Bitwig Studio User Guide English 3.0 PDF
Bitwig Studio User Guide English 3.0 PDF
The content of this user guide is subject to change without notice and
does not represent a commitment on the part of Bitwig. Furthermore,
Bitwig doesn't take responsibility or liability for errors or inaccuracies
that may appear in this user guide. This guide and the software
described in this guide are subject to a license agreement and may be
used and copied only in terms of this license agreement. No part of this
publication may be copied, reproduced, edited or otherwise transmitted
or recorded, for any purpose, without prior written permission by Bitwig.
Bitwig Studio is a registered trademark of Bitwig GmbH, registered in the U.S. and other countries. VST is a
registered trademark of Steinberg Media Technologies GmbH. ASIO is a registered trademark and software of
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trademarks or registered trademarks of their respective holders. Use of them does not imply any affiliation with or
endorsement by them. All specifications are subject to change without notice.
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0. Welcome to Bitwig Studio . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
0.1. What's New in Bitwig Studio v3.1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
0.2. Adjustments from Version 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
0.3. The Dashboard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
0.3.1. User Tab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
0.3.2. Settings Tab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
0.3.2.1. Audio Settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
0.3.2.2. Controllers Settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
0.3.2.3. Synchronization Settings . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
0.3.2.4. Shortcuts Settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
0.3.2.5. Other Settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
0.3.3. Packages Tab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
0.3.4. Help Tab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
0.4. Document Conventions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
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8. Automation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 173
8.1. Automation Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 173
8.1.1. The Arranger's Automation Lane Section . . . . . . . . . . . . . . . . 173
8.1.2. Drawing and Editing Automation . . . . . . . . . . . . . . . . . . . . . . . . . . 176
8.1.3. Parameter Follow and Automation Control . . . . . . . . . . . . 179
8.1.4. Additional Automation Lanes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 182
8.1.5. Recording Automation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 185
8.2. The Automation Editor Panel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 187
8.2.1. Track Editing Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 187
8.2.2. Clip Editing Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 189
8.2.3. Relative Automation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 191
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0. Welcome to Bitwig Studio
Welcome to Bitwig Studio! We are glad you have joined us and are
excited to help you create, compose, polish, and perform your music.
And welcome also to our Bitwig Studio 8-Track users! Bitwig Studio
8-Track is the entry-level version of Bitwig Studio that comes bundled
with selected hardware products. All of Bitwig Studio's functions and
resources are available in Bitwig Studio 8-Track so this user guide
applies equally to both programs.
In this chapter, we will begin with links to sections that have changed in
this version and then a few pointers for those of you who started with an
earlier version of Bitwig Studio. (As usual, some items may have shifted
during the flight.) We will move on to the Dashboard, which is more
or less the command center of Bitwig Studio. Finally, we outline a few
conventions that will be used throughout this document. But you will not
make sound in this chapter; that is what the rest of this document is for.
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› Quick Draw action: holding [ALT] with the Pen tool will draw multiple
notes at the current beat grid interval. Adding [SHIFT] allows various
pitches to be drawn, like working with a step sequencer (see section
10.1.1.1).
› Quick Slice action: holding [ALT] with the Knife tool will cut any clip/
event at the beat grid interval. Using [SHIFT]+[ALT] allows Quick Slice
without initial snapping (see section 4.2.4).
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› Studio I/O Panel has mappable Cue Level and Cue Mix controls. These
adjust the output volume for the cue / preview buss, and the mix of
cue/master output sent to it, respectively (see section 6.3.1).
› Note Chase option: when enabled (in the Dashboard under Behavior
> Resume Playback), starting the transport in the middle of a note will
sound the note (if the note duration is longer than an eighth note).
› Sampler (device and Grid module) imports wavetables WAVs that have
the "clm" metadata chunk, as used by Serum and others (see section
17.16.4).
› + button appears when hovering over empty Clip Launcher slots, for
inserting clips from the Pop-up Browser (see section 5.2.1).
› Audio paths can be added from any audio I/O chooser, using the Add
Buss… option (see section 4.4.1).
› MIDI controllers can be added from any MIDI I/O chooser, using the
Add Controller… option (see section 4.4.1).
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From version 2 of Bitwig Studio, the Inspector Panel has been freed
of these buttons to make room for additional parameters and an
enhanced interface.
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Note
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› Device macros used to exist at the top level of all devices. Flexible
remote controls now exist in that place, allowing either knobs, chooser
menus, or toggle buttons to be shared across each class of device
within Bitwig Studio.
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Note
While macros don't exist at the top level of all devices, they can be
added back to any preset.
To add a macro to the top level of a device preset: add either the
Macro or Macro-4 modulator modules to a device, and then assign
their knobs to the device's remote controls.
0.3. The Dashboard
Note
Once you have Bitwig Studio installed and launched, the first place you
will land is a place you will return to again and again. The Dashboard
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Note
0.3.1. User Tab
We call the first tab of the Dashboard the user tab because it displays
the name you have registered with Bitwig. (If your username is too long,
it will simply display User.)
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The Quick Start page shows both Template Projects (that work as
starting points) and demo project made either by Bitwig (found under
Bitwig Demo Projects) and our partners (under Partner Demo Projects).
Each demo project provides a short write-up, a list of any Bundled
packages that are required to run it, and an Open button. Clicking Open
downloads the project along with any used packages (which requires an
internet connection), and then opens the project.
The next three pages show local content and are similar in format.
The Recent Projects page shows the Bitwig Studio projects you have
opened lately. The My Projects page displays all projects found in the My
Projects path (which is defined in the Settings tab within the Locations
page), and the My Templates page shows any template projects that you
have saved.
Each of these three pages shows content in the same way. A search bar
is provided at the top of the project list for winnowing down the projects
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Finally, every page under the user tab shares three buttons on the
middle left:
› New Project creates a blank project to let you begin working from
scratch.
› Open File… provides a standard open dialog, in case you prefer locating
a project that way.
› License Info… opens a window that displays your local license data and
provides an option for registering a new serial number.
Because exiting the Dashboard requires that you have a project file
open, trying to leave the Dashboard with no project open will send you
to the User tab. The New Project button politely flashes in this case,
indicating the quickest way to exit the Dashboard and get to work.
0.3.2. Settings Tab
The Settings tab is where Bitwig Studio's preferences generally live. We
will look at a few of these pages in detail and then take the rest in the
order that they appear.
0.3.2.1. Audio Settings
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To configure your audio hardware for the first time, begin by selecting
the proper Audio System for your interface. The options available here
vary based on your platform. If you are unsure of what to set, try the
first option available (there may be only one option).
The Input Device and Output Device settings specify which audio
interface you will be using for bringing audio signals into and out of
the system, respectively. Whether you plan on using audio input or not,
you must set the Output Device in order to hear anything out of Bitwig
Studio.
Note
Names defined in the Output Busses and Input Busses sections will
be used across Bitwig Studio to indicate audio routings. These names
can be changed here at any time.
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The Output Device selected in our case above has only two available
audio outputs, and both of those are being used by Stereo Output, as
indicated by the checked boxes labeled 1 and 2. The fact that both boxes
are checked means that they are being used for the Stereo Output path,
which will be available in the program under that name.
Finally, each output path has an assignable Role. The Stereo Output path
has been defined as Speakers, making it an option for audio monitoring.
The other Role settings are Headphones (also a monitoring option) and
Output, which covers anything other than speakers or headphones.
Finally, the x button at the far right of each listed buss will delete that
path. So if you create a buss by mistake, just click this button.
0.3.2.2. Controllers Settings
The Controllers page allows you to designate and configure any MIDI
controllers that you will be using with Bitwig Studio.
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› Catch, which waits to move the software parameter until the control
message matches or passes the current parameter value.
› MIDI Keyboard, which is useful for a keyboard controller that you plan
to use as a note input device. When specifying the source of MIDI/
note messages via an input chooser, you can select all incoming MIDI
channels (the default), or you can specify one MIDI channel to listen to.
As shown in the above image with the Korg padKontrol entry, you may
see one or more unfilled rectangles with an Add button at the right.
These entries appear when a controller that was previously setup and
then manually deleted has been recognized by the computer. Since
auto-add is not available in these cases, the manual Add button is here
to let you quickly restore the device.
Below this top line are entries for individual controllers that are
configured, usually named in their title bar with the controller
manufacturer and the name of the extension (often matching the
controller model). The "power" toggle at the title bar's left edge allows
you to disable messages from the controller and extension without
removing it. And the x icon at the right is for deleting the controller
altogether.
Just below the title bar is a puzzle piece icon with the name of the
controller extension (or extension) following it. In the case that you have
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multiple extensions on your computer that work with this controller, this
line becomes a menu, allowing you to swap one extension for another.
On the right side of each entry are menus for MIDI input and output
ports (respectively) that the controller extension requires. If a device has
gone offline or been disconnected, these ports may need to be set again
before the power toggle can be enabled.
Finally, the bottom left of each entry contains a row of buttons related
to the controller's performance (see section 13.2).
0.3.2.3. Synchronization Settings
The Transport Sync (IN) section allows you to select the Sync Method in
use. The following three options are available:
› Bitwig Studio's Internal mode keeps the program's clock and transport
independent from the outside world.
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› Ableton Link connects Bitwig Studio to any and all other programs
and devices on your local network that use Ableton's Link technology.
(Compatible software running on your own machine alongside Bitwig
Studio will be automatically found as well and can be synchronized in
the same fashion.)
Note
Link acts as a global time keeper, keeping track of and sharing the
latest tempo and relative bar position for all "participants" (each
application and device) in a "Link session." The rules are fairly simple:
1. When a new participant joins a Link session, its local tempo will
automatically be set to the Link session's current tempo.
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Note
Finally, both the MIDI Clock and Ableton Link options add a dedicated
button to the Bitwig Studio window, between the transport and display
sections of the menu/transport area (see section 2.3). These buttons
allow you to toggle the selected sync method on and off on the fly, and
the Link button also reflects the number of other participants in the
current Link session.
The MIDI Sync (OUT) section lets you set whether MIDI Clock, MIDI
song position pointers (SPP), and/or MIDI timecode (MTC) should be
transmitted to each MIDI destination. Similar to the MIDI Input offset
value, a MIDI Clock Sample Offset can be set to fine tune each outgoing
path separately. And a global setting for the MTC Rate can be set here
as well.
0.3.2.4. Shortcuts Settings
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On this page, you can Edit shortcuts for both the computer Keyboard
and via MIDI Controller.
Once settings have been adjusted, the Choose mappings menu becomes
a text entry box where new mapping sets can be named and a Save
button appears.
Note
0.3.2.5. Other Settings
All other pages of the Settings tab are listed here in order.
› User Interface houses settings that visually alter Bitwig Studio. This
includes setting the Display Profile, the program's Scaling level for each
display in use, and Contrast settings for getting the interface to look its
best.
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When you have selected to show All plug-ins, the three following
options are irrelevant and dimmed. When Preferred formats is selected,
the options below take effect:
Prefer VST 3 over VST 2 (when available) - When both a VST 3 and
VST 2 version the same plug-in are found, this option will hide the
VST 2 version by default.
Prefer 64 bit over 32 bit (when available) - When both a 64-bit and
32-bit version the same plug-in are found, this option will hide the 32-
bit version by default.
