open secrets with regard to the different signature sounds
of guitar amps. This one might sound "bluesy", but doesn't sound so great with more gain,
and the other is contoured for grindcore metal and fat, but maybe a little anaemic... Why is
that?
Most amps in the real world use more or less the same or similar circuitry designs. The
important thing is the number of tube stages involved. Each new stage not only increases
the level of audio complexity, it also has a large influence on how the way the signal is
treated before and after that stage. Filtering is the key:
We have provided VANDAL preamps with something that we call Curve EQ. For example,
if you take a simple EQ pedal and shape the signal a little before the amp, then this may
change the sound quite drastically. Curve EQ does something similar: It's located (in some
cases multiply) at strategically points between individual amplifier stages and filters the
signal, before it is distorted by the next stage. This is called Voicing. For fun, turn a curve in
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both directions and move around a bit with the frequency controller in the spectrum. This
will give the amp a completely different character...
The actual sound control (the "tone stack") functions rather conventionally: VANDAL offers
low, mid & high settings. Everything functions like the passive sound regulation network in
genuine amps so that the controllers influence each other to produce numerous variations.
Depending on the preamp mode, the activation frequencies are slightly different.
On-board spring reverb
Surf and twang simply needs on-board spring reverb. We've drawn on the modeling of
famous reverb spirals. Everything sounds natural with complete authenticity.
Bass amp
During development of the VANDAL bass amp, it was our main goal to create a recipe
consisting of the best amp designs in a single amp with an all-tube design that would be
simple and easy to use. The core features of the bass amp are:
After roughly setting the Gain controller, the bass signal will first be treated with the
Contour circuit. This filtering stage works similarly to the "Loudness" function by cutting
the (lower) mids and lifting the deep bass and highs. It's sort of like "instant slap")
Next, the signal passes through the compressor stage. This involves a simple but
extremely musical, optical design: The bass triggers a light source that is coupled with the
photo resistance, and this dampens the signal. Does this sound familiar? The most famous
studio compressor for bassists, the Urei LA2A, functions according to the same principle.
After any possible compression, Drive provides the option to take the bass sound to the
next level. Saturating the signal takes place depending on the frequency: In spite of a level
of distortion, the basses remain relatively clean and contoured.
The equalization stage offers 4 frequency ranges, whereby the two mid bands are variable.
In this case, we decided on a soft filtering via a passive network to avoid counterfeiting the
essential character of the instrument in spite of the four bands.
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The final master volume controller specifies the volume of the final stage. As with the guitar
amp, the end tubes are also engaged in this case as much as remains sensible.
Cabinet simulation
For simulation of speakers and cabinets, VANDAL calculates the individual components in
place of impulse responses of microphoned cabinets. Faithful to the "Custom
amplification" philosophy, this permits complete freedom.
The selection list features multiple speakers, housing types, and microphones. Two
separate microphones are included with a modeled recording space. Analogously to a real
situation, you may position a virtual microphone stand in a space to achieve interesting
mixing ratios and stereo effects.
It's up to your creativity whether you would like model the cabinets on realistic role models
(e.g. 12" vintage speakers in a 4 x 12 housing) or place a 10-inch design in a 15-inch box.
You may also specify how strongly the speakers may/should or how penetrating the
housing portion affects the overall sound. The dampening characteristics of the
loudspeaker cabinet may also be adjusted.
In terms of microphones, the parameters room size and dampening may be set via the
simulated recording space. Model a silent chamber or put the sound "on stage".
These settings may all be altered stepless and in real time, automated, and controlled via
MIDI.
Simply select from the template list as required or flip through the templates with the
keyboard. The library is expanded as you go.
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For final processing and enriching, we offer two separate studio-quality effects units just
like real 19" rack devices.
Many algorithms create a stereo signal. Take care that the sequencer track operates the
duct in "stereo" mode.
Effects units may be selectively operated one behind the other (serial) or parallel. Switching
may be changed via the mode switch.
The following algorithms & effects are available:
Mono delay (msec & tempo sync): Possibly a simple delay with free selection of delay
time or synched to the sequencer tempo with a musical raster. In case of high feedback
values, a reduction of the damping frequency is required to provide naturalness to
echoes.
Stereo delay (msec & tempo sync): Like mono delay; features two models. Repetitions
may take place on separate channels (feedback controller to the right: dual delay) or in
ping-pong mode (controller to the left), whereby the signal alternates between the sides.
Chorus: Produces a typical "floating/shimmering sound" by modulated detuning of a
signal to "thicken up" its sound or spread it across the stereo field. Detuning is achieved
by a short delay, the length of which can be varied by the modulation. This produces the
so-called "Doppler" effect and broadens the signal.
Flanger: Algorithmically similar to chorus, but different in that the delay time is
significantly lower and delay works with repetitions (feedback). A flanger sounds more
"cutting" and up-front than a chorus.
Phaser: A modulation effect just like chorus & flanger, but in this case no detuning takes
place. Filter components periodically alter the signal's "phase response" (principle of the
"phase shifter"). Characteristic notches are produced in the frequency spectrum
response (comb filter effects).
Room reverb/hall reverb: Reverb offers realistic simulation of realistic reverberation.
Room creates the impression of a small to mid-sized recording room, while Hall
produces the sound impression of a concert hall. A particular is that both effects
algorithms provide a modulation parameter, which may remove possible resonance at
low dosages and can produce a soft chorus effect at higher values.
LoFi: This algorithm gives the sound a little bit of "grit", or a certain measure of signal
destruction depending on its setting. Turn down the internal sample rate as much as you
like to steal a few bits from the sound's resolution. This is definitely unconventional...
Vintage compressor: Ideal for thickening up the signal a little. The algorithm emulates
an older popular circuit design that is similar to studio legends like the Urei 1176 or
simple compressor pedals. A so-called "FET building block" controls the volume via the
input level simply, effectively, and quite musically, as well as the set compression ratio
and the attack and release.
3-band EQ: This sound controller works like a conventional mixer with controller for
bass, highs, and two controllers for the (variable) mids. This adds the final polish to your
sound.
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Scene memory
Imagine you have a gig and have just put together the set list for the evening with your
colleagues. A good idea might be to create a list in VANDAL in the form of presets. It's
plausible to think of an individual folder with the name, location, and date of the gig. The
individual presets would match each song that is planned.
As a guitarist, you will probably want more than a single setting for each of your songs. If
more gain or volume is needed in a particular solo section, then it would be unmanageable
to create an entire preset for this.
The solution to this that VANDAL offers is a range of four variations for each preset, and
these are so-called "scenes". These may be switched using keys 1 - 4 beside the preset
list or by clicking the names.
Settings may be transferred easily to other scenes simply by pressing the copy button for
the source scene, and then switching to the target scene and pressing paste.
Scenes may be switched externally via MIDI:
Access these functions by clicking the wrench symbol below the tuner. A separate display
appears. Click the global tab. Specify here which MIDI commands the scene control
should respond to.
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In the first target list, select "Guitar amp -> PreGain lead" as the target.
In the list next to this, select "Multiply" as the control method.
Slide the controller next to that to 100%. This indicates to the control that the depressed
pedal should match the current controller maximum. If the gain controller matches 12
o'clock, then a semi-depressed pedal would equal a gain of 25%.
In the second Target list, select "Guitar amp -> Master volume".
Select Subtract as the method this time.
Test the fader at 10-15%. Of course, the level of compensation depends on the
concrete sound; if any at all...
Enter a sensible name for "Remote 1" by double clicking it, e.g. "Pedal gain".
The MIDI/Remote configuration may be left again by clicking the wrench symbol. The main
display will now feature "Pedal gain" in the first remote storage section and the assigned
MIDI controller (volume).
TOOLS MENU
Tools menu
Trackbouncing
This command can be applied to compile a project, a sought range or selected objects,
and tracks of a virtual multi-track project (VIP) into one audio file and save them under one
name. All real-time editing (cuts, crossfades, all mixer settings including mixer effects and
DirectX plug-ins, volume and panorama curves, real-time effects in the object editor, etc.)
can be integrated into the new project.
Bouncing into the 32-bit float format avoids clipping.
Normalize the project before bouncing by using the mixer's master normalization function
("N" key) to get a precisely modulated file. All settings in this dialog can be saved as presets
at any time.
Trackbouncing criteria:Source
Real-time bouncing (mix to file)
The "Mix to file" and "On" check boxes can be used to mix down in real time and to
change any of the mix's parameters during playback. At the end of the playback process,
the mixdown created will be written to a wave file.
Click the "OK" button and a dialog window will open to specify the name and place where
the created wave file should be saved. When the check box is active, the master output of
the mixer can be written to a wave file during playback.
Start playback of the VIP. On playback, any parameter desired may be changed to record
any live sound adjustments that are made.
Routing:
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Note: The two previously mentioned options correspond to the "Object freeze" function /
the "Glue objects" function in the "Object" menu. The difference that the file names may be
specified individually and that an "Unfreeze" function is not available.
If the selected track is a submix bus, all tracks that are routed to this bus are also bounced.
This works recursively, i.e. even if these tracks are busses. This permits fast mixing of
individual groups.
The format setting "Stereo" creates a file that contains the stereo information as
"Interleaved file".
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The format setting "Left & Right" may be used to create two files, i.e. "Filename_L" and
"Filename_R", which provide separate information about the left and right channel.
The format setting "Left channel only" monitors and outputs only the left channel.
The format setting "Right channel only" monitors and outputs only the right channel.
The format setting "Mono mixdown" calculates the left and right channels together
according to the formula "(L+R)/2" and then outputs these.
The format setting "Mono" is especially suitable for hard left or right tracks, since is
bounces these at the same level. Mono formation takes place according to the formula
"L+R". If "Panorama" is set in the middle in the format settings, the trackbouncing
process will automatically result in a level reduction of 6dB per channel (panning law 6dB). This ensures that even mid-mono signals will not be bounced with a level increase,
but rather at the original level.
Note: All files created as a result of trackbouncing are opened in Samplitude.
Consequently you cannot bounce twice, one after the other, into the same project you
have to close it first. If you bounce often and do not require any special mastering options,
you can work more effectively by using the File -> Export (view page 381) command
instead of the trackbouncing dialog.
Formats that Samplitude cannot open directly can't be created use the trackbouncing
feature either. For bouncing into Real or WMA formats, use the "File -> Export (view page
381)" command.
TOOLS MENU
This dialog begins dithering according to the system options or opens the dithering options
contained in the system options. The button values in brackets (e.g. Triang. or POW-r 1)
indicate the dithering algorithm that is currently set.
Detailed information about this can be found in the menu reference under "Options ->
Program settings -> Dithering settings (view page 699)".
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free space in the "Unused" column. In the "Edit" column you'll find a checkbox for each file
which can be used to add the files to the process. Only those files that contain unused
sections of audio data are pre-selected. To keep these, remove the check.
Note: The list can also contain files not actually referenced by the VIP, but referenced by
the VIP's undo chain. These files are 100% unused samples and will be deleted completely
when checked.
If you have discarded, for example, an entire recording session, you can delete the unused
files as well. If, however, you had opened audio material from other sessions or your private
sample library and didn't use them any more after that, you should uncheck these files so
that they don't get deleted.
We recommend that before using the function you should delete the "Undo" chain and
close all unused wave projects.
Tip: If the relevant audio files are required later on for additional production work, the
following procedure is recommended for archiving the finished production.
Save your entire project in a new folder ("File menu -> Save complete VIP in..."). In the save
dialog, select the command "Copy only Samples used in VIP". Now only those audio files
/ samples that are actually required by your archiving project will be found in the few folder.
You can now save the content of this folder to a backup medium (for example, CD-ROM or
DVD).
Waveform Generator
This dialog contains a powerful generator with test tones.
TOOLS MENU
Select RAM or HD as the format in mono or stereo at a rate of 16-bit or 32-bit float. The
following sample rates are available: 22050, 32000, 44100, 48000, 88200, 96000,
176400, 192000, and 384000.
As a waveform you have the choice between rectangle, triangle, sine, sawtooth (upwards),
sawtooth (downwards), white noise, pink noise, and brown noise.
You can specify the length in samples, milliseconds or SMPTE code.
The frequency (Hz) and volume (dB) are the final two waveform parameters at your
disposal. The signal created can then be used as a wave project/virtual project.
SMPTE Generator
If you don't have an external MTC to SMPTE converter for synchronization with analog
equipment, this dialog allows you to create audio files containing SMPTE audio signals.
Place the generated SMPTE signal onto an empty track and route its output to the SMPTE
synch input of the analog recording device.
You can choose from the following specifications as SMPTE frames per second: 24, 25,
29.97, 29.97 drop frame, 30, 30 drop frame.
The SMPTE start value can be entered in hours, minutes, seconds, and frames.
You can specify the length in samples, milliseconds or SMPTE code.
You can choose from the following sample rates: 44,1kHz, 48kHz, and 96 kHz.
New manager...
Use this function to open a new manager window.
Managers
The manager integrates the following sub-windows:
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Note: All time information in the audio manager and in the audio marker menu relate to
time positions in the audio material, and not to positions in the virtual project.
Timestretch/Pitchshift Patcher
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Beat markers
With beat markers the audio material is synchronized in such a way that the groove
remains perfectly intact. When using the beat marker-based algorithms, the beat markers
are also saved in the wave project.
Hint: Unlike in the timestretching dialog in the "Effects" menu, the patcher is non-modal,
meaning that you can move the beat markers in the wave project and simultaneously
control the result of the timestretching.
BPM value
The desired BPM value (beats per minute) can be patched here. This is useful for when the
timestretching factor must be determined later in order to adjust the wave project to the
tempo of an existing arrangement. Should the "New BPM" field in the dialog be grayed out,
you can change the value using the "Time factor" controller.