Show hidden plug-in count in Browser - When the above settings and
your Browser's current search criteria result in plug-ins being hidden
from view, this option will display the number of hidden plug-ins. And
when enabled, this notifications also serves as a toggle, allowing you
to click the notification to temporarily show the hidden plug-ins.
Note
All of the above options are applied to both the Browser Panel (see
section 4.1.1) and the Pop-up Browser (see section 7.1.3).
› Plug-ins provides options for how third party audio plug-ins are shown
and handled. For more information, see section 14.3.
0.3.3. Packages Tab
The Packages tab is where supported library contents can be managed
and downloaded from Bitwig.
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The following four pages offer granular control of and information for
the content within each collection:
The Package Updates page offers a list of individual packages that can
be updated, regardless of which collection they are in.
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Also by default, the installer places all installed content and other
preferences within your current user's folder. By clicking the ellipsis icon
(...), a file chooser will appear that allows you to select another location
for installation. (Changing this setting will also move any preexisting
library file to the new location.)
0.3.4. Help Tab
The Help tab provides links to documentation and resource both within
the application package and online.
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0.4. Document Conventions
Here are a few notes on the formatting of this document, particularly in
relation to the platform you may be using:
› Whenever key commands are the same for Windows, OS X, and Linux,
the command will be listed once without any comment. When the key
command is different for the platforms, the Windows/Linux version
will be listed first, and the Mac version will follow and be labeled. An
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example for the copy function would be: press [CTRL]+[C] ([CMD]+[C]
on Mac).
› If you are on a Mac, your [ALT] key might be labeled "option." In this
document, it will always be called [ALT].
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1. Bitwig Studio Concepts
This chapter is both an introduction to the program and an overview of
its structure. Please start here to get acquainted with the fundamental
concepts and related vocabulary used in Bitwig Studio.
1.1. Top-Level Concepts
Bitwig Studio is a modern digital audio workstation (DAW) that allows
you to seamlessly compose, produce, perform, and expand your music.
A file created in Bitwig Studio is called a project. You can have multiple
projects open at once, but audio will be active for only one of these
projects at a time.
Bitwig Studio projects are organized into tracks, which can be thought
of as either individual instruments or layers that should be handled
similarly. Each track contains a signal path that results in audio and has
common mixing board controls (such as volume, panning, solo, and
mute).
Clips are containers for individual musical ideas. Clips store either notes
or audio, as well as control and automation data.
Bitwig Studio works with time in musical units of bars, beats, and ticks
(a set subdivision, which defaults to sixteenth notes). A final value is
stored for finer resolution, which is a rounded percentage of the distance
between the current tick and the next one. These four units are shown
together with period spacers in this way: BARs.BEATs.TICKs.%
For example, with a default time signature setting of 4/4, 1.3.4.50 would
represent an event happening in the first bar, on the third beat, within
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1. BITWIG STUDIO CONCEPTS
the fourth sixteenth note, exactly halfway to the next sixteenth note. The
example below uses Bitwig Studio's counting system to label a rhythm in
traditional musical notation:
› Clips can be freely copied between the Arranger Timeline and Clip
Launcher. When selected together, multiple clips can also be copied
back and forth, and scenes can as well.
› By default, the Arranger Timeline is the active sequencer for each track.
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Every track has a device chain. In terms of signal flow, this device chain
falls between the incoming sequencer data and the track's mixing board
section. In this device chain you can insert as many devices as you like.
You can even use Bitwig's devices to create additional device chains.
Each device has parameters, which are settings that determine how
that device operates. Parameters are set directly within the device's
interface or via an assigned MIDI controller. Parameter values can also be
sequenced via automation, adjusted via the device's remote controls, or
manipulated by modulators, which are special-purpose modules that can
be loaded within any device.
› Analysis. Devices that merely visualize the signals that reach them.
They make no effect on the audio chain they are a part of.
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1. BITWIG STUDIO CONCEPTS
› MIDI. Transmitters for sending various MIDI messages via the track's
device chain. This is useful for sending messages to plug-ins or to
external hardware (when used in conjunction with Bitwig's hardware
devices).
All device chains in Bitwig Studio support both audio and note signals.
To keep these signals accessible, a few rules apply.
› Except for note FX devices, all devices receiving note signals pass
them directly to their output. (Note FX process the incoming notes
before passing them onward.)
› Except for audio FX devices, all devices receiving audio signals pass
them to their output. (Audio FX process the incoming audio before
passing them onward.)
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The Arranger Timeline Panel lets you see all of your project's tracks,
create an arrangement with timeline clips, and edit track automation.
The Clip Launcher Panel allows you to trigger clips both freely and in
sync with the transport, copy clips into and out of the Arranger, and
sort clips into scenes.
The Detail Editor Panel is the graphical editor for both notes and
audio, and their affiliated data.
The Inspector Panel displays all parameters for any selected clips,
notes, audio events, or tracks (and modulation parameters for any
selected devices).
The Mixer Panel presents the channel strip for each track and any
subsidiary signal chains.
The Device Panel shows the full device chain for the selected track,
including an interface for each Bitwig device and VST plug-in in use.
The Automation Editor Panel gives you detailed control over track
automation, clip automation, and MIDI control messages.
The Browser Panel allows you to preview, load, save, and tag content
from your Bitwig Studio library and elsewhere on your machine.
The Studio I/O Panel gives assorted audio and MIDI options,
such as routing the main audio buss to any pairs of speakers and
headphones, listing the current MIDI controller mappings, etc.
The Mappings Browser Panel allows you to make and edit project-
specific connections of your computer keyboard and/or MIDI
controller(s) to your project's parameters.
The primary interfaces in Bitwig Studio are called views. Each view gives
you access to a set of panels chosen to help you carry out a particular
musical job.
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› The Mix View focuses on mixing tracks and triggering clips. The Mixer
Panel is central to this view along with the optional Clip Launcher
Panel. Except for the Arranger Timeline Panel, all other panels are
available here, and all project tracks are viewed together.
› The Edit View is for making detail edits to clips. The Detail Editor Panel
is central to this view along with the optional Automation Editor Panel.
Except for the Arranger Timeline, Clip Launcher, and Mixer panels, all
other panels are available here.
› Single Display (Large) is intended for use with one monitor, using a
single application window to focus on one of Bitwig Studio's views
at a time. This is the default display profile (and the one used for
screenshots within this document).
› Single Display (Small) is similar to the Single Display (Large) profile but
is optimized for use on a smaller monitor.
Note
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1.6. User Interfacing
Finally, a few notes to help you interact with Bitwig Studio.
› Any interface control (like a knob or curve control) can be set with
the mouse by clicking and dragging upward or downward. You can
[CTRL]-click ([CMD]-click on Mac) on the control to set its value with
the keyboard. Double-clicking on the control restores its default value.
› Any numeric control (one that directly shows you numbers) can be set
with the mouse by clicking and dragging upward or downward. You
can also double-click on the control to set its value with the keyboard.
› When a button is tinted orange, that control is active. The inactive form
of a control uses a neutral color, such as white, gray, or silver.
› Many key commands remain available while you are clicking and
dragging an item. These include the commands for toggling panel
visibility or switching the current view.
› Only one visible panel will ever have focus at a given time. Focus
follows the panel that was last clicked or activated. Panel focus is
indicated by the outer rounded rectangle being tinted silver. Key
commands that target a specific panel are available only when that
panel is in focus.
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2. Anatomy of the Bitwig Studio Window
All functions and controls of Bitwig Studio are accessible through the
application window. Each window can be thought of in four vertical
slices: the header, the menus/transport area, the body, and the footer.
We will give them each their own turn: the reliable header, the pliant
footer, the shifting menus/transport area, and finally the mercurial body.
Note
When using the Tablet display profile, some of the elements listed in
this chapter are rearranged. For details on using a tablet computer,
see chapter 16.
In the center is the Dashboard button. When clicked, the Dashboard will
appear over the main window. For more information on the Dashboard,
see section 0.3.
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The Increase GUI Scaling and Decrease GUI Scaling options allow you
to resize Bitwig Studio's entire graphical user interface to be larger or
smaller (respectively) on your monitor.
Note
Beneath the GUI options are a list of the available Display Profile choices
(see section 1.5) for easy switching.
› Bitwig Studio will display the contents of only one project at a time.
This is true even if you are using a display profile that uses multiple
application windows.
› The tab that is outlined with a box and whose name appears in bright
white represents the currently viewed project. In the image below, this
is the project named 2nd.
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› You can click and drag any project tab to change its position.
› If there is not enough space to show all open projects together, left and
right scroll arrows will appear around the project tabs.
› The x on the right side of each tab can be clicked to close that project.
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› Full screen button switches Bitwig Studio into the full-screen mode
provided by your operating system. Once you are in full-screen mode,
the options available in the window controls section may decrease.
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Footers will differ based on the display profile being used. The image
above — and all screenshots in this document — shows a footer from the
default Single Display (Large) profile in Arrange View, where all panels
and views are available.
2.2.1. Panel Icons
The small icons that appear in the window footer are panel icons. Each
icon represents a panel that is available within the current view. The
icons are also buttons, allowing you to toggle the visibility of each panel
by clicking its icon. An icon that is illuminated in orange indicates an
active panel.
For each cluster of icons, only one panel can be shown at a time. These
icon clusters are located either on the far-left, far-right, or center-left of
the window footer, indicating whether those panels would be displayed
on the left, right, or center-bottom of the window, respectively.
The Device Panel icon is a rounded rectangle with a shaded left side,
like the containing box for each device and its left-sided title bar and
master controls. When available, you can focus on this panel and
toggle its visibility by pressing [D] or [ALT]+[D].
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2. ANATOMY OF THE BITWIG STUDIO WINDOW
The Mixer Panel icon is a series of three wide vertical lines, like the
volume faders of a mixing console. When available, you can focus on
this panel and toggle its visibility by pressing [M] or [ALT]+[M].
The Project Panel icon is a file icon, representing the project file
whose metadata is defined in this panel.
2.2.2. View Words
The capitalized, bold words that appear on the left side of the window
footer represent all currently available views. To match the views' names,
the labels used are ARRANGE, MIX, and EDIT.
A window with no view words indicates that your current display profile
is fixed and has only one available view.
For the two-window display profiles (those whose name begins with
Dual Display), available views are shown as compound names, such
as ARRANGE-MIX or MIX-EDIT. In this situation both windows show
the same view words, indicating the views shown on the primary and
secondary windows, respectively.
2.2.3. Available Actions
Available actions appear just to the right of all left-aligned view words
and panel icons. As your mouse moves around the program, any
interactive object that is hovered over will display information and
available mouse functions here.
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2. ANATOMY OF THE BITWIG STUDIO WINDOW
In the example above, a track SOLO button is hovered so the line starts
with the object name and it's status (the solo button is switched Off
currently). Possible CLICK and modifier-click options follow. And since
I was holding the [SHIFT] key, the SHIFT+CLICK option is shown more
brightly as it will be used.
Available actions are also shown while you are interacting with the
program, as in this example when actively dragging a Launcher clip.
2.2.4. Parameter Information
Parameter information will appear in the same area when mousing over
various controls in the program. This is most commonly seen while
working with devices. In the example below, the cursor is hovering over
the cutoff control of the filter in Polysynth.