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The fader serves as a position control. To set the metronome volume you'll find another
fader and mute button on the right-hand side.
Correction of beat positions and tempo
Automatic tempo recognition doesn't always work from the start. If you don't hear the
metronome clicking in time with the music, click on the "No" button in the upper section of
the dialog in order to access the manual tempo input dialog.
To correct the metronome speed and any timeshift that may occur between the
metronome clicks you can use the tempo correction as well as the "Tap tempo" button:
Tempo correction: The remix agent provides various speed settings the speed the remix
agent determined as the most probable is preset. If the determined speed isn't correct,
select a different, more suitable one from the list. The next time the object is played it
should be synchronous with the metronome clicking.
On/Off beat correction: Now it may happen that the tempo is right, but the beats have
been displaced. The "On/Off beat correction" provides a number of alternatives for moving
the beats according to the complexity of the rhythm. Try out the alternatives until you hear
that the metronome clicks run in time to the beats.
Tap Tempo: Alternatively, you can click rhythmically on the "Tap tempo" button or press
the "T" key. Additional blue lines show in the wave display. After at least four taps the
Remix Agent attempts to select the correct tempo from the range below "Tempo
correction". The display next to the "Tap tempo" button displays the current status. Keep
tapping until the red display showing "Unlocked" changes to the green "Locked" setting.
Use the "0" key to manually set the quarter beats while the music plays. Stray markers are
automatically removed in such a way that the set tempo remains fundamentally intact.
You can move the markers with the mouse. If you hold down the "Ctrl" button
simultaneously, the subsequent markers are also moved.
If the metronome clicks now correspond with the music, you can continue to the next step.
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It can now be corrected in one step: If the start of the bar can be heard, click on "Tap
One" once using the mouse or press the"T" key on the keyboard.
Alternatively, you can choose by how many quarter notes the "One" is to be moved back.
Use the "0" key to manually tap the position of the beginnings of the bars during playback.
This is an efficient option for correcting the bars of longer sections.
Continue to the last step if the starts of the bars are now correct.
Step 4: Applying BPM and bar recognition
This lets you specify what should be done with the analyzed audio material. Here you can:
Create remix objects from the analyzed audio material
Adapt the project tempo to the tempo of the audio material or vice versa
Save only the tempo and beat information in the audio file for possible editing later on.
Create remix objects
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Use this option to split the song into individual objects by beat, which can then be used
later on in the virtual project.
Hint: The "Create remix objects" option can only be processed if the remix agent has been
opened from within the virtual project.
Create remix objects Audio quantization
If you have selected this option, the new objects will be fit directly into the beat grid of the
arrangement.
Especially with live songs, there are slight tempo variations, making it possible that various
beat lengths appear. Object timestretching is automatically activated and applied to correct
the difference in length so that the objects still fit into the rigid beat grid of the arrangement.
The "Use resampling for small corrections" option makes sure that the higher quality
"resampling" algorithm is used on smaller corrections rather than the "Timestretching"
algorithm.
Note: If you change the tempo of your multi-track project later and adjust the audio objects
in the VIP to the new tempo, there will be clearly audible pitch changes in the remix
objects.
Remix objects in Loop mode
If you select this option, the new objects will be placed into "Loop" mode. This way, newly
created remix objects can be stretched out as much as you like using the right object
mouse handle.
Create remix objects Set arrangement tempo to the object tempo
Here the arrangement of the virtual project takes on the found BPM value. If you would like
to use the split song as the basis for a new composition in the remixes, use this option.
Use crossfades: The remix objects can be faded into one another with this function. The
parameters of the transitions can be set in the crossfade editor.
Group: This function groups the remix objects.
Save tempo and beat information in audio file: If you select this option, the tempo and
beat information are written to the audio file.
Background color: Clicking on this button lets you set the background color of the remix
objects you wish to create.
Tempo alignment
This option provides you with the opportunity to adapt either the tempo of the analyzed
audio material to your project or the project speed to the speed of the analyzed audio
material.
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Hint: The "Tempo alignment" option can only be processed if the remix agent has been
opened from within the virtual project.
Apply arrangement tempo to object tempo
This adapts the object length to that of the existing arrangement.
TOOLS MENU
Adapt tempo map: Sets a tempo marker in the virtual project's arrangement for each bar
from the position of the play cursor to the end position of the remix objects.
Use quarter notes: If this option is active, four markers are set (quarter notes) instead of
one (whole notes).
Use beat position instead of tempo marker: Beat position markers are set instead of
tempo markers.
First example: Synchronizing a MIDI arrangement
1.
2.
3.
Place the song object to which you wish to synchronize the MIDI arrangement and
the MIDI object on top of one another on the same track in the virtual project. Open
the remix agent for the song object. Specify the beat and quarter positions using the
remix agent in step 1-3.
In step 4, select "Adjust tempo", then "Apply arrangement to object tempo" and
"Adjust tempo map". This specifies that you want to create a tempo map.
Now select "Use quarter beats" and "Bar position instead of tempo marker". The
tempos map receives a synchronization point at each quarter and not only at the
beginning of each beat. If you click on the "Apply" button and open the MIDI editor
for your MIDI object, the beats will match one another and all notes will be shown and
played in sync to the song. Even the metronome click will be in time with the song.
1.
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Playback menu
Play once
This plays the wave project or the selected range once. This function corresponds to the
"Play" button in the transport control (view page 58) as well as the "Play once" button in the
toolbar (view page 69).
Keyboard shortcut:
"Space bar"
Play loop
This plays the wave project or the selected range in a loop. This function corresponds to
the Play with selected "Loop" button in the transport control (view page 58) as well as the
"Play endless loop" button in the toolbar (view page 69).
Keyboard shortcut:
"Space bar"
Play in range/loop
Here the current range is played from the start of the project as a loop. This mode is
especially useful for testing loops in the instrument sample and corresponds to the "Play in
range/loop" button in the toolbar (view page 69).
Keyboard shortcut:
"Shift + P"
Play cut
Play to cut start (in point)
A defined segment of audio plays until the start of the selected range. The duration of this
section can be set under "Options -> Program Preferences -> Set pre-roll time (view page
704)".
Shortcut key:
"F5"
PLAYBACK MENU
"F6"
"F7"
"F8"
"F4"
Stop
Choose this option to stop playback. The play cursor will jump to the start position.
Whether or not the original position is the previous starting position or current stop position
can be set in the playback parameters (Keyboard shortcut: "P").
Keyboard shortcut:
"Space bar"
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Restart play
If you use this command, the play cursor will jump to the original position during playback
or back to the range start and then starts playing from this position once again.
Playback options
Choose this option to launch the play parameter window.
Keyboard shortcut:
Check the "Stop at current position" option to keep the play cursor at the same position
after stopping playback. If this option is not active, the play cursor will jump to the original
position or back to the start of the range when playback is stopped.
The "Test space bar (play, stop) in the background" option also allows the space bar to
be used for "Play" and "Stop" in Samplitude while using a different software application.
The keyboard combination "Ctrl + Space bar" can also be used to play selected objects.
An additional function can be used in case of overload, i.e. "Esc key stops playback and
record".
The pre-roll time is a necessary parameter for editing in Samplitude. Pre-roll time is used
to define (to the second) the desired section before the start of the selected range.
The maximum reverberation time for objects without fade-out can be set up to 60
seconds here.
PLAYBACK MENU
Attention: Please note that the length of reverberation times can lead to performance
problems.
Original sound may be used to ensure that the first track in "Original sound" mode is
switched to "Solo". The Pre-run time may also be specified in milliseconds to indicate
how long the delay between execution of the record command and the actual start of the
recording should be.
Autoscroll causes the graphical display to run the entire time before the play cursor
reaches the visible section. This provides a constant overview. Switch to "Autoscroll"
mode by ticking the "Active". "Active for zoom < 1 s"; autoscrolling even begins at very
high zoom levels of less a second.
Choose between "Page" and "Soft autoscroll" mode. With page scrolling, the section
changes before the play cursor moves outside the section, while with soft scrolling, the
play cursor always remains in the middle of your chosen section and the arrangement
moves along beneath it. At smaller buffer sizes (view page 27) (e.g. < 4096 samples),
scrolling will be softer.
Note: The autoscroll process can overload the processor in some cases, whereby
dropouts will occur in playback. Deactivate "Autoscroll" mode if this happens.
Scrubbing
If you press "0" on the number pad or the key combination "Alt + Shift + Page down" and
keep them pressed, Samplitude will switch to "Scrubbing" mode.
Here you can control the playback speed of the chosen track using the mouse.
The keyboard shortcut for scrubbing to the left is: "Alt + Shift + Left arrow"
The keyboard shortcut for scrubbing to the right is: "Alt + Shift + Right arrow"
There are four different scrubbing modes to choose from:
Shuttle: In this mode, the relative distance between the play cursor and the mouse
position can be used to control the speed. The play cursor follows the movement of the
mouse. The further you move the mouse from the play cursor, the faster playback will be.
This means:
Scrub control faders at the left edge = double speed backwards,
Scrub control fader in the middle = No movement,
Scrub control faders at the right edge = double speed forwards.
One speed: The preset scrubbing speed is 1.0, i.e. original speed. Press "Shift" to use the
scrubbing speed set in the "Speed" field and press "Ctrl" to halve this speed.
Two speed: Two speeds are provided for scrubbing. The object plays back slower or
faster depending on the distance between the scrub control fader and the mouse position,
whereby with slow scrubbing a speed of 0.25, or 1/4 of the original speed, is preset, and
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fast scrubbing is set to 1.0, i.e. the original speed. Change the value for slow playback in
the "Speed" field.
Absolute: This mode allows the absolute position of the mouse in the window to control
the speed.
"Global playback device" specifies the sound card driver for playback.
Varispeed/Scrub settings
In this dialog window you can easily carry out tempo changes for the playback of virtual
projects.
Sample rate: Here you can see the preset project sample rate. If you wish to change this
value, a request window will appear in which you can adapt all audio objects to the new
sample rate if so desired. Adaptation can also happen by moving or resampling the audio
material. MIDI objects can also be adapted to the new sample rate. These too may be
moved, but the musical position will remain the same.
Autoscroll /Scrubbing: See "Playback parameters".
With "Stop at current position" the play cursor stays at the current position when the
"Stop" button is pressed and doesn't jump back to the original position.
With "Device" you can specify the driver of the sound card which you wish to use for
playback.
Active: Checking this box activates "Varispeed" mode.
Vertical fader: Using this fader you can control the playback speed (-200% to +200%).
Pitch: After double-clicking into this field, you'll be able to enter the speed factor directly,
for example, 0.5 for half speed.
Half tones: Here you can enter the pitch changes in half tones. A value of -12 plays the
project an octave lower at half the speed.
Internal rate: Here you can specify the sample rate for the varispeed calculation. A value of
22050 plays the project an octave lower at half the speed.
BPM Orig: Here you can see the original speed in BPM. This value can also be edited.
BPM Out: Here you can enter the target speed in BPM. Samplitude calculates the
varispeed pitch factor from the quotient from the target to the original tempo.
Playback mode
Loop mode
In this mode selected ranges will be played in a loop. This corresponds to switching on the
"Loop" button in the transport control.
PLAYBACK MENU
Forwards/Back
This command changes the playback direction, even during playback.
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Autoscroll
Switches autoscroll on/off.
See "Playback parameters"
Keyboard shortcut:
"Scroll Lock"
Soft autoscroll
Toggles between page and soft autoscrolling.
See "Playback parameters"
Keyboard shortcut:
Scrubbing
Scrubbing active
Keyboard shortcut: "Alt + Shift + Page down"
Jog (absolute)
Two speed
Shuttle (relative)
Scrub left
Keyboard shortcut: "Alt + Shift + Arrow left"
Scrub right
Keyboard shortcut: "Alt + Shift + Arrow right"
Detailed information on scrubbing can be found under "Playback options -> Scrubbing
(view page 633)"
Playback at speed 1 - 4: Select from four different playback speeds
Record
If you select this menu point, recording is started immediately for the live, active track. Here
you can record both the audio as well as the MIDI into each active track.
Detailed information on recording can be found in the "Samplitude Quickstart -> Workshop
Recording (view page 77)" chapter.
Keyboard shortcut:
"R"
PLAYBACK MENU
Capture options
This menu option opens the "Record" window. All audio recording settings can be made
here.
Keyboard shortcut:
Shift + R
Format: Set the corresponding recording file format (Wave, MP3, MPG, WMA, Real Audio,
AIFF, Ogg Vorbis, and FLAC). In the infobox below, you'll find information about each of the
formats available. This way you can see if the format is editable in Samplitude as well as
the compression it uses.
Bit rate: Select the desired bit rate here for your recording.
Recording mode: Choose between stereo, mono, and mono mix.
If you select "Stereo", the channel input will be switched to stereo, and the signal will be
picked up on two channels.
If you select "Mono", the channel input will be switched to mono, and the signal will be
picked up only on one channel.
If you select "Mono (Mix)", the channel input will be switched to mono, and the signal
will be picked up on two channels, and then mixed together.
Preload: The recording is prepared and all buffers will be loaded. Data loaded. Waiting to
start..." will then appear. As soon as you press "OK", recording will start immediately
Sample rate: This option allows you to select the sample rate of the recording. Note: Your
audio card must support the selected sample rate.
Resampling to 44.1: If you have set a sample rate of 44,100 Hz and then activate this
option, Samplitude will apply resampling at 44.1 kHz. The quality of resampling may be set
via System options -> Effects -> Resampling/Bouncing (view page 715).
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Recording start: Set the recording start time in this field. The recording will be controlled
automatically by the internal system clock at the time specified.
Recording length: Specify the recording length in this field. Using "Recording start" and
"Recording length" you have the option of executing timed recordings even when away.
"Recording" is armed as soon as recording has been activated and starts at the set time
for the set length. If no length has been selected, recording continues until the hard disk is
full and then stops automatically.
Record device: Select the sound card driver that should be used for recording in this
dialog. If there is no entry here, or a wrong one, then the card is not installed in Windows
correctly. Use the "Info" button to find out the recording properties of the recording device.
File path: Specify the path to the files where the data should be recorded. Pressing the
yellow folder button opens a query for selecting the path and file name.
Options
Monitoring mode:
Please also read the chapter "System options -> Monitoring settings (view page 28)" for
more details regarding monitoring.
Monitor: Use this button to activate the LED control displays. Please note that the correct
recording device must be selected prior to beginning this. While recording, the LED control
displays move slower, but they nevertheless show each maximum level.
Play while recording: Here you can activate synchronous recording and playing, if
supported by your sound card.
Hint: If you want to record and play over multiple sound cards, small differences may result
during playback of longer passages. This is as a result of sample rates of cards which are
not 100% synchronous. Ideally, you should use the same card for recording as you do for
playback whenever possible. If your card exhibits a delay between the start of recording
and the start of playback, you can balance it out in the "Recording offset" field. To do so,
play a sample with a noticeable impulse and record it using a loop from the sound card's
output to it's input. Zoom into the arranger to a level at which the offset delay can be
recognized.
Create VIP object: Specify via this mode whether or not all recordings should be
integrated automatically into a virtual project. The created objects will be labeled
automatically with the specified object names.
Update object during recording: This object updates the graphical display of the object
while recording.
Read CD/DAT marker: DAT devices and several professional CD players output digital
marker information via an SPDIF output e.g. CD track markers or DAT markers). This
recording option reads this marker information from the SPDIF input of the sound card and
applies it to the VIP, provided that the selected audio device supports this.
PLAYBACK MENU
Pre-recording (ASIO only): This recording option function inserts audio material that you
have added at the beginning of the recording to the beginning of the current recording.
More information about pre-recording is available via the menu item "Options -> System
options -> Recording".
Recording offset (samples): If recordings exhibit a constant, undesired shift in relation to
the existing audio material in the arrangement, set an offset here which can be used for
positioning all recordings.
Advanced options: Detailed information on the advanced options can be found in the
menu under "Options -> System options -> Recording".
Recording information: This area provides information about the last recording that was
made, i.e. Recording time (length of the recording), Remaining time (remaining recording
time), and Drive space (remaining storage space on the hard disk being used).
Visualizer: Opens or closes the visualization window.
Reset Pk.: Reset the visualization's peak hold display.
Record: Click this button to start the actual recording.
Hint: Please note that during active external synchronization as a "Slave", recording does
not start immediately, but rather when the master starts.
Stop: Ends a running recording process.
Recording pause: Use this button to interrupt the recording process. The play cursor
continues to run. Pressing "Recording pause" again restarts the recording from wherever
you want it to continue.
Take +: Each object or take number (Take 1, Take 2...) is given a marker so that it can be
found again quickly.
The take manager (view page 135) is ideal for managing the individual takes.
Marker 1: While recording, the option is available to select a marker at the current position
of the play cursor, e.g. to correct an erroneous passage later on.
Close: Use this button to exit the recording options window.
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These tracks are now active in "Input" mode, i.e. the input sound desired for recording will
be audible for these tracks. Recording begins at the play cursor position.
If you have selected a range behind the play cursor on the grid and marker bar and have
activated "Loop" mode, then recording will only begin at the loop start. Click the recording
button at the play cursor position and the track will signal that it is ready to record (the
recording button will blink during playback). Recording will only be activated once the start
of the range is reached, and the selected range will be recorded in "Loop" mode.
PLAYBACK MENU
Punch with markers: To execute the punch procedure with markers, activate the
buttons "In" (sets the punch in marker) and "Out" (sets the punch out marker) at the
desired positions. Start the process with the "Record" button on the transport console
or the "R" key of the corresponding track. The actual recording occurs within the punch
range. While this takes place, the recording button will flash while the play cursor is
located in front of the "In" marker. During punch recording, it remains red.
Multiple punch recordings in one pass: It is possible to make multiple punch
recordings in one pass with the help of punch markers. To do so, add extra punch
markers by positioning the play cursor at the desired point and, while keeping the "Alt"
key held, press the "In/Out" buttons in the transport control.
Hint: When working with punch in/outs, it is useful to have "Auto crossfade" mode active.
"Auto crossfade" will create smooth transitions automatically between takes.
Punch recordings call also be executed as loops. Select a range across the planned
punch area, press the "Loop" button, and activate recording. These will be looped for as
long as the process is not interrupted using the space bar. "Punch in" and "Punch out"
markers will be set automatically. Each time the program loops through the range, new
takes are recorded at the punch markers. Use the take manager (view page 135) to
determine the best take from these recording passes.
If the recording option "Preactivate all tracks for track-punch recording" is active
("System options -> Recording (view page 706)"), then audio tracks that were not active
when recording was started can be added to qa recording, or tracks can be removed
from the recording. Click the "Record" button for the desired track. Punching an
individual track requires that this track has been assigned to its own sound card input
which has already been used for recording. This is indicated by a red circle around the
record button in the track box.
Note: Tracks that have been displaced in "Punch marker" mode via individual track
punching will not be influenced by punch markers.
Record Pause
Here recording is set to pause.
Punch In Record
This is how the actual punch recording is started and stopped.
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Monitoring
Please also read the chapter "System Options > Global Audio Options > Monitoring
Settings (view page 28)" for more details.
PLAYBACK MENU
Auto JamSession
You can now jam quickly and creatively with your virtual band thanks to auto jam session's
practical loop automation function. Here you can record all your ideas onto separate tracks
and systematically build up your song's structure.
The recorded tracks are then put straight into an endless loop after the recording.
Open
Create an auto jam session via the "Playback" menu > "Auto jam session..." or via the
"Record" mode box in the transport window.
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Handling
After start-up you'll see at first the simple view of the auto jam session. On the right-hand
side you'll find useful hints on how to use the feature.
Action: The most important handling element is displayed as an Action button (bottom
left), which can also be controlled using the space bar or via MIDI/joystick.
1st click: Playback begins. Nothing is recorded yet.
2nd click: The first recording starts. Record your first beat(s). As a sign that it's recording,
the action button turns red.
3rd click: The recording ends. The recorded section is then inserted into the arrangement
as a loop and begins playing repeatedly. This serves as a speed measurement for the next
loops.
4th click: In the next track, the recording starts. You'll begin hearing the previously
recorded loop. Now you can add an additional voice to it.
5th click: The recording ends, playback of the first and the newly recorded loop continues.
The next clicks start and end other recordings (Clicks 4 and 5 repeat). Every time the
recording is restarted, it's recorded in a new track. All loops recorded up until now are
played continuously.
Double-clicking on the action button stops the last loop recorded. Clicking three times
ends all running loops. You can use it to separate various song parts from one another.
By clicking on stop, the playback/recording is stopped immediately.
Loop effects
You can change your arrangement with these real-time effects. The loop effects influence
either every track or just the last track recorded (see below).
PLAYBACK MENU
Technically, these effects are object effects. Switching the effects on and off creates
separate objects from the loops.
Half speed: The speed factor is halved when this button is pressed. (If you press the
button twice, it will be played at a quarter of its speed, etc.)
Double speed: The speed factor is doubled when this button is pressed.
You can use this effect, for example, to play "impossible" guitar solos. Switch your existing
arrangement to half speed, record your guitar solo and then click on double speed. Your
accompaniment plays in original speed again and your solo now sounds twice as fast and
an octave higher.
Reverse: This effect plays the whole arrangement backwards. Opening it again resets it.
Support
Here, you can select the tempo from the list or enter one of your choice.
"" means that the speed adapts to that of the first recorded loop or to that of the
accompaniment (if chosen).
Quantization
Quantization guarantees that newly recorded loops fit into the existing arrangement by
recording loops whose lengths are exactly four times that of the first recorded loop or that
the loops begin or end on the bar or loop borders.
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Record device
You can select the desired sound card or sound card input in the flip menu.
Visualizer: This button switches the visualization on or off.
Monitor: This button activates or deactivates monitoring. This means that the incoming
signal is displayed in the visualizer and played by the sound card output.
Tuner: This button opens an additional visualization in the "tuner" mode with which you
can tune your instrument (for example, your guitar).
Recording information
Recording time: Shows how long you've been recording.
PLAYBACK MENU
Remaining time: Here, you can see for how long your hard disk can record. If you have
multiple hard disks or hard disk partitions, the recording capacity of each of these are also
shown.
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Tempo menu
Tempo/time signature
Tempo and bar switches are an important expression medium of your music and can be
manipulated in Samplitude with a vast range of possibilities.
The definition of tempo and bar measure changes is achieved completely using markers
inside the project window. Continual speed progressions or abrupt tempo / bar measure
changes can be defined with special tempo and bar markers. Resulting tempo
progressions are automatically calculated. The display in the transport window provides
optical control of the tempo and bar measures, showing current values during playback
and repositioning.
You can move the musical grid using data points to certain time position or adapt it to
existing audio and MIDI events, for example, a reference drum track.
Three marker types are available for grid definition:
Tempo
Beat count measure (musical signature)
Bar position
You can also transfer tempo information ("tempo maps") from the MIDI file to your project
during import. Here Samplitude automatically creates the tempo markers necessary for
this. "Tempo maps" can be exported as MIDI files.
In addition, MIDI and audio objects can be coupled to the musical grid and then modified
depending on the position during tempo changes.
TEMPO MENU
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So, you have to create a marker to insert a tempo change at a certain playback position.
Tempo/Beat marker dialog
Set the playback cursor to the position at which the tempo or beat change should occur.
Now open the tempo/bar marker window from the "Marker" menu (right click on time bar),
or from the "Tempo" menu.
Click on the "New marker" button in the dialog. A marker is inserted at the current position.
You can now use the marker options to set the properties of this marker. For a new tempo
marker, enter the required tempo in BPM or the new bar for the bar marker.
Hint: Be aware that the settings are only valid for the markers currently selected in the
marker list. For example, you cannot set the marker properties such as type or tempo after
it has been created.
A beat marker will always be set to the beginning of a new beat. If the play cursor is at a
different position, the marker position is automatically moved to the beginning of the next
bar.
Marker menu
Tempo and bar markers can also be created using the marker menu context menu. You
can, of course, assign keyboard shortcuts, too.
Edit marker/tempo/bar marker dialog
If a tempo marker is changed or a bar position marker is moved, this influences the
following markers and audio/MIDI projects in the virtual project.
There are principally two possibilities: The time position either remains constant or the
musical position stays the same.
TEMPO MENU
The time position in the virtual project is the absolute position, the musical position is
flexible and is made clear by the grid. Keeping the musical position means that objects or
markers are adapted to the newly created grid, its time position in the project therefore
changes. Should the time position remain the same, the musical position will change
correspondingly.
When manipulating the tempo markers, the behavior of markers, audio, and MIDI objects is
controlled separately. By default, the grid position of MIDI objects and tempo markers
remain intact, and the time position of markers and objects remains the constant.
When making changes using the mouse while holding down "Alt at the same time, the time
position will always remain the same.
The time position, however, is always maintained (default) for fixed tracks (lock
symbol). This can be changed in the "Tempo/Beat marker" window.
In this example, the first tempo marker in the second image has been changed. The MIDI
object and the second tempo marker were moved correspondingly so that the musical
positions (3:01:00 and 4:01:00) are maintained.
More options:
Each tempo and bar position marker can be ignored using the "Bypass" option. This
occurs automatically for bar position markers if absurd bar positions are created while
moving, e.g. if bar position markers are exchanged (bar 20 before bar 19) or are moved in
such a way that these bar positions that originate from a previous tempo marker cannot be
met by tempo interpolation.
Ignore all beat markers, use project beat
There is an option for ignoring all tempo markers in the tempo/beat marker dialog. In this
case, only the specified project tempo is used.
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You can create beat position markers in "Timestretch" mouse mode by clicking on
the desired playback position while holding down "Alt".
You can create bar position markers with "Alt" + mouse click, and you can move them
using "Alt" + horizontal mouse movement, e.g. to manipulate the bar grid and to adapt
it to available audio events.
Tips, examples of use
Beat markers can be set while composing in the MIDI editor. Subsequent MIDI objects and
tempo markers retain their musical position (advanced setting).
The grid can be adjusted to available audio events, e.g. assigning beat numbers to certain
time positions. You can either use the "Set new bar position marker" menu command to
create a marker at a position within the project and assign the corresponding bar position,
or use "Alt" + mouse click on the respective bar grid position and, while holding down the
mouse button, immediately move it to the required time position (e.g. to the beginning of an
object).
If the project includes MIDI data, then this will be automatically adjusted (preset). The newly
created tempo grid is used in the MIDI editor for subsequent editing.
When working with MIDI files and complex tempo changes, you can switch off the tempo
map before starting the recording of new MIDI data ("Ignore all tempo markers, use project
tempo"). After the recording has finished, you will be able to use the tempo map once
again; the newly recorded MIDI data will adapt itself automatically.
Metronome active
Switches the Audio/MIDI metronome on/off. You can also click on the CLICK button on
the transport control.
Metronome Options
Please read more on this in the "Options" menu under "Program preferences" >
"Metronome Options (view page 698)".