Here the footer show the full title of the parameter (Filter Frequency)
and then the current parameter value (2.33 kHz).
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2. ANATOMY OF THE BITWIG STUDIO WINDOW
In the example above, the Filter Resonance knob position is set to 39.5
%. The following bracketed value, [27.1 %], shows the applied value of
the parameter after all modulator signals are added.
Note
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2. ANATOMY OF THE BITWIG STUDIO WINDOW
For example, the OSC Blend Mode in Polysynth presents six discrete
buttons with short mode names (MIX, NEG, WIPE, etc.). As shown in the
image above, mousing over the mode SIGN provides a short explanation
of what this means in the window footer.
2.2.5. Controller Visualizations
Controller visualizations also use the same middle portion of the footer.
They show the current position of controls and the parameters that they
are assigned to (for any controller that has visualizations enabled).
The layout and visual style is influenced by the controller script. And
when non-immediate takeover modes (see section 0.3.2.2) are being
used, the outer ring/indicator shows the current parameter value in
white and the colored indicator shows the hardware control's current
position. Once the parameter and control meet, both elements use the
control color.
Some of these elements are persistent, and some are transitory. This is a
function of Bitwig Studio's unique menu system, which we will examine
first.
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2. ANATOMY OF THE BITWIG STUDIO WINDOW
Most items in the menu shown above have four distinct elements:
› An icon leads each entry, visually abbreviating the function of the menu
item.
Note
To anchor an item in the menu area: enable the thumbtack toggle beside
the menu item. This will place a button with the menu item's icon beside
the menu button itself.
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2. ANATOMY OF THE BITWIG STUDIO WINDOW
In the image above, three menu items (Collect and Save…, Export MIDI…,
and Settings) each have their thumbtack toggle enabled. And now to
the right of the File menu are three shortcut buttons, each representing
one of those menu items and showing their menu item's icon. Clicking
one of these buttons is the equivalent of triggering the menu item.
Like the File menu, each menu button is indicated with a dog-eared
triangle in its bottom right corner, hinting that the button can be
unfolded. Every menu in Bitwig Studio uses this system, allowing you to
anchor any function that you please to the top level of the program.
Note
If your window is ever sized too narrowly to display all menu options,
the program will prioritize by showing all menu buttons first, and then
showing as many anchored buttons as will fit the current width.
2.3.2. Transport Section
The transport section appears deceptively simple at first glance.
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2. ANATOMY OF THE BITWIG STUDIO WINDOW
Let's skip the Play menu for the moment and look at the four buttons
that follow:
› Global Record: Arms all record-enabled tracks. When the global record
button is enabled, Arranger recording will begin the next time the
transport is started.
The three global buttons above will always be present. The shortcut
button, however, is so named because you can toggle it in and out of
existence. This is available for many more transport options within the
Play menu.
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2. ANATOMY OF THE BITWIG STUDIO WINDOW
The Play menu still makes use of the thumbtack toggle convention
(when appropriate), but it also makes special use of knobs and other
controls. There are five headers within this menu:
› The Arranger section provides settings that apply when working within
the Arranger Timeline Panel.
› The Clip Launcher section provides settings that apply when working
within the Clip Launcher Panel. Note the clip boxes around the icons in
this section, helping to distinguish the Launcher functions from similar
Arranger functions.
› The Groove section allows you to activate shuffle for all clips whose
own Shuffle parameter is enabled. Other parameters here include the
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2. ANATOMY OF THE BITWIG STUDIO WINDOW
Note
Finally, note that Bitwig Studio's audio engine can be engaged for only
one Bitwig Studio project at a time, no matter how many are open. So if
your current project does not have audio enabled, the transport section
will be replaced by a single button.
Simply click this button to rejoin the audible world. (Just realize that this
will silence any other project that was previously using audio.)
2.3.3. Display Section
The menus/transport area's display section provides informational
meters, numeric controls, and the odd automation-related setting.
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2. ANATOMY OF THE BITWIG STUDIO WINDOW
› DSP meter: Displays Bitwig Studio's current CPU usage. (Clicking the
processor chip icon on the left will also load a DSP Performance Graph
window, including various details and metrics.)
› I/O meter: Displays Bitwig Studio's current disk activity for data being
read (input) and written (output), respectively.
› Tempo: A control for the project's current tempo, set in beats per
minute (BPM).
› Time Signature: A control for the project's current time signature and
an optional tick setting.
› Play Position: A control for the project's current play position, shown as
BARs.BEATs.TICKs.%.
› Play Time: A control for the project's current play time, shown as
MINUTEs:SECONDs.MILLISECONDs.
From the Dashboard on the Settings page, the User Interface tab has a
Transport parameter that can also Show Loop Region within the display
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2. ANATOMY OF THE BITWIG STUDIO WINDOW
area. This displays the Arranger Loop Selector's start time and length,
both to the right of Arranger Loop toggle.
2.3.4. Object Menus
The far right of the window menus/transport area is reserved for the
object menus.
Three menus generally appear here, each with their own set of anchored
items:
› The Add menu is always present. It allows you to create new tracks and
scenes.
Also note in that last image that when a function is currently unavailable,
its shortcut button appears grayed out. As the menu item would appear,
so will the shortcut button.
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2. ANATOMY OF THE BITWIG STUDIO WINDOW
current display profile, the set of controls is consistent. These two areas
give you control of the program and its behavior so they are generally
static. Not so with the window body.
The window body's purpose is to display your work so that you can edit
it in different situations. To that end, the body's appearance is always
changing, giving you the tools you need to perform specific tasks, but
certain areas of the window body are designated for consistent usage.
The central portion of the Bitwig Studio window is reserved for the
central panel. The panel(s) shown here is defined by the window's
current view (either Arrange, Mix, or Edit View). The central panel
cannot be hidden, so if all other panels were disabled, the central panel
would take up the entire window body.
Below the central panel is the secondary panel area. This area is where
a second panel can be loaded for editing your project's content. Again,
the selection of available panels is determined by the window's current
view and the display profile being used. Most secondary panels can be
vertically resized.
On the right side of the window body is an access panel area. This area is
usually reserved for panels that deal with things other than the content
of your project. Typical access panels are the Browser Panel (which
gives access to the Bitwig Studio library and outside files), the Project
Panel (which gives access to the project's metadata and dependencies),
the Studio I/O Panel (which gives access to your hardware routings),
and the Mappings Browser Panel (which gives access to both MIDI
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2. ANATOMY OF THE BITWIG STUDIO WINDOW
On the left side of the window body is an area usually reserved for the
Inspector Panel. In certain display profiles, however, the Inspector Panel
is included in the access panel area. This panel is not resizable.
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3. The Arrange View and Tracks
Now that we have examined all the fixed parts and dynamic possibilities
of the Bitwig Studio window, let's enter the practical world of the
Arrange View. We will start by looking at a few key sections of the
Arranger Timeline Panel and their constituent elements. We will then
examine the track types used by Bitwig Studio along with basic track
editing functions. Finally we will get a brief introduction to the Inspector
Panel for current and future use.
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3. THE ARRANGE VIEW AND TRACKS
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3. THE ARRANGE VIEW AND TRACKS
The Arranger is laid out horizontally, showing time progressing from the
left side of the screen to the right. This can be seen in the Beat Ruler at
the top of the Arranger. The integers here — 1, 2, 3, etc. — show where
each new bar begins.
To adjust the zoom level: place the mouse in-line with the bar numbers
inside the Beat Ruler. The cursor will become a magnifying glass
indicating that we are in zoom mode. Now click and hold the mouse
button, dragging upward to zoom in or downward to zoom out. You can
also drag the mouse from side to side to horizontally scroll within the
Arranger Timeline.
› Hold [CTRL]+[ALT], and then click and drag anywhere within the
Arranger area. If your mouse or trackpad supports a scroll function,
you can also hold [CTRL]+[ALT] anywhere within the Arranger area
and then scroll up and down.
› If you have a three-button mouse, click and drag the middle button
anywhere within the Arranger area.
As you zoom in on the Beat Ruler, you may notice that the bar numbers
start adding decimals. Depending on your zoom level, the timeline values
will be represented as either BARs, BARs.BEATs, or BARs.BEATs.TICKs.
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3. THE ARRANGE VIEW AND TRACKS
And within the Beat Ruler area, you can also right-click to show a
realtime ruler, displaying MINUTEs:SECONDs.MILLISECONDs of the
project time.
Actually, the value shown represents the current value in use. By clicking
on that value, the various Grid settings are exposed.
The beat grid resolution (shown above as 1/16, for sixteenth notes) tells
us what musical interval is being represented by the grid lines. In a new
project, the adaptive beat grid setting (the button at top, with a linked
magnifying glass and the word Automatic) is turned on. When adaptive
beat grid is enabled, changes to the zoom level also cause appropriate
changes to the beat grid resolution. The beat grid resolution setting will
update as the value changes.
To toggle the adaptive beat grid: click the adaptive beat grid button
within the beat grid settings, or press [SLASH].
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3. THE ARRANGE VIEW AND TRACKS
Note
To manually set the beat grid resolution: first make sure that adaptive
beat grid is disabled. Then manipulate the beat grid resolution by setting
it with the mouse or by pressing [COMMA] to lower the grid resolution
or [PERIOD] to raise it.
The beat grid resolution has an accompanying parameter right below it.
The beat grid subdivision (shown above as straight) sets the rhythmic
grouping used for the beat grid resolution setting. For example, the
default straight value means that straight duple values are being used.
Other available settings include triole or 3t (triplets), quintole or 5t
(quintuplets, or fifth-lets), and septole or 7t (septuplets, or seventh-lets).
To manually set the beat grid subdivision: first make sure that adaptive
beat grid is disabled. Then manipulate the beat grid subdivision by
setting it with the mouse or by pressing [ALT]+[COMMA] to lower the
grid resolution or [ALT]+[PERIOD] to raise it.
3.1.3. Track Headers
The horizontal lines you see within the Arrange area are the dividers
between each track lane. To the left of the Arrange area are the track
headers.
Within each header are the following identifications, meters, and controls
for that track:
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3. THE ARRANGE VIEW AND TRACKS
› Solo button: When any track has its solo button enabled, only tracks
with solo enabled will output their audio.
› Level meters: Stereo audio meters that display the track's output level.
› Clip Launcher button: Toggles visibility of the Clip Launcher Panel (see
section 5.1) within the Arranger Timeline Panel.
Note
› Tool Palette menu: This menu allows you to toggle between Bitwig
Studio's various editing tools.
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3. THE ARRANGE VIEW AND TRACKS
In fact, right-clicking within any timeline-based panel will give you the
option to switch tools at the top of the context menu.
While the Arranger Timeline Panel is the first place we see the tool
palette, each timeline-based panel has its own tool palette. This allows
us to have a different tool selected for each individual panel.
Note
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3. THE ARRANGE VIEW AND TRACKS
› Pen tool is for drawing new events. You can switch to this tool by
pressing [3], or you can temporarily use the tool by holding [3].
› Eraser tool is for deleting relevant events from the area of time that
you select. You can switch to this tool by pressing [4], or you can
temporarily use the tool by holding [4].