TEMPO MENU
Individual gaps between objects can be closed either by object timestretching or by using
the audio material from the slices to the right beside the gap.
Define transients
In the "Tempo" menu, you will also find commands for audio quantization of objects
alongside the tempo/beat markers and metronome settings. These are especially suitable
for adjusting multi-track percussion recordings.
"F3" and "F2" allow you to jump to the next or previous transients in the audio signal.
Quantization of VIP object positions and the separation of objects at beat markers or
transient positions gives you the option of carrying out dynamic percussion quantization as
flexibly as possible.
All of the following commands are concerned with objects selected and can also be
accessed via the audio quantization wizard.
"Specify transients" marks the peaks of the selected objects as "AQ" with special beat
markers. A beat marker is an "audio object marker" which is saved with the audio file. To
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make these markers visible, turn on "Objects -> Transients (AQ)" ("Shift + Tab"). All other
audio markers can be displayed with "Objects -> Audio markers".
Detailed information about audio markers can be found under "Menu tools -> Audio
markers".
Consolidate transients
Transients within a certain range (e.g. 20 ms) will be moved to the first transient position
with this command. The effect is that the "Split at transients" action doesn't create too
many splices, especially if you have several tracks with slightly different transient positions
for the same drum hit due to microphone distance related signal latency. The time window
can be specified in the audio quantization wizard.
Split at transients
All selected objects will be split over multiple tracks at beat markers (AQ). This lets you
quantize each drum hit individually.
For example, to split all drum tracks according to the bass drum and snare tracks, carry
out transient recognition for the objects in the bass drum and snare tracks. Next, select all
drum tracks and apply the "Cut at transients" command. Now all objects will be split at any
bass drum and snare hit.
Create groove
"Create Groove Template" in the audio quantization wizard creates a groove template
based on the AQ markers (transients) based on the selected audio objects within the
current area.
TEMPO MENU
Magnetic quantize: The "window" value is set to "50", i.e. only 50% of quantization will
be considered. Only those events will be quantized which are located within a range of
25% of the snap range to the left and right of the grid point.
Soft quantize: The "Strength" parameter is set to "50", i.e. quantization occurs at a half
interval between the current position and the next grid point.
Swing: The swing parameter is set to "75", i.e. in contrast to the binary rhythm, which
features a "swing" value of "50", inclined/un-highlighted counting times will be set to
delay. This highlights the "swing" feeling.
Triplets: Quantization occurs in thirds
16th offbeat: The quantization grid's timing is moved back a 16th note
8th offbeat: The quantization grid's timing is moved back a 8th note
"New groove" and "More life for hi-hat" provide groove templates
Of course, you can also set your own values and save them as a preset.
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Quantization - Offset
The value range in this parameter stretches from -100 to +100. By changing the offset
values, you move the whole quantization grid. Select a negative value for the offset, and the
quantization grid will be moved by t he corresponding value to the left, or forward in time. If,
on the other hand, you select a positive offset value, you will set the quantization grid by
the corresponding value to the right, or backwards in time.
A value of -100 corresponds to a shift of half a grid length to the left, +100 corresponds to
a shift of a half a grid length to the right.
Soft AQ
"Soft AQ" executes soft quantization according to the "Soft Q" parameter settings.
TEMPO MENU
Undo/Redo/Reset quantization
With the help of the round arrow buttons, you can undo/redo the last quantization made.
In this case, the counter-clockwise round arrow serves as the "Undo quantization" function,
while the clockwise arrow serves as the "Redo quantization" function.
Reset MIDI quantization: This function resets all quantization processes for the object
positions.
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7. Using the "Quantize slice positions" function, you can now adjust the individual
positions of the partial objects. You also have the option of changing the quantization
settings.
8. Audio gaps might appear between some slices due to quantization. These can be filled
with the option "Remove object gaps". The objects concerned will be stretched.
If you are not satisfied with the quantization result, you can reset the sliced objects back to
their original position and try other quantization settings.
When you have finished editing, you can glue all slice objects together on each track to
save CPU performance.
MIDI MENU
MIDI menu
New MIDI Object
A new MIDI object is created on the selected track. After choosing the command, you can
select a prefabricated MIDI template (from the subdirectory Templates in the Samplitude
directory) from a small pop-up menu. It deals with normal standard MIDI files which can be
copied into this directory or directly exported from Samplitude as a template. If only one file
is in the template listing, no menu appears the object is created immediately.
MIDI Editor
This menu point opens the MIDI editor. Here, the content of the MIDI object selected in the
VIP can be displayed and edited. Here you can choose from: Matrix editor, drum editor,
score editor, event list, and velocity/controller editor.
If a MIDI object is not selected, you will be asked if you wish to create one. If you confirm
this with "YES", a MIDI object in the current track is created at the cursor position/start of
the range.
You can read more on the MIDI editor in the "MIDI Editors (view page 224)" chapter
Object Editor
Use the object editor for object-oriented editing. This way you can quickly and easily edit
each selected object independent of your general settings.
Please also read the chapter "The Object Editor" in the first section of the manual.
Shortcut:
"Ctrl + O"
"C+Alt+G"
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multiple MIDI objects at the same time in the MIDI editor, as overlapping virtual MIDI ranges
can be very difficult to keep track of here.
MIDI bouncing
Here you can select an additional request for whether or not you wish to mix the entire
project with all MIDI objects or just the selected MIDI objects within the current range into a
single MIDI object. Here MIDI track and object effects like timestretching, track MIDI
transposition, program changing, etc. are bounced into the corresponding MIDI object.
Retroactive recording intermittently saves MIDI events and audio signals in an adjustable
memory buffer in RAM. This takes place running, even if a recording is not being made via
the record button. This enables creative moments to be captured and then integrated into
the project as a file/object. In this case it doesn't matter whether the project is playing or
not.
The MIDI object may be added at the current play cursor location or synchronous to the
last playback. A prerecording of 2 seconds during MIDI recording is also ensured as an
extra take. By changing the takes in the take manager, e.g. from "MIDI Take3" to "MIDI
Take3 PreRec", you can drag the object to the left to restore the rhythm played before the
actual recording. Object borders will be adjusted to exchange the take.
Note: If you would like to add a recording from the buffer into the project retroactively, then
drag the newly created object after recording to the left (according to the set PreRecording time in the recording dialog of the system options).
MIDI MENU
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Detailed information about quantization can be found in the chapter "MIDI editors ->
Quantization (view page 229)".
MIDI Humanize Q
This command considers the current Humanize value in the quantization options.
Detailed information about quantization can be found in the chapter "MIDI editors ->
Quantization (view page 229)".
Track options
To be able to adjust the settings for MIDI data, open the track info dialog. Here you can
set, for example, the playback device for MIDI data.
MIDI MENU
"Alt+i"
MIDI controllers
For each track you can also draw MIDI controller curves and send them to a VST plug-in or
MIDI synthesizer over the track's MIDI output device. Up to 16 freely selectable automation
curves are available for each track, aux-bus and submix bus.
Detailed information on MIDI controllers can be found in the "MIDI Controller Automation
(view page 292)" chapter.
Shortcut: "Ctrl + Alt + A"
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MIDI Options
Detailed information on this can be found in the chapter "System settings -> "MIDI options
(view page 32)".
Normal
The record mode corresponds with the audio recording, i.e. a new MIDI object is created
on top of the existing object at every recording. The old objects are retained. This way you
can record several takes of a passage and compare them afterwards.
Overdub
In this mode the new data of each new MIDI recording will be mixed with already existing
takes.
Replace
In this mode MIDI files of the existing object will be replaced with newly imported ones. If
you record over several objects, these are combined into a single new object.
CD/DVD MENU
CD/DVD menu
This menu contains special functions for the CD/DVD mastering process like setting CD
tracks, sub-indices and dialogs for creating CDs or audio DVDs.
In Samplitude you can burn CDs directly from within virtual projects or any stereo HD wave
project. A sample rate of 44.1 kHz is required. 24-bit objects are converted into 16-bit
objects when burning CDs or when trackbouncing.
Single track virtual projects, so-called CD VIPs, are especially suited to being burned to CD
from already existing .WAV files or wave projects. When loading, the wave projects are
ordered independently of the range one after the other in the virtual project on one track.
The distance is set via the CD pause time ("CD/DVD menu -> Set start/pause time (view
page 678)").
If you want a finished virtual project to be burned as a track onto CD, use the command
"CD/DVD -> Create CD -> Generate completely new file (view page 670)" beforehand to
convert this multi-track project into a single wave project. It can then be placed into the
new CD VIP as a track object.
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Copy selected track(s): This button starts audio copy. All selected tracks are copied into
a wave file or into a HD wave project. A new object is created for every track in the active
VIP.
Play: Starts audio playback of the first selected track from the list.
Stop: Stops playback.
Pause: Stops playback so as to start it later from the same position using the "Resume"
button.
Start/End selection: Here you can define the start and end selection of the CD's tracks.
To do so, isolate the start and end points on the CD track progress display, which is found
directly above it, one after the other.
Volume controller: The playback volume of the digital preview function of the CD tracks
can be controlled here.
Select all tracks: Here, all tracks are selected in order to, for example, copy the entire CD.
Track selections can be made using the "Shift" key and arrow keys. Multiple tracks can be
selected by pressing "Ctrl + mouse click".
"Auto crossfade" mode: Switches on "Auto crossfade" mode when importing audio
tracks. Here crossfades are set automatically between the tracks.
Apply CD markers: If this option is on, track markers will be placed at the beginning of the
imported tracks automatically.
CD/DVD MENU
Configuration: This button opens the "Config" dialog for special settings. Here you can set
the host adapter number, SCSI ID, SCSI LUN, alias, copy mode, sectors per cycle, and
sync sectors.
Reset: Restores the default settings of the drive.
Add drive: Creates a new drive entry in the list (which you may wish to adjust).
Delete drive: Deletes a selected drive from the list.
Load setup: Loads the current drive list and all configuration data from a *.CFG file.
Save setup: Saves the current drive list and all configuration data in a *.CFG file.
CD-Drive Configuration
Drive name: Lets you edit the name of the drive in the list. This is useful if you create more
than one entry accessing the same physical drive.
Host adapter number: Lets you specify the number of your SCSI adapter - normally 0.
SCSI-ID: Lets you set the ID of your CD ROM drive. Be sure to set the correct ID there is
no error checking!
SCSI-LUN: Select the SCSI LUN parameter, normally 0.
Alias: Lets you select the manufacturer type of your CD ROM drive.
Copy mode normal: Copies the audio data without any software correction.
Copy mode sector synchronization: Copies the audio data using a software correction
algorithm. This is useful, because some CD ROM drives cannot seek exactly to the same
position between two read accesses but Samplitude can correct these differences using
this algorithm.
Copy mode burst: Optimizes the speed of the copy process, no software correction is
done.
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Sectors per read: Defines the number of audio sectors per read cycle, the higher the
number the faster the copy process will be. Not all SCSI adapters support more than 27
sectors!
Sync sectors: Defines the number of audio sectors used for sector synchronization. A
higher number results in a better synchronization but also in a slower copying process.
This function allows the import of audio data from DVD drives. The DVD tracks are created
as wave files and integrated into the virtual project during importing.
If you want to import audio DVD tracks into a virtual project, just follow these easy steps:
1. Open the "CD/DVD" menu or the "File -> Load/Import -> Import audio DVD (view page
379)" dialog.
2. If more than one drive is installed, click the "DVD drive" list to open the drive list dialog.
Select the desired DVD drive.
3. Select the desired track(s) using the keyboard combination Shift or Alt + Cursor keys.
4. Click "Copy tracks"
5. Select a file name for the resulting WAV file and click "OK".
6. The audio material will be copied onto the hard drive from the DVD. A progress bar
indicates the status.
7. Close the track list. New objects will appear in your virtual project containing the audio
material from the DVD.
Note: Importing the audio track(s) from a video DVD is not possible!
CD/DVD MENU
Each audio track on the CD MUST have a track marker! Track markers are placed at the
beginning of each audio track (slightly before the audio starts). The track markers allow CD
players to cue to each individual audio track.
To manage the markers or rename them, use the marker/CD track manager ("Tools"
menu).
Shortcut:
"Ctrl+Alt+I"
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Prefix: Here you can enter additional characters (ideally letters) which are placed in front of
the marker numbers of the markers set using this function. This way you will be able to
easily differentiate them from markers that may already exist.
Delete same markers: Deletes all markers with the prefix entered for the project.
Delete all Markers: Deletes all markers.
Remove index
Choose this option to delete a track marker or sub index marker. First, click on the marker,
then select this option to delete it.
Shortcut:
"Del"
Make CD
This dialog starts the CD writing process. Samplitude contains high-quality and constantly
updated CD burn routines which are licensed to "Point Software & Systems".
CD/DVD MENU
Samplitude creates a so-called TOC file (Table of Contents) before the CD burning process
starts with the name of the current project and the extension TCX. This file is saved with
the same path as the project itself.
Burn "On The Fly": Use this mode if you wish to write a CD directly from the project. Here
all necessary calculations are made in realtime during the burning process. Mainly, it deals
with:
Generate completely new file: Use this function to create your CD if your computer is not
fast enough to burn on-the-fly. This mode calculates your project including all effects into a
new file. Please make sure there is enough space on your hard disk for this file (ca. 700 MB
for a complete CD).
Burn MP3 CD/DVD: All tracks are exported according to the selected format options into
individual MP3 files and then loaded into the MXCDR tool. This provides the opportunity to
load more files or begin burning a data CD.
Detailed information about dithering options is available in "Options -> Program
preferences -> Dithering options (view page 699)".
Get Free DB track info: When you press this button Samplitude searches through the
freedb.org database for information that corresponds to the track and displays it if found.
Print Studio: This button opens the external printer application "Print Studio". Use this tool
to easily print the content file of the current CD. You may choose between a text style
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format to print the production documentation and a formatted printout for the CD jewel
case.
Show TOC: This button opens a text window, which shows the contents of the current
TOC. You can also open these current CD details in an external editor.
TOC Export
Pressing the "TOC export" button saves the information on the CD's content as a *.TOC
file.
Burn CD
CDR write settings -> Simulate write: This option can be used for testing the various
write speeds.
Test and compare CD after burning: Here you can write a temporary wave file to the
hard disk while burning a CD.
Note: This function requires increased performance when burning CDs, especially at higher
burn speeds. The burned CD is then exported digitally and compared with the temporary
file which is then deleted.
Prepare CDR for subsequent data sessions: The audio CD is not finalized and data can
be added to it by an external burn program.
Note: The unfinalized audio CD should not be used as a multi-session disc. It should be
viewed as a blank disc with less capacity.
Burn CD text/CD text settings: CD text information can be save in the CD audio format
and can be exported via the "Load audio CD track(s)" function.
Note: Windows Media Player (up to version 10) is not in a position to analyze CD text
information.
CD/DVD MENU
Samplitude burns so-called "Black Discs", i.e. DVD audio without graphic menus. You can
create video DVDs with menus, videos, and slideshows using the video editing and DVD
authoring program "MAGIX Movie Edit Pro".
On a DVD audio disc, you can record audio in 16 and 24-bit bit rates, sample rates of 44.1
and 48 kHz, while double and quadruple these rates are also possible. Up to 6 discreet
audio channels are supported in 5.1 Surround, but also in other configurations (stereo, 4.0
etc.).
The only limitation is that the maximum guaranteed data rate of around 10 MB/s for
hardware players may not be exceeded. This means that for 5.1 Surround 24 Bit sound,
for instance, a sample rate of only up to 48 kHz is possible, as for 96 kHz the 10 MB
threshold would be exceeded.
The following playback times are approximations for the available space on a single layer
DVD-R (44.1 kHz sample rate):
Stereo 16-bit
Stereo 24-bit
5.1 Surround and 24-bit
ca. 7 h
ca. 4.5 h
ca. 1.5 h
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If "Path" is pressed then an external program will open. The path to this program will be
preset, but it may also be changed.
Options:
Display maximum amplitude: This displays the maximum volume in dB after bouncing in
order to correctly set up outboard equipment for further editing, or to correct the master
level. Once bouncing has been completed, the corresponding information window will be
displayed.
Dithering: A dithering process can be specified for each trackbouncing process,
independent of the global settings. This allows dithering to be left out, or the standard
dithering (dithering with saw-tooth distributed noise) to be applied.
This dialog begins dithering according to the system options or opens the dithering options
contained in the system options. The button values in brackets (e.g. Triang. or POW-r 1)
indicate the dithering algorithm that is currently set.
Detailed information about this can be found in the menu reference under "Options ->
Program settings -> Dithering settings (view page 699)".
DVD info:
Learn details about Project length, maximum DVD length, und select either PAL DVD or
NTSC DVD.
Source:
Selected range only: In this case, trackbouncing is only applied to the length of the
selected range in the arranger. This function does not work track selectively, i.e. all tracks
for the selected range, except for muted tracks, are used in bouncing.
CD/DVD MENU
From the project start to the last object: Here, the bounce process includes all objects
from the project start to the end of the last object as well as the time it takes for the sound
to dissipate.
Complete project: If this option is selected, the entire virtual project is bounced.
Surround trackbouncing:
Save the individual tracks in the Surround project as mono tracks, stereo tracks,
interleaved files (RIFF64), or as MP3 Surround files here.
Note: Double the storage space of a DVD is required on the hard drive, since the project is
bounced first and the DVD image is then created from the complete audio data that is
burned.
The burn dialog provides burner selection and speed. The red "Start" button creates a DVD
image first, and the writing process starts after this is completed.
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In this dialog, all the CD tracks and sub-indices in the current project are
displayed in a list. When you select the markers, you can change the
numerical position in the corresponding time input field in the list, name them
or rename them.
CD Index Settings: Here you can set several options for the individual CD tracks, including
copy protection (SCMS), pre-emphasis, second generation protection, and ISRC code.
These settings can also be applied to all indices.
"CD text" opens a separate dialog field for entering CD text information.
By clicking on the corresponding buttons you can set new markers, CD tracks, CD subindices, and CD pauses.
Use the double arrow buttons to move the playback cursor to the previous or next
marker.
"Delete selected" deletes the selected markers.
"Delete all markers" deletes all markers.
"Play marker" starts playback from the position of the selected marker.
"Play Loop" plays a loop around the marker.
"Stop" stops playback.
"OK" applies your settings.
CD/DVD MENU
CD disc options
In this dialog you can edit the settings of the current CD.
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CD arrange mode
When you activate this menu item, Samplitude re- arranges newly inserted Objects, and
inserts pauses between the Objects (conforming to the Red Book Standard).
Open a new project
Activate the CD Arrange mode.
Load wave files, audio tracks, or make a recording using a microphone.
You will see gaps between the individual Objects in the VIP. These are the inserted pauses.
The duration of inserted pauses can be specified in the "Set pause duration" dialog.
CD/DVD MENU
FreeDB options
Submit CD to FreeDB
Enter all the CD's information in the dialog. Press the "Submit" button to transfer the data
to the FreeDB.
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Audio ID
AudioID is part of the MPEG-7 standard and serves to identify the audio material. Here
audio data is recognized automatically and associated information, for example track or
artist name, are provided in realtime.
Here are the options from which you can choose:
Analyze audio at the cursor position
Analyze the selected object
Create CD track marker
OPTIONS MENU
Options menu
Project properties
Mixer setup
This item provides easy access to various modes, parameters, and options.
Shortcut:
Ctrl+Shift+M
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Track number (0 for all): Start with track 0 as active track: This option permits a change
to I/O routing for a certain number of tracks. If you set the track number to 4, starting at
track 8, the selected routing setup is applied to tracks 8-11.
Hint: To be able to switch these commands to active, you must first replace the "Do not
change the setup currently used in the project" option in the neighboring "Routing" field
with another option from the selection menu.
Routing
Keep current setup: No routing assignment takes place if a preset is loaded.
Assign all tracks to stereo master: All tracks (incl. AUX and submix busses) are routed to
the master. The panorama settings are alternatively set to left and right via L/R panning.
Use this if you are recording stereo sources as mono pairs.
Assign all tracks to different mono/stereo devices: All tracks are assigned to the
different output devices. In the System/Options Window (Shortcut: Y) you can define
which devices are available in Samplitude and which are not. When routing to mono
devices, the tracks are also placed right/left in panorama alternatively.
Initialize tracks on surround channels: THe corresponding tracks are created here after
you have selected the surround setup.
Use saved setup or preset: The settings saved in the preset are used.
Playback options
This item launches the Play Parameter dialog. Please refer to the Play/Rec menu section,
for further details.
Shortcut:
Autosave
The Autosave dialog is available via the project options.
This dialog provides options for creating backups of projects. The button View backup
project opens the selected backup in the arranger.
OPTIONS MENU
The button Restore backup status ensures restores the project to the status of the
backup. If the current project was changed previously and not saved, then the last status
may be saved with the extension _OLD.vip.
Autosave mode
Autosave mode may be activated with the corresponding check box. Select from the
following options:
Save to original: Overwrites the original file in specific intervals with the current status. If
the option Save in subfolder is selected, the previous status, i.e. the pre-previous status
will also be updated in the Backup subfolder.
Add backup file (*bak.VIP): Adds a backup file and updates this at specific intervals. If the
option "Save in subfolder is selected, the backup file will be updated in the Backup
subfolder each time it is saved.
Max. 10 backup files (*bak0.VIP bis *bak9.VIP): Specify up save intervals for up to 10
backup files and number them. If the option "Save in subfolder is selected", the backup
files will be updated in the Backup subfolder each time they are saved. After 10 backup
processes, the final backup file will receive the extension *bak9.VIP, the oldest backup file
will be deleted, and the others will move downwards in the sequence.
Media link
The media link in "Options -> Project properties" allows you to link video and MIDI files with
your Samplitude project to play them simultaneously.
More detailed information about the media link is available in "Synchronization -> Media link
(view page 307)".
Project info
Here you can enter information pertaining to your project.
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There is also a text field for comments. These can be set to show each time the project is
opened.
Project status
This gives you all project status information like the name, path, number of ranges, markers
and objects, wave files used in the current project, or the date of creation. You can also
create a text file which includes all of this information.
OPTIONS MENU
This meta data is then available to all users of the audio file in the future. Some applications
can read or extract this meta data for further purposes, such as the administration of the
audio data in the databases.
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agreements regarding the use of the UMID before using this feature. Use of UMID is not
absolutely necessary for a valid BWF.
Coding history: Besides information about the file format (A: encoding, e.g. PCM, F:
sample rate, W: bit width, these values are only used with non-transparently encoded
material like MPEG or MP3, M: number of channels), each entry of this field contains a T
value. This is a comma-free text string for entering serial numbers of recording tape
machines, codecs, dither types, AD converters, or special signal editing applied to the file
(like denoising).
An entry is made when a file is recorded in Samplitude. If this file is then processed again
(e.g. the bit width has been reduced or MPEG encoding), then an additional entry is added.
Use of the coding history is regulated in the EBU Recommendation R98-1999.
Extended options
Save BWF graphic data in wave files: If this option is activated, Samplitude creates a socalled Peak Chunk that saves graphic information as a meta data in the file. Samplitude
usually saves graphic data in separate files (.ho files).
Reading graphic data and using such data in Samplitude: If this option is activated, the
peak chunk included in a BW file is used instead of a .ho file.
CD Arrange Mode
When you activate this menu item, Samplitude re- arranges newly inserted Objects, and
inserts pauses between the Objects (conforming to the Red Book Standard).
Please also read "CD/DVD (view page 665).
Units of measurement
This submenu allows the various measurement settings to be adjusted. These have an
effect on the start position and length of the current range in the project window, the grid
dimensions, and the position of the play cursor. The following units are available: Samples,
milliseconds, hours/mins/secs, SMPTE (project frame rate), SMPTE (individual frame rate),
SMPTE milliseconds, beats, CD-MSF, feet and frames 16 mm (40fpf), and feet and frames
35 mm (16fpf).
OPTIONS MENU
Project options
General:
Please also read "System settings -> Project options -> General (view page 34)" for more
details.
Mixer setup:
Detailed information can be found in "Options -> Project properties -> Mixer setup (view
page 681)".
External effects:
Detailed information on this topic can be found in "Effects Breakdown and functionality ->
External hardware effect integration".
Video setup:
Detailed information can be found under "Options -> Project properties -> Media link".
Synchronization:
Detailed information can be found in "Synchronization (view page 298)".
Project information:
Detailed information can be found under "Options -> Project properties -> Project
information (view page 683)".
Project status:
Further information can be found under "Options -> Project properties -> Project status
(view page 684)".
Broadcast wave:
Detailed information can be found under "Options -> Project properties -> Broadcast wave
manager (view page 684)"
Track options
Detailed information on this dialog can be found in the "Track" menu -> Track settings
(view page 420)".
Keyboard shortcut:
Alt + I
Synchronization active
You can use this command to activate synchronization.
Shortcut:
Synchronization Setup
Read the Synchronization chapter for an introduction on how to synchronize Samplitude
with other programs or external MIDI devices.
Shortcut:
Shift + G
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MMC setup
Read "Synchronization (view page 298)" for more information about synchronization
settings.
Program Preferences
VIP mouse mode
The same functions are available for selection in the submenu as are in the mouse mode
list.
In addition to the various mouse modes, numerical values in dialog windows can be
changed by clicking on the input field or by moving the mouse up and down while holding
down the left mouse button. Here, the mouse cursor changes to a vertical double-arrow.
"Universal" mode
This is the preset mouse mode for Samplitude. All necessary functions are available by left
clicking. A right click always opens a context menu.
Detailed information about "Universal" mode is available in the "Screen elements -> Mouse
mode bar -> Universal mode" section of the manual.
Right mouse button: Context menu
Left mouse button:
Upper half
Drag: Stretches and moves of ranges
Click: Sets the start position of the play cursor.
Lower half
Click: Selects slice objects
Click + Shift: Selects multiple objects (including all objects between two clicked objects).
Click + Ctrl: Selection of multiple objects.
Drag + Shift: Moves an object (or a group of objects) onto a different track, the horizontal
position remains the same.
Drag + Ctrl: Duplicate one or more objects.
Drag + Shift + Ctrl: Duplicates one or more objects, while allowing the objects to be
moved up or down the track list without changing the time position.
Object Editor: Double-click opens the Object Editor
Lasso function: Clicking next to an object on the empty track, while right-dragging the
marquee (lasso) across multiple objects, selects all objects within the marquee.
Clicking next to an object, while left-dragging activates the object lasso for selecting
multiple volume or panorama events.
Object handles
OPTIONS MENU
Middle handle (top): Changes the object volume. The exact value in dB can be seen in
the tooltips.
Side handles (top): Fade in or fade out of the object can be set here. The fade curves
used here can be edited in the Object Editor.
Lower handle: Here you can set the start and end position of the object.
Volume and panorama automation curves:
Double-clicking on a curve: Creates a new curve event, while double-clicking again
deletes an existing event.
Clicking on an event: Selects an event.
Clicking on an event + Ctrl: Allows selection of multiple events.
Clicking on an event + Shift: Multiple selection of start and end events including all
intermediary curve events.