› Knife tool is for splitting a continuous event into two. You can switch
to this tool by pressing [5], or you can temporarily use the tool by
holding [5].
Finally, the Pointer tool engages in smart tool switching. This is to say
that depending on where you hover over a clip or event, different tools
will become available. Specific information will be provided within this
document, but it is worth mentioning here as your cursor will tend to
shift shapes as you mouse navigate around clips.
› Track I/O button: Toggles visibility of the Track I/O section of all track
headers (see section 4.4.1).
› Track Height button: Toggles the track height in the Arranger between
normal and half size (shown below respectively). In half size, the same
track header components are displayed with some minor adjustments.
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3. THE ARRANGE VIEW AND TRACKS
Note
From the Settings tab within the Dashboard, the User Interface page
offers two settings for the Playhead follow mode:
› Scroll by pages will scroll once the Global Playhead reaches the
edge of the current display area. This is the default setting.
3.2. Intro to Tracks
As we have seen in the Arranger Timeline, Bitwig Studio projects are
organized into tracks, and clips live on tracks. While clips are critical
for expressing your musical ideas, tracks contain the signal paths that
take clips out of the computer and into the audible world. Were there no
tracks, there would be no sound either.
We will look at the kinds of tracks that exist in Bitwig Studio before
discussing a few basic track operations.
3.2.1. Track Types
Bitwig Studio has five types of tracks. The four most common types are
present in any new project you create. Here again is a blank new project.
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3. THE ARRANGE VIEW AND TRACKS
As each type of track has its own designated icon, each track also has its
own particular use:
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A master track is denoted with a crown icon. One and only one
master track is present in each project, making him the king. The
purpose of the master track is to sum all signals that are routed
to the main audio buss. The master track also provides access
to various transport parameters (such as tempo) for the sake of
automation.
To create a track: go to the Add menu and select either Add Instrument
Track, Add Audio Track, Add Effect Track, or Add Group Track.
Before you can do anything with a track, it must first be selected, and
the track header is key to this. Clicking anywhere else — including in the
Arranger Timeline area — selects clips or automation, not an entire track.
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3. THE ARRANGE VIEW AND TRACKS
To group tracks: select the tracks you wish to group and then press
[CTRL]+[G] ([CMD]+[G] on Mac).
To unpack and remove a group track: select the group track(s) and then
press [CTRL]+[SHIFT]+[G] ([CMD]+[SHIFT]+[G] on Mac).
To copy a track: select the track and then press [CTRL]+[C] ([CMD]+[C]
on Mac).
To cut a track: select the track and then press [CTRL]+[X] ([CMD]+[X]
on Mac).
› Select the track and then choose the appropriate function from the
Edit menu.
› Right-click the track's header and then choose the appropriate function
from the context menu.
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3. THE ARRANGE VIEW AND TRACKS
Each track is assigned a color when it is created. Like the track name,
the track color can also be changed.
To change the color of a track: right-click the track's header and then
select a different color from the palette that appears within the context
menu.
3.2.5. Deactivating Tracks
There are various ways to silence a track. One useful option is to
deactivate and subsequently (re)activate tracks. When a track is
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deactivated, not only is its output silenced, but any load it was placing
on your CPU is also removed for the time being. From the standpoint of
our limited computing resources, deactivating an object is as close as we
can get to deleting it — and none of our data are lost in the process.
Any disabled track is visibly grayed out and certain interface items are
removed.
Note
Similarly, clips and notes can be muted and unmuted with the same
respective key commands.
To toggle the visibility of the Inspector Panel: click the view toggle for
the Inspector Panel (the i icon), located in the window's footer.
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The text entry box at top displays the current track name (shown in
italics when the name is provided by Bitwig Studio). The color palette
is identical to the one from the track header context menu, and the
Active toggle controls whether the selected track is currently running or
deactivated.
The main idea is that the Inspector Panel is an ideal way to see all the
parameters of most selected items. A context menu is also available
for most items and window areas. Going forward, we will primarily use
the Inspector Panel for viewing or altering parameters and the context
menu for executing functions. So this isn't "goodbye" to either option,
but rather "nice to meet you."
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4. Arranger Clips and the Browser Panel
Clips are the heart of any music that you will create in Bitwig Studio.
Since they are the smallest unit we will work with for arranging tasks,
clips can be thought of as our musical atoms. Put a different way, a clip
is the smallest musical idea that you might consider looping.
If our music is made of clips, then creating and capturing our music
starts here.
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4. ARRANGER CLIPS AND THE BROWSER PANEL
The Browser tabs are organized by the different types of content that
are relevant to Bitwig Studio, and the search field allows you to find
files/folders by name, creator, category, tags, etc.
The three panes below make up the file browser. The navigation pane
at top allows you to isolate your search to a specific Collection or file
Location (or in some cases, to narrow by either the Device in use or
the Category that has been selected for a file). Additional options for
the navigation pane are available by right-clicking anywhere within the
Browser Panel to call up the contextual menu.
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Any item in the Filter Sections section of this menu can be toggled on or
off, including additional options that are unique to the various Browser
tabs. Each filter that is displayed within the navigation pane can be
expanded or contracted by clicking its minimize button (appearing as a
"hamburger button," or three stacked horizontal lines) to the left of the
section title. And when a selection has been made, that filter setting can
be cleared by clicking the x icon on the far right of the section.
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a file is picked in the selection pane, the info pane at bottom displays
information about your file selection and usually offers a few options for
auditioning the file.
Starting on the right, the play/stop preview button either begins or halts
playback of the selected file. When enabled, the synchronize preview
button plays all previews at the song's current tempo. The automatic
preview option will begin the preview of any file from the moment it
is selected. And the volume fader at the far left determines preview
volume.
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4. ARRANGER CLIPS AND THE BROWSER PANEL
4.1.1. Devices Tab
The Devices tab handles Bitwig Studio's devices as well as VST plug-ins
from folders that you have designated. In the image above, the bottom
of the list also has a clickable notification to Show 34 redundant plug-ins.
Once clicked, all plug-ins are displayed and the line toggles, allowing you
to then Hide 34 redundant plug-ins.
Note
Plug-in search paths are set in the Locations page of the Dashboard,
as well as settings for which plug-in formats should be considered
redundant. For more information, see section 0.3.2.5.
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4. ARRANGER CLIPS AND THE BROWSER PANEL
The navigation pane shows you the Category of devices, along with the
Collection and Location that you may wish to search by. While some
general information about the selected device is shown in the info pane,
the preview function is disabled in this tab.
4.1.2. Presets Tab
The Presets tab handles presets for both Bitwig Studio's devices and
VST plug-ins that are available. The navigation pane presents all the
various filter categories as well as the option of filtering presets by the
Device that is in use. Uniquely in this tab, you can both drag devices
from the Device area of the navigation pane directly onto your tracks.
You can also drag presets in from the selection pane, as usual.
To edit the metadata for a preset: right-click the preset and then choose
Edit File Metadata... from the context menu. Add or remove any Tags in
the following window, change the Category if you like, and select Ok.
The search field itself has a couple of options for this tab that can be
accessed by clicking the magnifying glass icon.
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This setting affects the Device filter, which is unique to this tab. When
the ORGANIZE DEVICES BY parameter is set to Location, the plug-ins
will be organized by the folder they are in. When Vendor is selected, the
plug-ins will be organized by the name of their manufacturer.
4.1.3. Samples Tab
The Samples tab handles audio files from both the Bitwig Studio library's
samples folder and folders that you have designated. Files found here
can be loaded anywhere that audio is accepted.
4.1.4. Multisamples Tab
The Multisamples tab handles files from both the Bitwig Studio library's
multi-samples folder and folders that you have designated. Files found
here can be loaded into Sampler devices.
4.1.5. Music Tab
The Music tab handles recognized media files from music folders that
you designate. This includes iTunes libraries. Files found here can be
loaded anywhere that audio is accepted.
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4.1.6. Clips Tab
The Clips tab handles files from both the Bitwig Studio library's clips
folder and folders that you have designated. Files found here can be
loaded into both the Arranger Timeline and the Clip Launcher.
To edit the metadata for a clip: right-click the preset and then choose
Edit File Metadata... from the context menu. Enable/disable any Tags in
the following window and select Ok.
4.1.7. Files Tab
The Files tab allows you to navigate across the current project, any
bookmarked folders or library locations, your local user folder, your
entire computer, and recent files.
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4. ARRANGER CLIPS AND THE BROWSER PANEL
4.2.1. Inserting Clips
While material from several of the Browser Panel tabs can be inserted as
clips, we will demonstrate with something from the Clips tab.
To insert a clip on an Arranger track: click and drag the clip from the
Browser Panel to the desired timeline position on the appropriate track.
Note
Since we are dragging a note clip, it made the most sense to place
it on a note track, but we could have dragged it to any track. As the
concept of hybrid tracks may have indicated, Bitwig Studio is rather
free with the idea of track types.
If you drag a note clip to an empty audio track, the track will be
converted to an instrument track. If you drag a note to an occupied
audio track, the track will be converted to a hybrid track. In both
cases, the converse is true as well.
To insert a clip on a brand new Arranger track: click and drag the clip
from the Browser Panel to the desired timeline position between
existing tracks.
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4. ARRANGER CLIPS AND THE BROWSER PANEL
This method of inserting clips will work from any Browser tab whose
contents can be placed on tracks. And the same method will work when
dragging appropriate files from your file manager application (i.e., File
Explorer on Windows, Finder on Mac, etc.) directly onto the tracks.
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4. ARRANGER CLIPS AND THE BROWSER PANEL
The result will be similar to when the clip was originally inserted from
the Browser Panel. But also note that as you begin dragging the clip
to move it, a status message appears in the window footer with several
additional options. (This is shown in the image above; note that the
order of options varies by platform, and your screen may not match the
sequence in this image.)
Note
Do look for status messages whenever you are clicking and dragging
items in Bitwig Studio. This document will not necessarily cover all
variations that are shown within the program.
The first option — that adding [CTRL] ([ALT] on Mac) while dragging a
selection toggles between moving and copying — was mentioned in a
previous chapter.
The second option is new and indicates that [SHIFT] toggles from
obeying the beat grid to ignoring it. Whether and how clips conform to
the beat grid is governed by the snap settings, which are found in the
bottom right corner of the Arranger Timeline Panel, by clicking on the
beat grid settings.
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4. ARRANGER CLIPS AND THE BROWSER PANEL
› The Grid option causes clips to snap to the current beat grid.
› The Grid Offset option uses the current beat grid resolution, but it
thinks of a grid in relation to the clip's current start time. So if the clip
does not start exactly on the beat grid, the amount that the clip is
offset will be preserved when it is moved.
› The Events option causes clips to snap to the start and end of other
clips within the Arrangement Timeline.
Note
If only one of these options is enabled, only that snapping rule applies.
If multiple options are enabled, clips will momentarily snap into place
for each and every rule that applies. And when none of these rules
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4. ARRANGER CLIPS AND THE BROWSER PANEL
is enabled, clips will move freely, the same as when you hold down
[SHIFT].
These settings will apply not just to moving clips, but to any other
editing action in the panel. We will touch upon some of those actions in
a moment, but one other option is worth mentioning here.