Dragging an event: Moves a selected event.
Dragging an event + Ctrl: Moves several events.
To delete multiple events, select them and choose "Edit" -> "Delete curve handle" or simply
press the "Del" key on your keyboard.
"Range" mode
In this mode, only ranges and the play cursor (position line) can be manipulated.
Detailed information about "Range" mode is available in the "Screen elements -> Mouse
mode bar -> Range mode" section of the manual.
Right mouse button: Context menu
Left mouse button:
Drag: Stretches and moves ranges with the Shift key.
Clicking near range: Sets the start position of the play cursor.
Held "." point key: Switches temporarily to Object mode, whereupon objects can then be
moved.
Held "-" dash key:: Switches temporarily to Curve mode, whereupon the volume and
panorama curves can be moved and edited.
Curve mode
When using this mode, the left mouse button can create, edit and delete volume or pan
curves.
Read more on this in the "Screen elements -> Curve mode (view page 72)" section of the
manual.
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OPTIONS MENU
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Object mode
Lock all objects
This option locks all options to all tracks and protects them from accidental moving.
Normal
If you've previously selected (i.e. enabled) any of the linking options, you can select this
option to unlink all Objects. Multiple selection of Objects is possible.
Couple curves to objects
In this mode, Volume and Panorama curves are attached to the objects beneath them so
that they can be moved together.
Link until Silence
All Objects of a track, starting with the mouse position up to the next silence, are selected
and moved together. This way, parts of a project if separated by pauses will stay
unaffected by move operations made before the gap. Multi- selection of Objects is possible
on different tracks.
Link one Track
Select this option to quickly link all Objects in a track. For example, You can use this
feature to quickly move all of the Objects (simultaneously), while preserving their relative
time positions. Multi- selection of Objects is possible on different tracks.
Link all Tracks
Select this option to quickly link all Objects in all tracks. As an example, You can use this
feature to quickly move all Objects in the VIP (simultaneously), while preserving their relative
time positions. No multiple Object selection is possible.
OPTIONS MENU
This dialog allows you to specify keyboard shortcuts for every menu function in Samplitude.
It's possible to set the commands you use most often to a special key combination in order
to open them quickly.
In addition, you can hide seldom used menu points.
When you close Samplitude, the shortcut settings are saved in the Windows folder file
"Sam_d.ini" so that they are automatically made available the next time the program is
opened.
The display of the entire menu tree is the key function of Samplitude.
Select a menu point you want to create a new shortcut for, or if the menu point should
appear in Samplitude's main menu.
Display and search for menu items
The menu is displayed in tree form, and submenus can be opened up by clicking on the
"+" symbol. You can also search for a specific menu point by entering any desired search
term into the upper input field and then clicking on the telescope beside it.
Show/Hide menu point: Select a menu point which you would like to hide. "Hide menu
point" removes the menu point from the menu. It will be shown in grey in the dialog's tree
diagram. Please note that the menu point will no longer be selectable via previously defined
keyboard commands. "Show menu point" activates the hidden menu point again. "Reset"
returns everything to its original condition with all commands visible again.
Load/Save/Reset: These buttons load, save, and reset the menu definitions, respectively.
Create keyboard shortcuts: Click on the desired menu point and then on the entry field
underneath the "Shortcut..." bar. Next, press the buttons desired for the keyboard
combination.
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You can also use combinations of any key with "Shift", "Alt", and "Ctrl". You can now
assign the new shortcut with the button at the far right. Please do not use the space bar,
"ESC", or "Insert", since the functions of these keys are permanently set in Samplitude and
cannot be changed.
Assign: This button activates the entered key combination as a new keyboard shortcut.
Find keyboard shortcuts: Click on the input box underneath the "Shortcut..." bar. Next,
press the keyboard combination buttons for the search. Click on telescope symbol on the
side to view the menu command assigned to the keyboard shortcut.
OPTIONS MENU
"Mouse wheel" allows definition of the mouse wheel for zooming and scrolling in the virtual
project. Define which modifier ("Alt", "Ctrl", "Shift") triggers which action in combination with
the mouse wheel.
Note: If the combination "Alt + Shift" is pressed, then this could cause the Windows
language to switch. To avoid this, you can switch off this key combination. Open up the
region and language options in the Windows system settings. Navigate to the "language"
tab and then the "Details" button to see the settings for the standard entry scheme. Press
the "Keyboard..." button to access the advanced keyboard options. If you open the
"Change key combination..." dialog and click the check mark next to "Switch entry
scheme" and remove the check next to "Change keyboard layout", this language switching
problem should not happen in the future.
Adjust toolbars
Samplitude lets you customize toolbars to your individual needs. The corresponding editing
dialog can be opened by double-clicking on each toolbar.
Select an available button and press "Add" to add the selected button to the tool bar.
Select an available button and press "Remove" to remove the selected button from the
current tool bar.
Rest toolbars
Resets the toolbars to default settings. Select whether individual toolbars should be reset
or if all of them should be reset via "Reset all toolbars". If the file "Samplitude_TB.ini" is
deleted from the Samplitude folder, then the default settings will be reset.
Grid Lines
Please read the explanations in the "View" menu (view page 401).
Font Selection
Select this option to change the font that is used for general display purposes in
Samplitude.
MIDI Options
For more details about MIDI settings read the chapter "System settings > MIDI Settings
(view page 32)".
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Metronome Options
In this dialog you can activate the metronome which helps you play in time when recording.
The metronome can be played selectively via MIDI (a sound card with MIDI functions or an
external MIDI Instrument which plays the metronome click) or via the master Mixer channel.
Active while Playback: This option makes sure that the metronome click is audible on
playback.
Active while Record: This option makes sure that the metronome click is audible when
recording.
Precount for recording (measures): Here you can specify the number of beats that the
metronome will precount before recording starts. If you activate the "Precount clicks only"
option, the metronome will stop before recording.
Audio Metronome
First Beat / Beats: Here you can set various samples and the volume for the first beat of
each bar or the other beats of the bar.
Volume: Controller for the audio metronome volume
Device: Set the audio device for the metronome here. Stereo Master is set as default.
MIDI Metronome
MIDI output device: Here you can set the device which you wish to use to create the
metronome clicks (usually the sound card).
MIDI Channel: Here you can set the MIDI channel via which the MIDI commands are sent.
OPTIONS MENU
First Beat / Beats / Note Value / Velocity: Here you can set various note values and the
velocity for the first beat of each bar or the other beats of the bar.
Audio Metronome
First Beat / Beats: Here you can set various samples and the volume for the first beat of
each bar or the other beats of the bar.
Volume: Controller for the audio metronome volume
Device: Set the audio device for the metronome here. Stereo Master is set as default.
MIDI Metronome
MIDI output device: Here you can set the device which you wish to use to create the
metronome clicks (usually the sound card).
MIDI Channel: Here you can set the MIDI channel via which the MIDI commands are sent.
First Beat / Beats / Note Value / Velocity: Here you can set various note values and the
velocity for the first beat of each bar or the other beats of the bar.
Display options
Shortcut: Shift + Tab
You can find out more about display of your project "View menu" > "VIP Display Mode
(view page 404)".
Color Setup
Details about the color settings can be found in the menu reference under "Options menu > System/Audio -> Design -> Colors (view page 714)".
Undo settings
Use this Editor to switch on and off the undo function for virtual projects, wave projects,
and plug-in settings. The number of undo steps can also be entered: A value of 20 means
that the last 20 changes to a project can be undone.
If you tick the corresponding box, temporary Undo files can always be created as HD wave
projects for RAM wave projects.
Dithering Options
How does dithering work?
An audio signal is quantized at a higher or lower resolution with every A/D conversion.
During quantization, the signal receives an echelon form via limiting of the possible
amplitude values. An 8-bit signal, for example, possesses only 256 amplitude values. This
echelon formation causes distortion and thereby deforms the signal, especially impairing
the sound of the lower levels.
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Dithering can be understood as "mixing in" of low-level noise which seriously reduces the
human ear's detection of sound defects.
When to dither?
Samplitude always dithers a signal in integer format when it is saved or exported.
This is the case for the following situations:
During 16-bit playback. All device addressing takes place in fixed comma resolution.
When burning audio CDs in real time using an internal precision setting of 32bit float.
When using track-bouncing for virtual projects into 16-bit wave files, if the internal
exactness is set to 32-bit float.
When converting any 32/24-bit wave projects to 16-bit wave projects.
Note: Samplitude does not execute dithering during recording.
The individual settings for dithering can be set during each track-bouncing process.
Detailed information can be found in the menu reference under "Tools -> Track-bouncing
(internal mixdown) -> Track-bouncing settings: Effects".
Dithering options
No dithering, math. rounding of sample value: In this mode conversion of the signals of
32-bit float via precise mathematical rounding without dithering. This rounding makes sure
that surplus commas are not simply cut away which also prevents signal distortions.
Dithering with linear spread noise: In this mode, audio data at 32-bit float is converted
via dithering with noise featuring amplitude values that occur at regular intervals. The noise
level can be set in the "Dithering depth in bits" parameter.
Dithering with triangular spread noise: In this mode, audio data at 32-bit float is
converted via dithering with noise featuring amplitude values split into triangular intervals.
This means that values are more regular in the medium range and less often at the
maximum or minimum values. This type of dithering usually creates better results than
linear dithering. The noise is not modulated through the signal, which results in a fading
signal being enveloped by one constant noise signal.
OPTIONS MENU
Dithering depth in bits: Set the noise level used for dithering here. Input is in bits. You can
specify how many bits of the resulting 16-bits dithering should be affected. In most cases,
values between 0.5 and 2 will provide good results. Increase the value until distortion
effects are no longer audible. If you can't perceive any disturbances, values below 0.5 are
sufficient. If you want add a high level of noise to your signal, then add values between 8
and 12.
POW-r Dithering / Smart Dithering
POW-r #1 (dithering): This function uses a special dithering curve to minimize quantization
noise.
POW-r #2 (noise shaping): This function uses additional noise shaping across a wide
frequency range to extend the dynamic range by 5-10 dB.
POW-r #3 (noise shaping): This function uses additional, optimized noise shaping to
extend the dynamic range by up to 20 dB within the 4-20kHz range, which is the range the
human ear is most sensitive to.
Noise shaping minimizes side effects caused by bit reduction by spectrally displacing the
quantization noise above 10 kHz, which is the range the human ear is least sensitive to.
Which dithering mode sounds the best depends mainly on the audio signal.
Smart dithering for wave files: This option is set as the default. Dithering will only occur
on 16-bit exports and when burning CDs if the bit-depth is not 16 bits. If the original
material amounts to 16-bits, dithering only occurs when there are modifications to the bit
depth. Dithering is not calculated during silence.
Smart dithering for virtual projects: This option is switched off by default. In this case,
dithering only occurs if the bit depth does not equal 16-bits.
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For special user cases you can set and save your own buffer settings. In addition, special
presets are available, for example for scrubbing and ASIO applications.
OPTIONS MENU
Activate TrackSpeed: Set a check mark here to set the TracSpeed functionality.
Load file cache in stopped state.
If this option is activated, the file cache will be preloaded after every repositioning of the
play cursor. You can recognize this by the "preloaded cache" notification that appears in
the bottom right status bar. The next play takes place automatically because the necessary
audio files are already present in RAM.
Read ahead: Here you can enter how many seconds of the VIP can be preloaded.
Preload at play start: This value determines how much of the cache will loaded at play
start, in percent. Large values delay start, but increase play stability when track count is
high.
Moreover, the dialog will show you the following information:
Used tracks
Total memory requirement
Data transfer rate
Reading block size
Lock settings
Here you can select which functions should be disabled by locking objects or tracks. You
can choose from the following options:
Locking objects
Disable moving: Prevents objects from being moved horizontally. This way you can avoid
unintentional offsets between individual tracks for multi-track recordings.
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System options
In this dialog you can specify all the important settings for Samplitude.
In detail this is:
System options: Audio setup, audio devices, MIDI, hardware controllers, metronome,
record, play, performance, advanced buffer settings
Program preferences (program): General, undo, object locking
Keyboard, menu, and mouse: Keyboard, menu, MIDI editor, special keys, mouse,
mouse wheel.
Design: Skins, display options, colors
Effects: Dithering, resampling/bouncing, VST/DirectX/ReWire, destructive effect
calculation
Option management: Reset program settings to default values
Project options: Switches the tree structure of the project options
OPTIONS MENU
Most dialogs can also be activated separately via the related menus or are explained in the
menu reference under "Options -> Program preferences (view page 688)". You can find
explanations regarding system settings directly via the "System/Audio" dialog.
Audio System
Driver system
Please also read the chapter "System settings -> Audio setup (view page 27)" for more
details.
Buffer settings
Please also read the chapter "System settings -> Audio setup (view page 27)" for more
details.
Device Resolution / Device Communication
Please also read the chapter "System settingss -> Audio setup (view page 27)" for more
details.
Monitoring settings
There are different ways of monitoring. These settings are used as presets for new
projects.
Detailed information can be found in the "System settings ->Monitoring settings (view page
28)" chapter.
Audio Devices
Please read the chapter "System settings -> Audio devices (view page 32)" for more
details.
MIDI
Detailed information on this can be found in the chapter "System settings -> "MIDI options
(view page 32)".
Hardware controllers
Detailed information on this can be found in the "Hardware controllers (view page 309)"
chapter.
Metronome
Detailed information on this can be found in the menu reference under "Options" ->
"Program Preferences" -> "Metronome Options (view page 698)".
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Record
This dialog enables the selection of various dialog configurations and cursor behavior when
recording.
Format: Choose from 16 bit, 24 bit or 32 bit (float).