In the above image, note the automation follow button, directly beside
the beat grid settings. Toggling this function determines whether
automation is moved along with clips or not. So if you are moving clips
around, be sure to check the status of this button.
To shorten an Arranger clip: mouse over the top right edge of the clip so
that a half-bracket cursor appears. Then click and drag to the left.
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4. ARRANGER CLIPS AND THE BROWSER PANEL
› With the Time Selection tool, click and drag over the time area that
should be removed. Then clear the time by pressing [DELETE] or
[BACKSPACE].
› With the Eraser tool, click and drag over the portion of the clip to be
removed.
› With the Knife tool, click the position where the clip should be
separated. Once the clip is divided, select and delete — [DELETE] or
[BACKSPACE] — the unwanted clip.
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4. ARRANGER CLIPS AND THE BROWSER PANEL
All of these methods achieve the same effect. And while it may seem
like the second half of our clip is now gone forever, this is not the case.
Bitwig Studio still remembers the full contents of our clip in case we
need it back later.
To lengthen an Arranger clip: mouse over the top right edge of the clip
so that a half-bracket cursor appears. Then click and drag to the right.
To remove unseen data from a clip: right-click the clip and then choose
Consolidate from the context menu.
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To consolidate multiple clips: select all of the clips. Then right-click one
of the clips and choose Consolidate from the context menu.
For all of the above purposes, the consolidate function is also available
by selecting Edit › Consolidate or by pressing [CTRL]+[J] ([CMD]+[J] on
Mac).
To put successive cuts in a clip, audio event, or note: hold [ALT], and
then click at the position of the first cut and drag to the position of the
last cut.
The current beat grid value (1/4 notes, above) will set the distance
between cuts and will snap the position of the first cut onto the beat
grid. You may sometimes need to freely place (without snapping) the
position of the first cut. That is also possible.
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To slide the content of a clip: mouse over the top half of the waveform.
Then [CTRL]-click ([CMD]-click on Mac) and drag horizontally.
You can optionally add the [SHIFT] key while dragging to toggle the
snapping behavior.
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To create a fade in: mouse over the middle of the clip's left edge, at the
top of the waveform display. Once a white triangle appears, click and
drag the triangle toward the center of the clip. Release the mouse where
you would like the fade to end.
Fade outs can be created in the same way by mousing over a clip's right
edge.
Creating a crossfade requires audio clips that are overlapping and have
material extending beyond their own boundaries.
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If you click on a clip's edge and drag toward its center, you are creating
a fade in or fade out for that single clip. So creating a crossfade requires
clicking on one of the overlapping clips and then dragging the fade past
its boundary and onto the other one.
If you start by clicking in clip 1 and then drag across to clip 2, the
crossfade will begin where the boundary was and will end wherever you
release the mouse. If you start by clicking in clip 2 and then drag across
to clip 1, the crossfade will end where the boundary was and will end
wherever you release the mouse.
To adjust the boundaries of any fade: mouse over the top portion of a
fade so that its white triangle(s) appears, and then click and drag to
move the fade's boundary relatively.
Note that for a crossfade, dragging an inner boundary will select both
curves (shown as highlighted in white) and let you adjust them together.
Dragging an outer boundary will let you adjust the closest fade by itself.
To adjust the slope of a fade: mouse over the fade's curve, and then click
and drag the mouse up or down.
Note
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curves, you should make your track's height larger than the minimum
by clicking and dragging the bottom of the track header.
Note again that with a crossfade, you can either mouse over both fade
curves to manipulate them in tandem, or you can adjust each fade by
itself.
4.2.7. Looping Clips
As clips are intended to be the smallest practical musical idea, you may
want to loop clips.
To loop an Arranger clip: mouse over the bottom right edge of the clip
so that a half-bracket cursor appears with a looping oval. Then click and
drag to the right.
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After you drag the clip beyond its full length, additional copies will be
generated. The first copy starts with a dashed vertical line, marking
the loop length being used. All subsequent repetitions of the loop are
marked with dotted vertical lines. Once the clip is looping, you can do
the same using any of the "bracket" tools, either at the end or beginning
of the clip.
To adjust the loop length of an Arranger clip: mouse over the clip's
first repeat marker (the dashed vertical line) so that an I-beam cursor
appears with a looping oval. Then click and drag in either direction.
The length of the clip itself remains the same while the section of the clip
that loops — and accordingly the number of repetitions — has changed.
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When the enclosed track do have overlapping clips, affected meta clips
adapt to show colorized summaries of the track contents.
Regardless of the display style, each meta clip acts as an alias of the
clip (or clips) that they represent. As with any regular Arranger clip,
meta clips can be moved by dragging and dropping, they can be cut or
copied or pasted in the normal ways, they can be deleted, and they can
even be split with the Knife tool. Taking any of these actions on meta
clips directly affect the clips that they represent.
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To the right of the project navigation menu , a "left turn" arrow has now
appeared. Clicking this arrow navigates upward into the parent level
of the current context. It is also worth noting that the context selected
in the Arranger Timeline Panel is preserved if you switch to the Mixer
Panel.
Finally, back in the Arranger Timeline Panel, you can toggle between
viewing each group track's meta clips or a representation of the group
track's master track.
To view the contents of the group track's internal master track: right-
click on the group track's header, and then select Show Master Track
Content from the context menu.
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You can switch back to displaying the meta clips by calling up that same
context menu and then selecting Show Group Track Content.
We will start by focusing the Inspector Panel on the same clip looping
example we just finished.
For the time being, we are just paying attention to the parameters in the
ARRANGER CLIP portion of the Inspector Panel. We have already seen
the name and color options for tracks (see section 3.2.4). The remaining
sections offer additional parameters.
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4.2.9.1. Signature Section
Signature sets the time signature of the selected clip. Along with an
optional tick setting (see section 2.3.3), this reflects how the clip is
displayed for editing.
These settings relate to the musical time or position of the selected clip:
› Time sets the start of the clip in the Arranger Timeline. Adjusting this
position will simply move the clip exactly as it exists, the same as
clicking and dragging the entire clip in the Arranger.
› Length sets the duration of the clip in the Arranger Timeline. Adjusting
this duration will simply lengthen or shorten the clip, the same as using
the bracket cursor to adjust the right edge of the clip.
› Offset preserves the position and length of the clip, but shifts its
internal content by the set amount. This is the same as using the
bracket cursor to move the left edge of the clip forward in time.
But if I wanted the clip to stay in time and simply skip the first beat
it was playing, I would increase the Offset from 1.1.1.00 (no offset) to
1.2.1.00.
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4.2.9.3. Loop Section
› Loop toggles whether or not the clip loops with the Arranger. When
disabled, the clip will play only once. If the size of the clip is longer than
its contents, the later portion of the clip will be empty.
Taking the same example from above, I could increase the Start from
1.1.1.00 (no loop offset) to 1.2.1.00, causing each one-bar loop to end in
the same place but start a quarter note late.
› Length sets the duration of the clip that is being repeated. This is the
same as using the I-beam cursor with a looping oval to graphically
adjust the loop length.
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4.2.9.4. Fade Section
As stated earlier, fade actions and parameters apply only to audio clips.
So these twin sets of parameters represent controls for any Fade In and
Fade Out applied to the selected audio clip. Taken from top to bottom:
› The musical time value represents the length of the fade. If it is set to
zero (0.0.0.00), then no fade is applied regardless of the other settings.
› The level value sets the amplitude at the fade's midpoint, effectively
shaping the fade's curve.
4.2.9.5. Mute Section
4.2.9.6. Shuffle Section
› Accent sets the percent of the Global Groove's accent Amount that
should be applied to this clip.
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For example, if the Global Groove's accent Amount is set to 100% (the
default setting) and the clip's Accent setting is at 30%, then the clip will
apply an accent at 30% strength (30% of 100%).
Since this is a scaling function, either parameter being set to zero (0%)
results in no accent.
› Double Content makes the selected clip twice its current length and
duplicates its non-looping contents.
› Consolidate merges all selected clips (on a track by track basis) into
single, contiguous clips.
› Reverse flips the order and positions of the clip's contents, causing
them to play "backwards."
› Scale 50% simply halves the length of a looping clip. This is the same
result as dragging its end point exactly halfway toward the start.
For a non-looping clip, it halves both the length of the selection and
the duration and positions of its contents, effectively causing the clip to
play back twice as fast.
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› Scale 200% simply doubles the length of a looping clip. This is the same
result as dragging its end point so that the entire clip is now twice as
long.
For a non-looping clip, it doubles both the length of the selection and
the duration and positions of its contents, effectively causing the clip to
play back half as fast.
› Bounce In Place replaces the selected clip with a new audio clip. When
the selected clip was an audio clip, the sound source is the audio itself,
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which will be printed into a solid clip. For a note clip, the sound source
is the first instrument device in the track's device chain.
Note
› Bounce prints the sound source of the selected clip into a new, solid
audio clip (the functional equivalent of a "consolidated" clip). For an
audio clip, the sound source is the audio itself, which will be printed
into a solid clip. For a note clip, the sound source is the first instrument
device in the track's device chain.
Note
› Slice In Place… divides the selected clip into multiple clips, slicing
regularly at a note interval (on Beat Grid). With audio clips, slicing
can also be done at Onsets (the detected transients) or Beat Markers
(defined stretch points that you may have changed). This can be an
extremely efficient way to do audio edits.
Note
Note
Note
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› Reset Fades removes any applied fades from the selected audio clips.
› Auto-Fade applies a quick, relative fade in and fade out to all selected
audio clips.
› Quantize… moves the start and/or end times of all events in the
selected clip(s) in relation to a beat grid. A parameter pane appears
after this function is selected.
Note
› Make Legato adjusts the length of each event in the selected clip(s)
so that it ends immediately before the next event begins. This creates
a continuous series of events by both extending events beyond rests
to the beginning of the next event and by shortening events which
overlapped their successor.
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› Save Clip To Library… stores the selected clip in your library, allowing
you to first set various tags for the clip.
The Play Start Marker is the blue, right-facing triangle within the Beat
Ruler that indicates where the transport will play from the next time it is
engaged.
To move the Play Start Marker: single-click in the top half of the Beat
Ruler.
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› Click and drag the play position in the window header's display section.
› Select a single Arranger clip to move the Play Start Marker to the
beginning of that clip.
To play the Arranger timeline from the Global Playhead's position: press
[SHIFT]+[SPACE BAR] or [SHIFT]+[P].
To stop the Arranger timeline and advance the Play Start Marker: click
the Global Play button.
The Arranger Loop Selector sets the region of the Arranger Timeline that
will be looped during playback. This region is also used for several other
functions.
To toggle the Arranger Loop function: click the Arranger Loop toggle in
the window header.
The Arranger Loop function affects all tracks as it literally picks up and
moves back the Global Playhead when the end of the region is reached.
This is a playback function, while clip looping is an arrangement function.
To move the Arranger Loop Selector's position: click the center of the
Arranger Loop Selector and drag it in time.
To change the Arranger Loop Selector's length: mouse over the left
or right edge of the Arranger Loop Selector so that a bracket cursor
appears. Then click and drag in either direction.
4.3.1. Cue Markers
You also have the option of using Cue Markers in the Arranger, which
store play positions along the Arranger Timeline for easy triggering. To
use Cue Markers, first right-click within the Beat Ruler, and then enable
Show Cue Markers from the context menu. This will make the Beat Ruler
slightly taller.