Enter the Recording offset in samples to ensure consistent movement of your audio
recordings with regard to the existing audio material in the arrangement.
OPTIONS MENU
Post recording: Post-recording may also be activated in the recording options in order to
record up to 2 seconds of audio material in the background after the actual recording is
ended. If the end of the object to the right after recording is dragged out, the portion of
extra material recorded will be displayed. The preset for post-recording equals 0.5
seconds.
Advanced options
Show small record window during direct recording: Displays a small non-modal
recording window with the most important recording controls while recording.
Show small record window during recording/punch in recording: Displays a small nonmodal recording window with the most important recording controls during punch
recording.
Show confirmation window after recording: If this option is checked, a dialog will appear
after the recording process to choose whether to keep or discard the recording.
Note: Select the option "Display confirmation window after pressing the record button..." ,
and the recording will always be saved directly after it has completed. On the one hand,
this offers the best protection against data loss as a result of inadvertent deletion is
guaranteed, and on the other hand, obviously unnecessary takes are saved to the hard
drive and take up space until they are manually deleted.
Update object during recording: This option increases the recorded object constantly
along with continuous recording.
Autoscroll recording position: If this option is activated, the window will scroll along with
the recording cursor.
Set cursor to record end - start next recording at this position: If this option is active,
the play cursor is moved on recording; playback/recording then starts from this position.
Recording button in recording options can stop recording: Specify that the "Record"
button in the Recording options (shortcut: Shift + R) is able to start or stop the recording
process.
Record button ends playback after standard recording: If this option is activated, then
the running recording and playback may be ended by pressing the "Record" button in the
transport console.
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Playback
Stop at current position: If this option is activated, the cursor remains at the
last position when the Stop key is activated.
Check Space key for playback stop also in background: The space key can be used to
start and stop playback. If Samplitude plays in the background, this option decides
whether or not the space bar should cause playback to start or stop.
Enable Ctrl + Space for Play Selected Objects in Arranger: This shortcut makes sure
that selected objects can be played in loop mode and solo in the arrangement window.
Here a range is drawn up over the affected objects.
Pre-roll time (seconds): Here you can enter the time that is played when monitoring a
performed crossfade before the intersection.
Post-roll time (seconds): Here you can enter the duration, which is played when, for
example, previewing an executed crossfade after the intersection.
Maximum Reverb time for Objects without Fade out: If you use realtime effects on
objects, it can happen that, for example, reverb gets cut off at the end of the object. If you
enter a value here, the effect is computed for that amount of time.
Autoscroll
Use Autoscroll to activate a feature which is especially useful when working with long HD
wave projects: The graphical display always changes when the Play Cursor (position line)
leaves the visible section.
Active: Switches Autoscroll on/off
Shortcut:
Scroll
Soft Autoscroll
Switches between Soft and Page autoscroll
OPTIONS MENU
Shortcut:
Shift + Scroll
Stop at the current position: With this option the cursor stops at the current position
when the stop button is pressed.
Scrubbing
Shuttle: The relative distance between the play cursor (positions bar) and the mouse
position can be used to control the speed. The play cursor follows the movement of the
mouse.
OneSpeed: Only scrubs at a speed you have selected.
TwoSpeed: Scrubs at two speeds. If you draw out the mouse quickly over the project,
normal speed is used during playback if you drag it at a slower speed, the second speed
is used. This can be specified relative to normal speed using a factor, default is set to
0.125, which is 1/8 of normal speed.
Absolute: You can also use the absolute position of the mouse in the window to control
the speed:
left border = double speed backwards
middle = no movement
right border = double speed forwards
Performance
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OPTIONS MENU
The options compiled under "Performance" serve to optimally set up your system's
performance. You can see, among others, "ASIO silence economy" for switching off empty
or silent tracks with ASIO.
Multi-CPU support: Samplitude supports use of multi-CPU/multi-core/HT workstations
that distribute the load of various tasks across several processors. If you select the driver
system "MME" or "WDM", the audio thread editing will run mainly on the first CPU. Disk I/O
operations, graphics, and video implementation are processed by additional CPUs.
With "ASIO" activated as the driver system and dual CPU support, the mixer tracks and
their effects are distributed between the initial CPUs. Objects (including their effects),
integrated video material, and the graphics engine are distributed between additional
available CPUs. The program is currently optimized for operating with up to four cores.
If you own a system with multiple CPUs, you will be able to get higher performance from
your system for processing audio, provided that you activate this option. However, using
multi-CPU support can lead to incompatibilities with plug-ins that are specified for a set
track processing series.
ASIO priority boost: Among all threads of the application, special priority is granted to the
ASIO thread. This option is a preset and does not need to be modified. This increases the
reliability of your audio recordings as well as that of the playback.
Note: We recommend you deactivate this option for LYNX and TASCAM devices.
Switch off muted tracks when working with ASIO: Use this option to reduce the CPU
strain on your system. When muted, however, there may be some delays.
Switch off empty or silent tracks when working with ASIO "ASIO silence economy":
Use this option to reduce the CPU strain on your system even more. This function can,
however, cause fluctuating CPU efficiency.
Switch off the "Hybrid Engine" when bouncing/exporting: If you activate this option, all
effects are calculated during the bouncing/exporting process using the faster "Economy
Engine". This can, however, cause irregularities when some plug-ins attempt to
compensate for latency.
Note: If you activate every option, you'll achieve maximum system performance. If you
deactivate every option, you'll achieve maximum compatibility.
OPTIONS MENU
Program
General
Open VIP and record window on program start: Enable this option and Samplitude will
automatically open an empty virtual project (VIP) and the "Recording parameters" dialog
when the program is started.
Open wave projects in destructive editing mode: If this option is active, wave projects will
be opened in destructive editing mode.
No changes to VIP size during zooming: If you zoom the virtual project out beyond the
section size, this option will automatically stop it from being extended.
Play cursor independent of range: This option allows the play cursor to be set
independently in "Loop" mode and playback to be started outside of the selected loop
range.
Performance display: This option activates the DSP performance display in the lower left
corner. If the display shows values of 100% or more, then the processor is overloaded. In
that case, take the following steps:
Reduce the number of DSP effects in the mixer or in the object editor.
Reduce the number of tracks with audio objects.
Increase the VIP buffer size in System -> Playback/Record devices to 16000 or 32000
samples.
The status bar will display suggestions if the processing capabilities of the CPU are
exceeded (e.g. during use of "Noise reduction" or "FFT analyze filter") during real-time
prelistening.
Hide wave projects loaded into VIP: The windows of the wave projects loaded directly into
the VIP are hidden.
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OPTIONS MENU
Use project tooltips: If this option is active, additional information is displayed when the
mouse pointer hovers over an interactive element.
Show extended project tooltips: If this option is active, the extended tooltips are displayed
when the mouse pointer is held over an inactive element in the virtual project.
Keep FX dialogs on top: This option keeps all effects dialog windows "always on top" of
all other windows.
Reset global "Don't show this message again": Press this button to reactivate all tips
dialogs which you have deactivated over time.
Path settings
New virtual project: All new virtual projects as well as recorded and imported wave
projects will be saved under this path.
Project files: All other wave files saved on the hard drive that cannot be allocated to a
specific VIP are under the given path.
FTP download: All files downloaded via the integrated FTP client will be saved under this
path.
Temporary files: This preset path is directed to the standard temporary files folder. Please
make sure that this folder is on a hard drive or partition with sufficient free storage space.
Undo
Detailed information on this can be found in the menu reference under "Options" ->
"Program Preferences" -> "Undo Definitions (view page 699)".
Object Lock Definitions
Detailed information on this can be found in the menu reference under "Object menu" ->
"Lock Objects" -> "Lock Definitions (view page 429)".
OPTIONS MENU
Design
Skins (interface settings)
In this dialog you can select different skins for the project, the mixer, and the Transport
Console. Use the skins to adjust the color and graphical display of the Samplitude
interface.
There are specific skins adapted for working with certain methods like the "Multi Track
Mixer", which can help keep the overview when recording from lots of different recording
sources.
By clicking on the icon to the top left in the title bar of the corresponding window (Mixer or
arranger) you can select from the various skins.
System / Audio > Design > View Options
You can find out more about this in the menu reference "View " > "VIP Display Mode (view
page 404)".
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OPTIONS MENU
Colors
All colors used in the program can be set here. You can also load and save these colors as
presets.
Use automatic sample colors for record: Here a separate random color is chosen for
each recorded object per track.
Restore
Restore last state: The last status of the color settings, before the dialog was opened, is
restored.
Reset...: Here you can reset the color settings to those of the previous or original color
state.
Previous state: The previous color settings will be restored.
Original state: Resets all colors to their default setting.
Reset object colors: This option resets all object colors. This may also be necessary when
importing a project from a different PC with different color settings, or where the objects
have colors that deviate from the standard object colors as a result of an automatic
allocation of the sample colors when recording.
Reset track colors: Resets the track colors.
OPTIONS MENU
Reset object colors to track colors: Sets the object foreground colors of the waveforms
to the track colors.
Object background to track colors: Sets the object background colors to the track
colors.
Semi transparency view: In some effect dialogs and editors there are transparent
displays. These can be deactivated here to increase performance.
Effects
Dithering
Detailed information on this can be found in the menu reference under "Options" ->
"Program Preferences" -> "Dithering Options (view page 699)".
Resampling / Bouncing
Here you specify the settings for Record Resampling (Normal, High, Very High), Playback
Resampling (Normal, High) and Object Resampling for new objects (Normal, High) as well
as the Bouncing Quality (High, Very High, Ultra high 1, Ultra high 2).
Furthermore you can select the following freeze options here:
Keep Mono, if possible
Use additional samples for object freeze
Object freeze without object volume
16 bit, 24 bit, 32 bit formats are available
VST / DirectX / ReWire
Detailed information can be found in the "Mixer -> Effects routing/Plug-ins dialog ->
VST/DirectX/ReWire setup plug-in buffer (view page 159)" section.
Destructive effect calculation
Here you can choose if you wish to add the effect to the original file when editing
destructively, write it into the effect file, or create a new effect file for each calculation.
Detailed information on this can be found in the "Offline Effects" menu -> "Advanced
Options (view page 451)".
Options management
You can set the program settings back to their default values by placing a checkmark at
the corresponding settings in this dialog:
General settings
Audio/MIDI settings
Visualization settings and window positions
Toolbars
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OPTIONS MENU
User administration (lets you delete all users and user settings)
The corresponding ini. files are deleted when reset is activated. The selected program
settings will be reset. A backup of the last settings will be created, and the program will be
restarted. The "Restore" button allows you to restore the previous program settings.
OPTIONS MENU
Project options
General:
Please also read "System settings -> Project options -> General (view page 34)" for more
details.
Auto save:
Detailed information can be found in "Options -> Project properties -> Project auto save
(view page 682)".
Mixer setup:
Detailed information can be found in "Options -> Project properties -> Mixer setup (view
page 681)".
External effects:
Detailed information on this topic can be found in "Effects Breakdown and functionality ->
External hardware effect integration".
Video setup:
Detailed information can be found under "Options -> Project properties -> Media link".
Synchronization:
Detailed information can be found in "Synchronization (view page 298)".
MIDI Machine Control (MMC):
Detailed information can be found in "Synchronization (view page 298)"
Project information:
Detailed information can be found under "Options -> Project properties -> Project
information (view page 683)".
Project status:
Further information can be found under "Options -> Project properties -> Project status
(view page 684)".
Broadcast wave:
Detailed information can be found under "Options -> Project properties -> Broadcast wave
manager (view page 684)"
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WINDOW MENU
Window menu
Cascade
Choose this option to cascade all open windows.
Tile
Choose this option to tile all open windows.
Shortcut: Return
Untile
If you previously chose the Tile option, you can choose this option to return all open
windows to their original locations.
Shortcut:
Shift + Return.
Arrange Icons
Choose this option to organize all icons (minimized windows) at the bottom of the screen.
Main Toolbar
Select (enable) this option to display the Main Toolbar. Unselect (disable) this option to hide
the Main Toolbar.
Main Toolbar 2
Use this command to hide or show the second toolbar. A check behind the menu item
indicates that the second toolbar is visible.
Position bar
Use this command to hide or show the position bar using positioning and zoom buttons. A
tick after this menu point shows that the status bar is visible.
Position bar 2
Use this command to hide or show the second position bar and the positioning and zoom
buttons. A check after this menu point indicates that the status bar is visible.
WINDOW MENU
Range bar
Select (enable) this option to display the Range bar. Unselect (disable) this option to hide
the Range bar.
Grid toolbar
Use this command to hide or show the grid bar.
Workspace bar
Shows or hides the work area list, which contains various presets for certain tasks (for
example, CD-Mastering, etc.).
Button bar
Shows or hides the Button bar on the lower part of the display. The buttons on the Button
bar allow you to open/close the main windows of Samplitude.
Status bar
A tick behind the menu point shows that the status bar is visible.
Mixer
Choose this option to open the Mixer window.
Shortcut:
Track Editor
This command opens the Track Editor to the left of the Arrangement window. It enables
access to all important track parameters of the selected track.
Time display
Keyboard shortcut:
Ctrl + Shift + Z
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WINDOW MENU
This lets you read the current time position even if you're sat further away from the
computer. Font and colors of the display can be selected in the context menu by rightclicking on the time display.
In the context menu of the time display the number of lines/fields that are to be displayed
can be set between 1 and 5.
Double-clicking lets you select and edit most sizes.
Mouse position: This value displays the current mouse position and cannot be edited.
Mixer value: This value displays the mixer fader that was just changed as well as the
volume or pan fader in the track box and cannot be edited.