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To create a Cue Marker: right-click the Beat Ruler, and then select Insert
Cue Marker. A yellow play icon and the Cue Marker's current name (likely
Untitled) will appear in the Beat Ruler.
The left edge of a Cue Marker's play button icon aligns with its location.
If the transport was inactive, playback will start immediately from the
Cue Marker. If the transport was already going, playback will move to
the Cue Marker's position after the Default Launch Quantization interval
(see section 5.2.5.2).
Note
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To change a Cue Marker's color: right-click either the Cue Marker's icon
or name, and then select a different color from the palette that appears
within the context menu.
To move a Cue Marker: click either the Cue Marker's icon or name, and
then drag it to the desired position. Or click the Cue Marker to select it,
and then change its position in the Inspector Panel.
To delete a Cue Marker: click the Cue Marker to select it, and then press
[DELETE] or [BACKSPACE].
To insert a time signature change: right-click the Beat Ruler, and then
select Insert Time Signature Change. An orange triangle appears beside
the new time signature change, indicating that it is selected and its
parameters can be edited from the Inspector Panel.
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Note
For more information on time signatures and how the ticks parameter
is handled, see section 2.3.3.
4.4. Recording Clips
Since we can now edit Arranger clips in the most fundamental ways, it is
a good time to examine recording new note and audio clips. This begins
with getting the right signals routed into our tracks.
Before we deal with this on a track level, make sure that any audio and
MIDI interfaces/controllers you are using have been set up properly (see
section 0.3.2).
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› The input chooser lets you select which signals are getting routed into
the track.
For instruments tracks, the options are incoming MIDI sources. The
default selection is All inputs so that every MIDI source should make it
to the track.
For audio tracks, the options are both incoming audio sources and the
audio outputs of all other tracks. The default selection is No input.
Note
Similarly, Add Buss… can be selected from any audio input or output
chooser, which goes to the Audio tab instead (see section 0.3.2.1).
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› The output chooser lets you select where the track's final audio is
getting routed to. The default selection is Master, which will serve us
well in nearly all situations.
› The monitor button toggles whether the selected input source is being
passed to the track's input. All instrument tracks have monitoring
enabled by default.
Note clips in Bitwig Studio — not unlike MIDI — are really just instructions
to be interpreted by an instrument device. Notes themselves do not
produce any sound. So before we record any notes, we should load an
instrument preset so that our notes can be realized.
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If you do not like the first device preset you load, repeat the above steps
until you find one you appreciate.
If you have a MIDI keyboard connected and already made Bitwig Studio
aware of it, then it should be working already. By playing the keys, the
instrument track's level meters should start showing audio.
Note
If you do not have a MIDI controller — or your MIDI device is all knobs
and no keys — press [CAPS LOCK] to temporarily transform your
computer keyboard into a MIDI keyboard. Pressing letters in the top two
rows should trigger notes and cause the audio meters to dance.
Note
While [CAPS LOCK] is active, most key commands will not work.
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4.4.2.3. Recording Notes
To record an Arranger note clip: enable the track's record arm button,
enable the Global Record button, and then activate the transport and
begin playing notes.
Before recording, you probably want to disable the record arm buttons
on all other tracks. Otherwise, you could trigger multiple tracks to record
at once and alter or erase other clips in the process.
4.4.3.2. Recording Audio
To record an Arranger audio clip: enable the track's record arm button,
enable the Global Record button, and then activate the transport.
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106
5. The Clip Launcher
We have spent the last couple chapters working within the Arranger
Timeline. And while the Arranger is absolutely crucial to music creation
in Bitwig Studio, it is only half of the story.
The Clip Launcher Panel — also called the Launcher — is the logical
Arranger's artistic brother. While the Arranger is an excellent way to
lay out the fixed "story" of a song, the Launcher allows you to freely
improvise with your clips. More on that soon.
We will start by getting an overview of the Clip Launcher Panel and its
constituent elements. Next we will revisit some of the same concepts
we saw with Arranger clips as they apply to Launcher clips. We will then
investigate how Launcher clips relate to the transport and Arranger
clips and see how Launcher clips are triggered. Finally, we will record
Launcher clips and learn to capture the Clip Launcher's output on the
Arranger Timeline.
Bitwig Studio is just one DAW, but it is the two sequencers within that
provide limitless musical possibilities.
Aside from its unique perspective and purpose, the Clip Launcher
Panel is also the only panel that loads directly into another panel. In this
chapter, we will be learning about the Launcher within the Arranger
Timeline Panel, but it can also be called up inside the Mixer Panel of the
Mix View (see section 6.1.2).
The key difference between Arranger clips and Launcher clips is their
purpose. Arranger clips are played back precisely at the designated time.
But Launcher clips must be available whenever you want them, either for
section-based composition (verse, chorus, bridge), or as pieces for a live
performance, or however else you might use them. Arranger clips must
be rigid, and Launcher clips must follow your whim.
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5. THE CLIP LAUNCHER
What we see here is the same Arranger Timeline Panel as before, but
now the view toggles for both the Clip Launcher and the Arranger
Timeline are engaged. As a result, we see these two sequencers side by
side within the panel.
The Clip Launcher Panel appears as a series of slots that are arranged
across each track. Since tracks in the Arrange View are oriented
horizontally, the Clip Launcher Panel is also arranged from left to right.
In case more slots exist than can be shown at one time, the horizontal
scroll bar at the bottom of the panel allows you to scroll to view all the
slots.
The slots are made to house clips and have no functionality of their own.
Whenever we refer to a "Launcher clip," we mean a clip that is housed
within this Launcher sequencer.
On each track before the clip slots begin is a Stop Clips button. Each
of these buttons halts all clips that were playing on its track. And on
each track after the last visible clip slot is a Switch Playback to Arranger
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5. THE CLIP LAUNCHER
Similar to each track, the displayed scenes begin and end with the
Global Stop Clips button and the Global Switch Playback to Arranger
button, respectively. Each global button is the equivalent of triggering
all track buttons of that kind. Again, the last section of this chapter will
cover these functions in more detail.
Finally, various Clip Launcher settings are grouped within the Play menu.
› Overdub: Merges incoming notes onto active clips the Clip Launcher
Panel the next time the transport is started. Otherwise, note data is
overwritten.
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5. THE CLIP LAUNCHER
The crucial item within each clip and scene is the play button. This is the
means by which you trigger the clip or scene. These play buttons also
serve as indicators of which clips are active.
The top of each clip and scene also leaves space for that item's name,
which is optional. As can be seen in the image above, scenes without
names may be given automatic ones which you can always replace
manually. And the color stripe at the top of the scene reflects the scene's
color, just as the background of each clip shows its set color.
Below the play button and name of a clip may be a preview of the clip's
contents. Clips that contain either notes or audio events will always have
a preview, but the preview can be shown only when the track height is
set to normal. When the Arranger Timeline Panel has tracks set to half
size (as shown below), there is no room for the preview.
If the track is not record-enabled, a slot stop button will appear instead.
This button is just an alias to the track's Stop All clips button, performing
the exact same function.
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5. THE CLIP LAUNCHER
In the Clip Launcher Panel, we will recap inserting clips from the
Browser Panel, look at moving clips between the Launcher and the
Arranger, and see the options available for Launcher clips in the
Inspector Panel.
And if the clip is dragged between two tracks, a new track will be
created automatically as well.
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5. THE CLIP LAUNCHER
Additionally, an empty Launcher clip slot has a + icon appear when the
slot is hovered over. As in most other situations, clicking + opens the
Pop-up Browser, in this case with a special configuration that offer clips
and samples within your preset library, as well as any defined music
locations.
Note
To copy an Arranger clip to the Launcher: click and drag the clip from
the Arranger Timeline to the desired slot on the appropriate track.
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5. THE CLIP LAUNCHER
If multiple Arranger clips are selected, the clips will be copied into
successive slots.
To copy a Launcher clip to the Arranger: click and drag the clip from the
Launcher to the desired timeline position on the appropriate track.
If multiple Launcher clips are selected, the clips will be placed into the
Arranger consecutively.
Scenes can also be copied from the Launcher to the Arranger Timeline.
And conversely, any combination of Arranger clips can be copied to a
scene by dragging them over.
All of these copy functions can also be done into new tracks.
To slide the content of a clip: mouse over the top half of the waveform.
Then [ALT]-click ([CMD]+[ALT]-click on Mac) and drag horizontally.
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You can optionally add the [SHIFT] key while dragging to toggle the
snapping behavior.
Each group track has its own row of sub scenes. Each sub scene uses
color blocks to identify which contained tracks have clips that fall within
that sub scene. Just as a scene allows you to trigger a set of Launcher
clips across your project, a sub scene allows you to trigger Launcher
clips contained by that group track's component tracks. And while clips
within a sub scene are playing back, miniature clip playheads are shown
within the sub scene to indicate the current playback position of each of
its clips.
Also similar to meta clips in the Arranger, sub scenes act as aliases
for the clips they contain. Sub scenes can be moved by dragging and
dropping, they can be cut or copied or pasted in the normal ways,
they can be deleted, and they can even be sources or destinations for
dragging clips between the Launcher and Arranger.
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5. THE CLIP LAUNCHER
Note
Like regular scenes, sub scenes can also have colors assigned to
them. These color stripes will be shown on screen when you navigate
into that group track (see section 4.2.8).
In this case, I have copied the example Arranger clip into a Launcher
slot. The resultant Launcher clip gives us these settings in the Inspector
Panel.
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5. THE CLIP LAUNCHER
We can see that the Signature, Loop, Mute, and Shuffle sections are
identical to their Arranger clip counterparts, and that we have also seen
all the functions available here already (see section 4.2.9).
We can also see that the initial Start/Stop section differs from the
Arranger clip's Time (Position) model, and that the Launch Q. and Next
Action sections are completely new.
5.2.5.1. Start/Stop Section
Arranger clips had the Time (Position) section because they are always
triggered at the exact position where they reside. Since Launcher clips
do not share this sense of predestination, their parameters simply
describe what portion of the clip should be played when triggered.
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5. THE CLIP LAUNCHER
› Start sets the location within the clip that should be played first. This is
very similar to adjusting the Offset of an Arranger clip, changing only
which part of the Launcher clip should play back first.
› Stop sets the end of the clip contents that should be played. This
setting is available only when Loop is disabled.
› Launch Q. sets the interval at which this particular clip will be triggered.
A beat-level setting (for example, 1/2, 1/4, 1/8, or 1/16) will play all newly
triggered clips when the Global Playhead reaches the next grid line of
that interval.
A bar-level setting (for example, 1 bar, 2 bars, 4 bars, or 8 bars) will play
all newly triggered clips when the Global Playhead reaches the next bar
of this interval. For example, a setting of 1 bar would wait for beat 1 of
the next bar to play, while a setting of 4 bars would wait for the next
fourth bar (e.g., bar 1, bar 5, bar 9, etc.) to be reached.
Off disables clip quantization, meaning the clip will begin playback the
moment it is triggered.
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5. THE CLIP LAUNCHER
Next Action is the option to determine what should happen after this
clip has played for a set amount of time. The two parameters used to
achieve this are Do and after, as in, "please Do <this function> after <this
amount of musical time has passed>."