WINDOW MENU
Visualization
Keyboard shortcut: Ctrl + Alt + Shift + V
The visualization display graphically displays the audio material.
Choose from the following display options: Peak meter (control display), oscilloscope, bit
meter, correlation gauge, L/R oscilloscope (phase correlation), directional gauge,
spectroscope, spectrogram, and tuner.
The visualization display can be adapted easily to your personal presets. Click on setup,
and a context menu will open to set the value ranges, update speeds, drop times, and
colors.
Speed
Define the speed of a visualization mode by selecting from 3 presets or defining it yourself.
The measurement units used are milliseconds for a drop of 10 dB (ms/10 dB).
Peak hold
Here you can enter a time value for hold and decay of peak levels. it is possible to enter the
values for "Hold time" and "Decay time" in ms.
Spectral options
This menu is provided to specify various settings for the "Spectroscope" and
"Spectrogram" modes.
This includes:
The type of display (linear of logarithmic)
The number of bands. Higher band numbers mean a higher CPU load and thus reduced
PC performance or sluggish visualization display.
Calculation of band visualization maximum/average/power sum.
Stereo options show left or right channel, the sum or difference of both channels
FFT parameters FFT size, band overlap and window function.
Hint: Larger FFT sizes are necessary only if a more precise visualization of the single
frequencies in the bass range is required.
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WINDOW MENU
Display/Colors
Set the grid/foreground and background colors here, as well as RMS, peak colors, and
limit value colors.
Bold: Makes lines that appear in the "Oscilloscope" mode appear thicker.
Various color presets are also available for selection.
Reset (all)
This function resets all displays of open visualizations.
Device
If several audio devices are available, this option lets you determine which device should be
visualized. If, for example, you are mixing 4 submix busses, which are each routed to a
different device, you can visualize each bus individually.
Load/save setup:
If custom presets have been saved in the available "fx-presets" directory, then these will be
available under "Load setup / Save settings". Various presets are also provided, for
example the k-metering settings K-12, K-14, and K-20.
K-metering
In the visualization area, there are a number of presets for the K-metering system. The
presets supplied use the new options in order to implement metering according to K-12,
K-14 and K-20 norms. Uniform reference volumes on different media can be achieved
especially when mastering under normalized listening conditions. The peakhold display
continues to show signal peaks and can be used to avoid clipping.
The "k-system" refers to the metering system developed by Bob Katz which has become
the standard for monitoring audio signals when mastering. K-system metering enables
uniform calibration and monitoring. You can use it to easily exchange audio material
between different studios and have matching monitoring results. With regard to k-system
metering, it's not so much the loudness, but rather the musical dynamics that take center
stage. Setting the level to 0 dB sets the reference volume which no longer matches the
maximum level, as often used to be the case.
WINDOW MENU
Depending on the program and audio material, three different meter scales can be used:
K-20 = 0dB reference (83dBSPL) at -20dBFS
K-20 is especially recommended when using audio with large dynamics like classical
music or film sound.
K-14 = 0dB reference (83dBSPL) at -14dBFS
K-14 is especially recommended for rock and pop productions or for Surround sound.
K-12 = 0dB reference (83dBSPL) at -12dBFS
K-12 is especially recommended for radio and television networks.
The corresponding scale for setting up the monitoring volume is calibrated with pink noise.
If pink noise is set to 0dB, a level of 83dB SPL results, which is a volume reference
originating from the film industry.
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WINDOW MENU
Peak meter
The peak meter (clipping display) indicates the volume in dB during playback. Press the
"Setup" button to define the range, peak meter reference value, RMS display, speed,
colors, etc. The dB value that is displayed indicates how far the current volume is removed
from the peak meter reference value. If a red bar can be seen to the right beside the actual
peak meter display below "max", then clipping is occurring. Lower the volume to avoid
distortions. Clicking the "Reset" button will reset the display settings to default.
WINDOW MENU
The RMS value display is visible as a white bar/line and numerical value in the peak meter if
the "RMS" menu item is activated.
Oscilloscope
The oscilloscope displays the signal amplitude across the timeline. The display speed is
variable. This can be edited via the "Setup" button.
Bit meter
The bit meter shows you the rate at which the signal being played back is being calculated
at, and which maximum editing rate is possible.
Correlation meter
The correlation gauge allows phase shifting between the stereo channels to be viewed,
thereby indicating the degree of cancellation. A value of +1 corresponds with 0 phase
shifting. A vlaue of -1 corresponds with 180 phase shifting. If the signal display is present
in the left, red area between 90 and 180, then the signal will no longer be played back
without disruptions via a mono receiver.
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WINDOW MENU
Phase correlation provides information regarding the distribution of the stereo picture in
your recording. A mono recording would be displayed as a vertical line in this display. A
song produced in stereo, on the other hand, would be displayed as a "diffuser ball", since
numerous instruments in the mix have been assigned different panorama positions.
The broader the display becomes, the broader the stereo field of the recording is. Please
note, that when the display is extremely broad, more cancellations occur, meaning that the
signal is inversely phased, causing it to be less mono-compatible.
If the signal display tends to be diagonal, then this indicates that the stereo mix is not
balanced. In this case, a channel would be louder than the others.
Directional gauge
The directional gauge indicates the direction from which the signal originates.
WINDOW MENU
Spectroscope
The spectroscope allocates the signal to individual frequency ranges (frequency bands).
The level display for each frequency band indicates how loud the frequency range actually
is. This allows frequency bands with levels out of proportion to the others to be detected
for correction.
Via "Setup -> Spectral options -> Frequency bands", the number of frequency bands
displayed can be set. The more frequency bands displayed, the narrower the individual
frequency ranges will be, resulting in a more detailed view. 20 frequency bands is normally
already sufficient for a clear overview of the audio material.
Spectrogram
The spectrogram displays the signal as frequency levels along the timeline. The volume of
frequencies is visualized via a color code or via its brightness.
The spectrogram is outstanding for detecting sudden disturbances in a recording. Audible
distortions louder than the music are usually limited to a certain frequency spectrum. These
are highlighted with colors in the spectrogram.
Samplitude enables audio disturbances to be removed with the help of spectral cleaning
(view page 531).
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WINDOW MENU
Tuner
The tuner displays the corresponding pitch levels exhibited by the signal. Use this
visualization to tune a guitar or other instruments.
Transport Control
Ctrl + Shift + T
Manager
Opens the Manager window.
Detailed information can be found in the chapter "Managers".
Video Window
Opens the video window, for example, for using a media link.
Ctrl + H
WINDOW MENU
Half Height
Choose this option to reduce the program display to half height. This is useful when
multitasking.
1, 2,
Samplitude shows a list of the currently opened projects at the lower end of the menu
>Window<. A tick shows which project is active. Select a project from this list in order to
open its window or press the Alt key and the corresponding number.
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HELP MENU
Help menu
Help
Choose this option to open Samplitude's online help. By default, the online help will open
with information about projects (HDP, RAP, and VIP) with an emphasis on the VIP window.
Help Index...
Choose this option to display a list of available help contents.
Context Help...
Choose this option to enable context based help. The mouse pointer will display a question
mark, allowing you to click on any item or function to display relevant information.
Shortcut:
Shift + F1
About Help...
Choose this option to display information on how to use online help. The serial number is
displayed at the bottom of the window. It should be quoted whenever you request support.
About Samplitude...
Choose this option to display information about Samplitude. You can read your license
serial number from here as well.
System Information...
A window is displayed which contains information about memory status and other
parameters.
Particularly useful is the display of free storage on all connected disk drives, the system
resources utilized by Samplitude and the memory usage. Make sure the parameter for
system memory used by Samplitude never grows larger than the displayed overall system
memory available (physical RAM). If this happens, the performance of Samplitude is
reduced due to page-swapping (virtual memory) to compensate for the missing memory.
Dongle Activation
Detailed information about activation can be found in the chapter "Installation"
INDEX
Index
0
0 > Range < 0 ............................................................................................444
1
1 Mono -> LR Wave ...................................................................................384
2
2 Mono -> LR Wave ...................................................................................384
2 Mono > Stereo Wave ...............................................................................384
2-channel surround mode...........................................................................212
A
AAC ...........................................................................................................383
AAF / OMF import and export .......................................................................46
Activate next/previous track ........................................................................425
Activate SysEx input .....................................................................................34
Activating Samplitude 11 ..............................................................................22
Active section .......................................................................................92, 361
Add a VIP to a VIP ......................................................................................395
Add one track.............................................................................................413
Add several tracks ......................................................................................413
Add wave project to a wave project. ...........................................................395
Additional Punch Out Marker ......................................................................642
Additional Punch Start Marker.....................................................................642
Additional track effects................................................................................420
Adjust instrument parameters .....................................................................276
Adjust toolbars ...........................................................................................697
Adjusting and optimizing the score..............................................................255
Advanced buffer settings ............................................................................701
Advanced Dynamics ...................................................................................458
Advanced MIDI quantization........................................................................661
Advanced sidechain functionality...................................................................51
AIFF............................................................................................................383
AIFF with QuickTime ...................................................................................383
Algorithms for timestretching/pitchshifting ...................................................621
Alternative mixer skins ................................................................................142
Alternative revolver tracks ...........................................................................425
am-munition Compressor/Limiter program ..................................................574
am-munition, am-track, am-phibia, am-pulse ..............................................474
Amp simulation ...........................................................................................514
am-phibia - .................................................................................................572
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INDEX
Amplitude................................................................................................... 453
am-track analogue modelling compressor & tape simulation ....................... 554
Analog Modeling Suite
am-phibia ............................................................................................... 566
am-track................................................................................................. 554
am-munition ........................................................................................... 573
am-pulse ................................................................................................ 562
Angle Mode................................................................................................ 211
Append project .......................................................................................... 395
Arrange Icons............................................................................................. 718
Arranging objects ....................................................................................... 432
Arrow up/arrow down button...................................................................... 206
Atmos ........................................................................................................ 169
Attack recognition threshold ....................................................................... 502
Audio Devices ...................................................................................... 32, 705
Audio file .................................................................................................... 113
Audio ID ..................................................................................................... 680
Audio marker manager ............................................................................... 620
Audio markers ............................................................................................ 361
Audio Metronome....................................................................................... 699
Audio pre and post-recording ....................................................................... 40
Audio quantization........................................................................................ 53
Audio quantization Tutorial....................................................................... 657
Audio quantization wizard........................................................................... 653
Audio setup.................................................................................................. 27
Audio/MIDI synchronization .......................................................................... 33
Auto crossfade ........................................................................................... 103
Auto JamSession ....................................................................................... 643
Auto-crossfade active................................................................................. 400
Automatic registration directly from within the program ................................. 21
Automation ........................................................................................ 283, 361
Automation draw mode ...................................................................... 295, 693
Automation menu ....................................................................................... 438
Automation modes ..................................................................................... 284
Automation of the Surround Panorama Module........................................... 216
Automation recording in read mode............................................................ 294
Automation recording in surround sound dialog .......................................... 218
Automation/MIDI controller settings ............................................................ 296
Autosave.................................................................................................... 682
Autoscroll................................................................................................... 636
AUX bus..................................................................................... 155, 361, 424
Aux routing................................................................................................. 156
AUX sends ................................................................................................. 419
B
Bar position marker (Advanced tempo mapping)......................................... 649
Bass amp................................................................................................... 608
Batch processing ....................................................................................... 388
Beat marker slicing..................................................................................... 501
INDEX
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734
INDEX
INDEX
735
736
INDEX
INDEX
737
738
INDEX
INDEX
739
740
INDEX
INDEX
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742
INDEX
N
New manager............................................................................................. 619
New MIDI Object ........................................................................................ 659
New MIDI track .................................................................................. 413, 659
New object................................................................................................. 426
New track folder ......................................................................................... 413
New Virtual Project (VIP) ............................................................................. 374
New wave project via drag & drop .............................................................. 103
Noise reduction parameters........................................................................ 529
Non-destructive wave editing...................................................................... 103
Normalize................................................................................................... 453
Normalize (quick access) ............................................................................ 454
Notation symbol ......................................................................................... 263
Note On Chasing.......................................................................................... 34
Note parameters ........................................................................................ 254
Note representation.................................................................................... 237
Note system settings.................................................................................. 260
O
Object (*.obj) .............................................................................................. 376
Object and Curve mode ....................................................................... 72, 690
Object automation...................................................................................... 287
Object background color ............................................................................ 436
Object border left ....................................................................................... 442
Object border right ..................................................................................... 442
Object color/name...................................................................................... 436
Object cut mode ........................................................................................ 692
Object Editor ...................................................................... 107, 366, 436, 659
Object effects............................................................................. 109, 119, 435
Object end to play cursor position .............................................................. 432
Object foreground color.............................................................................. 436
Object handles ........................................................................................... 116
Object hotspot to play cursor position ........................................................ 432
Object lasso ............................................................................................... 434
Object Lock Definitions............................................................................... 712
Object Manager ................................................................................. 129, 436
Object menu .............................................................................................. 426
Object mode ........................................................................ 72, 367, 690, 694
Object modes .............................................................................................. 75
Object name .............................................................................................. 436
Object to original time position.................................................................... 432
Object to play cursor position ..................................................................... 432
Object Viewing and Selection ..................................................................... 130
Object-/Fade step size .... .......................................................................... 431
Object/Fade step size, objects step size 1, object step size 2 ..................... 431
Object/Loop ............................................................................................... 114
Object-based surround panning ................................................................. 206
INDEX
743
744
INDEX
INDEX
745
746
INDEX
INDEX
747
748
INDEX
INDEX
749
750
INDEX
INDEX
751
752
INDEX