The following Do actions are listed at the top of the action list. They
relate either to the clip itself or any clip on the same track:
› Return to Last Clip resumes playback of the Launcher clip that was
playing immediately before the current clip. If no clip was playing when
this one was triggered, the clip is stopped.
› Play Next triggers the next available Launcher clip. If the current clip is
the last clip on the track, the clip is stopped.
› Play Random triggers a Launcher clip from the track at random, which
could potentially retrigger this clip.
› Play Other triggers a different Launcher clip from the track at random.
The current clip will not be retriggered.
› Round-robin triggers the next available Launcher clip. If this is the last
clip on the track, the first Launcher clip on the track is triggered.
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5. THE CLIP LAUNCHER
The second half of the Do actions list makes use of clip blocks, which are
groups of clips that sit side by side with blank slots around them.
In the image above, the Drums track has three clip blocks (which I have
manually colored), each containing two clips. The number of clips in a
block is completely up to you, and each block needn't contain the same
number of clips.
› Play First in Current Block triggers the first Launcher clip in the current
clip block.
› Play Last in Current Block triggers the last Launcher clip in the current
clip block.
› Play Random in Current Block triggers a Launcher clip from the current
clip block at random, which could potentially retrigger this clip.
› Play Other in Current Block triggers a Launcher clip from the current
clip block at random. This clip will not be retriggered.
› Play First in Previous Block triggers the first Launcher clip in the
previous clip block. If the current clip is within the first clip block, this
block's first clip will be triggered.
› Play First in Next Block triggers the first Launcher clip in the next clip
block. If the current clip is within the last clip block, this will act like the
Stop function.
› Play Random in Next Block triggers a Launcher clip from the next clip
block at random. If the current clip is within the last clip block, this will
act like the Stop function.
› Play First in Other Block triggers the first Launcher clip from a different
clip block.
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5. THE CLIP LAUNCHER
› The Arranger Timeline's Beat Ruler also has influence over the Clip
Launcher Panel. Launcher clips may be played back whenever you
choose, but the launch quantize feature described above is regularly
used for the sake of coherence and musicality, aligning launched clips
with arranged ones according to your wishes.
› By default, each track starts with the Arranger Timeline active. The
Launcher will take over for a track after a Launcher clip is either
triggered or recorded, or the track's Stop Clips button is pressed. The
Arranger will regain control only after the track's Switch Playback to
Arranger button is pressed.
› All tracks can be toggled in unison from the Arranger to the Launcher
and back. The Launcher will take over all tracks when either the Global
Stop Clips button is pressed or a scene is triggered. The Arranger
will regain control of all tracks when the Global Switch Playback to
Arranger button is pressed.
The takeaway is that you can act like Bitwig Studio has just one
sequencer, by using only the Arranger Timeline (to create a completely
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composed song, for example) or only the Clip Launcher (to take
elements you have made and freely improvise a structure). You could
also keep most tracks playing what you programmed in the Arranger,
and occasionally shift some tracks to the Launcher for the sake of
improvisation.
Once the two sequencers make sense to you, there is no "right way" to
use them. Only options.
Once a clip is triggered, a black box appears around the play button to
mark this as an active clip. A clip remains active until either a different
clip on that track is triggered, the track's (or the Global) Stop All Clips
button is triggered, or the track's (or the Global) Switch Playback to
Arranger button is pressed. When the transport is activated, all active
clips resume playing.
In the image above, you may also notice a vertical line going through the
active clip. Each active clip has its own clip playhead that indicates the
play position within the clip while the transport is active.
To trigger a scene: click the play button in its top left corner.
This will trigger all clips that exist within the scene and Stop All Clips for
tracks that contain no clip for the scene.
Note
To stop all clips on a track: click either the track's Stop All Clips button or
a stop button within an empty slot.
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This stops Arranger clips as well since the Launcher is given control of
the track. Each Stop All Clips button will take effect at the default launch
quantize interval.
To stop all clips: click the Global Stop All Clips button.
While this will stop all clips after the default launch quantize interval, the
transport remains active.
To return control of all tracks to the Arranger: click the Global Switch
Playback to Arranger button.
5.4.1. Recording Clips
All the same requirements apply for recording Launcher clips as
Arranger clips (see section 4.4).
To record a Launcher note clip: enable the track's record arm button,
click a blank slot's record button, and then begin playing notes.
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If the transport was inactive, it will automatically start once you click the
slot record button. If the transport was already active, it will continue
moving, and recording will commence after the default launch quantize
interval.
Note
The scene play buttons can also trigger empty Launcher slots to
record clips when the Record on scene launch setting is enabled (see
section 5.1.1).
To capture clips and/or scenes triggered from the Launcher into the
Arranger: enable the Global Record button, activate the transport, and
then trigger the clips/scenes.
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› If you deactivate the record arm buttons of individual tracks, you will
avoid recording empty clips to the Arranger tracks.
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6. The Mix View
For the past three chapters, we have dealt exclusively with the Arrange
View, and more particularly with the Arranger Timeline Panel that is
housed there. And while we are not done with the Arrange View (it will
be back), it is time to see another of Bitwig Studio's views.
In this chapter we will take up the Mix View and its central Mixer Panel.
As the purpose of each view is to provide tools organized around a
musical task, the clear task of this view is mixing, the necessary art
of adjusting and blending your tracks so that they play well together.
This happens first at the master track, and then on to the real world, in
headphones and on speakers.
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The first and next to last sections (track headers at top, channel strip
sections near the bottom) will always be visible. The View Toggles on the
bottom right allow you to decide whether each of the six other sections
are shown or hidden, with another two options for whether the effect
tracks or deactivated tracks should be displayed.
We will take the sections of the Mixer Panel in order, starting at the top.
6.1.1. Track Headers
The track headers in the Mixer Panel contain the same information as
the track headers of the Arranger Timeline Panel.
› Track Type icon: An icon to indicate the kind of track (see section 3.2.1).
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› Track Fold button: Available for tracks whose primary signal path
includes certain container devices (such as Drum Machine, Instrument
Layer, or FX Layer). When enabled, the track's channel strip expands
to the right, exposing all signal paths in the top-level of the container
and giving each its own channel strip.
Its elements have just been rearranged to fit the vertical orientation of
tracks in this view. Also note that each track can be resized horizontally
to provide more screen space for viewing the track's clips.
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› The top of the filled bars indicates the current average level (roughly,
the track's current power).
› The dashed line above the bars indicates the momentary peak level.
Along the left side of the meters are units of decibels (dB). The values at
bottom are negative (beginning with negative infinity), eventually rising
to zero, and ending in positive decibels at the top.
Beneath each meter on the right is a running record of the track's peak
hold level.
To reset a meter's peak hold level: click on the peak hold level.
To reset the peak hold levels of all meters: hold [SHIFT] and then click on
any meter's peak hold level.
6.1.4. Devices Section
The devices section provides a list of all the top-level devices on each
track.
This is not to be confused with the Device Panel (see section 7.2), where
parameters can be accessed and edited. This section can be used to
call up the Device Panel, move/copy the devices present, and add new
devices.
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To move a device: click and drag the device to the desired location.
To layer a device with another: [SHIFT]-click and drag the device over
top of the device where the layer should be inserted.
To add a device: click the track's Add Device button (the + icon) to pull
up the Pop-up Browser (see section 7.1.3).
6.1.5. Send Section
The send section provides a level knob for each effect track in your
project. This section is available only on instrument, audio, hybrid, and
group tracks.
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Sends allow us to pass a portion of each track's audio into the various
effect tracks. Using a send does not affect a track's main output level.
For each individual send, you can decide whether the audio being sent
is taken before the track's volume fader has been applied or after. Since
this setting is relative to the track's fader, the settings are called pre (for
pre-fader) and post (post-fader). A third choice of auto is selected by
default, permitting the effect track targeted to decide whether pre or
post should be used (see section 6.2.3).
To set a send's source setting: right-click the send, and then select the
appropriate setting from the context menu.
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Note that the indicator ring of post sends is colored yellow. This same
ring is colored blue for pre sends.
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› Solo button: When any track has its solo button enabled, only tracks
with solo enabled will output their audio.
› Level meters: Stereo audio meters that display the track's output level.
6.1.8. Crossfader Section
The crossfader section contains a Global Crossfader on the master
track. Every other track has a Track Mix Selector, which allows you to
designate whether that track belongs to the A mix, both mixes, or the B
mix, respectively.
› When a track mix selector is set to the A position, that track will be
unaffected when the global crossfader is anywhere between the
leftmost and center positions, but that track's level will be gradually
faded out as the global crossfader moves from the center position to
the far right.
› When a track mix selector is set to the B position, that track will be
unaffected when the global crossfader is anywhere between the
rightmost and center positions, but that track's level will be gradually
faded out as the global crossfader moves from the center position to
the far left.
› When a track mix selector is set to the both mixes option (the diamond
button at center), that track is completely unaffected by the global
crossfader.
Note
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To load the secondary Mixer Panel: click the Mixer Panel button in the
window footer, or press either [M] or [ALT]+[M].
Note
Not every view supports every panel. The available panels within a
particular view will have their buttons shown in the window footer.
For a review of these buttons and how to load the various panels, see
section 2.2.1.
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Again the bottom right of the panel includes the Mixer view toggles. But
while all the toggles appear enabled, there are curiously few sections
being displayed.
By looking closer at the view toggles, you will notice that they are
all enabled but grayed out. Bitwig Studio is acknowledging that you
have these sections enabled, but is also letting you know that there
isn't enough vertical space to display them all. While not all panels are
resizable, this one is.
To resize a panel: mouse over the panel's border that faces the middle
of the Bitwig Studio window. When the cursor becomes a bidirectional
arrow, click and drag the border.
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Now all enabled sections are visible, each working the same as they did
in the central Mixer Panel.
The only difference in this secondary version of the panel is that the Clip
Launcher Panel and the big meters section are unavailable.
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Both the devices and track I/O sections work exactly as they did in the
Mixer Panel.
The send section has used the extra space here to display both the
targeted effect track's name and the source settings (auto, pre, or post)
for each send.
The channel strip + big meters section is a replica of the original channel
strip section along with some rearranged big meters on the right. All
functionality from these sections remains the same.
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To set a send track's routing preference: select the track and then toggle
the Pre-Fader button from the Inspector Panel.
When a track's send source is set to auto, the destination effect track's
routing preference will be used. By default, the preference of each effect
track is Post-Fader (as indicated by Pre-Fader being deselected). When
Pre-Fader is enabled, all corresponding track sends that are set to auto
will now adopt a setting of pre.
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As you can also see in the image above, the default output of the master
track is set to Studio, which refers to the Studio I/O Panel. We will now
examine this panel and then see an example setup where a multichannel
audio interface is used.
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The top area of the panel displays the following audio settings:
› The Output Monitor Selector lets you select which pair of speakers
and/or sets of headphones are being used for any track whose output
is set to Studio.
The monitoring options are those you have defined under Settings >
Audio in the Dashboard (see section 0.3.2.1) using the same interface.
Only one pair of speakers can be active at a time, and any number of
headphones may be used.
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› The Local Solo button applies when working with container devices
that have discrete layers that include their own solo buttons, such as
Drum Machine. When this function is enabled, solo logic is applied at
the local device level. In this case, soloing one instrument layer/chains
only mutes that device's other layers. This is the default behavior.
When this function is disabled, solo logic is applied at the global level.
In this case, soloing one chain of a Drum Machine would effectively
mute all other tracks in your project.
The middle area of the panel displays the following cue and preview
settings:
› The Cue / Preview output menu sets the monitoring destination for
both cue signals (when the Solo as Cue button is active) and Browser
Panel previews.
› The Solo as cue button alters how solo works. When this function is
enabled, all solo-enabled tracks are also routed to the cue output, and
all other tracks are routed as usual. Solo buttons themselves will be
switched from S to C to reflect this.
When this function is disabled, normal solo rules apply (see section
3.1.3). When enabled, two additional parameters available:
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› The Cue Level controls sets the volume out for cue monitoring. As this
buss is also used for previews in the browser panels, it is relevant even
when the same audio path (say, headphones) is used for both your
Studio and Cue / Preview outputs.
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› Mic In is a mono input path that uses input 1 of our audio interface.
› FX Unit 1 is a stereo input path (for a hardware effects unit) that uses
inputs 5 and 6.
› Phones is a stereo output path that uses outputs 1 and 2 of our audio
interface. This path has a role of Headphones.
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› 5-inchers is a stereo output path (for my 5" speakers) that uses outputs
3 and 4. This path has a role of Speakers.
› FX Unit 1 is a stereo output path (for a hardware effects unit) that uses
outputs 7 and 8. This path has a role of Output.
The audio input paths will now be available in various places in the
program, such as audio tracks' input choosers.
The audio output paths will be available from every track's output
chooser, but they will also appear in the Studio I/O Panel.
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You will notice that only the monitoring options (Speakers and
Headphones) are available here. Setting a path to an Output role makes
it available for signal routing, but not for monitoring.
If you have a simple setup and never click any of these options, audio
will be routed to the right place. But if you have more sophisticated
requirements, the settings shown here and Bitwig Studio's routing
options will cater to your needs as well.
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7. Introduction to Devices
The word "devices" has come up a few times now. For one thing, we
have already been using them on instrument tracks (see section 4.4.2.1).
For another, we have seen how other Bitwig Studio interfaces give us
access to devices we were already using (see section 6.1.4). But in this
chapter, we are finally dealing with the nuts and bolts of loading and
using devices. This small exploration will benefit users of all levels.
Note
The purpose of this chapter is not to teach you the particulars of any
device. Instead, it is to acquaint you with accessing devices, their general
interface concepts, and the layout of the Device Panel. A short section
about the Bitwig devices themselves can be found at the end of this
document (see chapter 17).
› Analysis. Devices that merely visualize the signals that reach them.
They make no effect on the audio chain they are a part of.
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› MIDI. Transmitters for sending various MIDI messages via the track's
device chain. This is useful for sending messages to plug-ins or to
external hardware (when used in conjunction with Bitwig's hardware
devices).
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Examples include MIDI CC, MIDI Program Change, and MIDI Song
Select.
So while devices aren't always necessary, they can make things a whole
lot more interesting and open up possibilities that you may not have
previously thought of.
7.1. Accessing Devices
There are three ways to load devices into your Bitwig Studio project:
by loading a preset from the Browser Panel, by loading a device from
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To recap from chapter 4, the Presets tab (see section 4.1.2) uses the
navigation pane to display both the device categories and the devices
themselves. Once selections are made in that top pane, the selection
pane below displays all corresponding presets. Or if you want to work
directly with devices and skip the available presets, you can similarly use
the Devices tab (see section 4.1.1).
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For example, after selecting the Instrument option from the Device Type
area and selecting Bitwig from the Device area, the selection pane shows
all the standard presets that use a Bitwig Studio instrument device. This
is the simplest way to browse for a particular sound.
Note
By default, not all filter options (such as Device Type, Device, etc.) are
visible in the navigation pane of the Browser Panel. For information
on enabling various filter options, see section 4.1.
You could also select presets from the top-level Bitwig header under the
Device category, but this will include presets from every device type.
Targeted searching is most easily accomplished by browsing presets
within a specific Device Type.
To insert a preset and device onto an existing track: click and drag the
preset from the Browser Panel to the appropriate track.
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This can be achieved in any of the editing panels, including the device
section of the Inspector Panel when the target track is selected.
To insert a preset and device onto a new track: click and drag the preset
from the Browser Panel to the space between existing tracks.
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This requires either the Arranger Timeline Panel or the Mixer Panel, as
these panels are made to display the entire project at one time.
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Now that a single device is selected, only presets made with that device
are listed in the selection pane. You can now either import one of the
selected device's presets as described a moment ago, or you can import
the device itself with its default settings.
To insert a device onto an existing track: click and drag the device from
the top of the Browser Panel to the appropriate track.
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In this case, the device was dragged into the Device Panel, which was
focused on the appropriate track.
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To insert a device onto a new track: click and drag the device from the
Browser Panel to the space between existing tracks.
The Pop-up Browser is also available in both the Device Panel and the
Arranger Timeline Panel by clicking on the Add Device button (the +
icon). You can also access the Pop-up Browser by double-clicking the
blank space between devices in the Device Panel or by double-clicking
the blank space that comes before the effect and master track headers
in the Arranger Timeline Panel.
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There is a lot going on in this window. At the top right of the window,
we see the five available categories that we can browse for. We will keep
this in Device browsing mode for now.
And while the list section in the middle of this window may look dense,
the top of each list pretty well describes its subject. We will start with
these several scrollable lists in the middle of the Pop-up Browser, the
first six of which are filters:
› At top left, the list that begins with Everything allows you to view
various collections. By default, you are viewing all available devices, but
you can pare back and view only special categories of devices, such
as those you have generally marked as Favorites or unique collections
that you have created.
› Also at far left, the list that begins with Any Device Type allows you
to view either devices of all kinds, or to view only selected types of
devices. These broad categories are:
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Note
› The next list begins with All Device Locations, allowing you to specify
the location of devices to be selected from. Options include those that
are native to Bitwig or any defined plug-in folder location, including
contained subfolders.
› The list below begins with Any File Type, allowing you to specify the
kind of devices to be selected from. Options include those that are
native Bitwig Devices or any particular format of plug-in (namely, VST
Plug-in), including subcategories by computing bit depth (for example,
VST Plug-in (64-bit)).
› The following list begins with the option Any Category, and
accordingly, this list presents all the categories of device as filter
options. (For more on these device categories, revisit the beginning of
this chapter or see section 1.4.)
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› The next list begins with the option Any Creator, allowing you to filter
the available devices by the manufacturers who created them.
› The final list on the far right is effectively your available device
selections based on previous filters that you have set. (By clicking the
star icons at the far right of a device name, you can mark any device as
a favorite.)
Note
Similar to the Browser Panel (see section 4.1.1), the bottom of the
devices list may show a notification and clickable toggle for showing
redundant plug-ins. The settings for which plug-in formats should
be considered redundant are found in the Dashboard (see section
0.3.2.5).
By naming and saving this smart collection, you will be able to restore
your current filter and search settings from the favorites filter menu in
the top left of the Pop-up Browser. The "smart" designation indicates
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To create your own static collection: right-click in any blank area of the
window and then select Create New Collection… from the context menu.
When this collection is selected from the favorites filter menu, any item
that you star will be added to this custom collection.
Note
To commit the selected device to your project: click the Ok button at the
bottom right of the Pop-up Browser.
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To escape without making any changes to your project: click the Cancel
button at the bottom right of the Pop-up Browser.
To replace the preset being used by a device: click the folder icon within
the device. The Pop-up Browser will now appear, already set to browse
for Presets of the Bitwig Device Preset filetype that match the device
you were already using.
› Within each filter list, you are free to engage multiple options. To add
or subtract from a list's selection, [CTRL]-click ([CMD]-click on Mac)
on each item you wish to toggle, or [SHIFT]-click to make a contiguous
selection (or deselection).
› You are free to switch between the five modes in the top right corner
at any time. This will possibly replace your targeted device with one
that is appropriate for the context or your eventual content selection.
For example, selecting the Multisamples, Samples, or Music modes of
the Pop-up Browser will replace the current device with a Sampler (or,
if you are targeting a Sampler, will replace its contents).
› Within the Browser Panel (see section 4.1), these same filter categories
are available by right-clicking within the panel and making selections
from the Filter Sections portion of the context menu.
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Note that the above image shows the instrument on the left and the
audio FX on the right. In the Device Panel, signal always flows from left
(input) to right (output). While you could swap the position of these
devices, you probably would not get the desired outcome.
Starting with the outer rounded rectangle, we find on its left edge an
abbreviated, vertical track header. Included here are the familiar track
color stripe and track name.
Other than the track header, all space in the Device Panel is reserved
for devices. But before the first device (and after every device) comes a
vertical column containing three items:
› The note indicators light up when at least one note message is active at
that stage. (This is similar to a MIDI "note on" message that has not yet
been followed by a corresponding "note off.")
› The audio meters indicate the presence and level of audio signal being
received and transmitted by each device.
The Add Device button is present in all these locations so that you
can insert additional devices at any point within the device chain. The
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note indicators and audio meters are present at every device handoff
to visually inform you of signals that are changing as the signal flow
progresses. As relevant texts and your own experimentation will teach
you, the order in which devices are connected is critical to the outcome.
Each device has its own vertical header on its left edge. Common
elements in device headers are:
› Device Name: The official name of the device, or a substitute name that
you have selected (see section 14.2.3).
Finally, the body of each device contains its own various parameters.
They can take the form of knobs, sliders, numerics, text and graphical
lists, buttons, curve controls, clickable graphic interfaces, and more. All
parameters can be set with the mouse by simply clicking and dragging.
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Clicking the Expanded Device View button covers the central panel area
with additional controls and visualizations for the device.
Once floating, the Expanded Device View will remain visible regardless
of what track is selected. You can always close the window or click the
re-docking button (the box with an arrow, propelling the window back
to Earth) to rejoin the view within the main window.
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Note
When the effects sends button is enabled, the effect sends pane is
visible within the track header area. This resizable pane shows a list of
all instrument, audio, hybrid, and nested group tracks in your current
project. Each track is listed along with a meter showing its current
output level and a control for the send amount targeting this effect
track.
Essentially, this is a "mixer" view of the buss that feeds the effect track.
And tracks that have track fold buttons on the mixer (see section 6.1.1)
have a similar fold button here.
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7.3. VST Plug-ins
The other kind of device that can be used in the Device Panel is VST
plug-ins. Aside from setting up Bitwig Studio to recognize the plug-ins
you own (see section 0.3.2.5 for information on the Locations page of
the Dashboard), we haven't talked much about them. They operate side
by side with Bitwig devices, and both generally function in the same
way, but the interface for plug-ins is a bit different.
The bulk of the panel is reserved for the VST's Parameter area, but
the parameters are in the form of a long scrollable list of knobs. And
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above this list is a single joker knob, which is really an alias (or wild card)
which follows the last plug-in parameter that you touched. So after you
scroll halfway down a very long parameter list, the last parameter you
adjusted will still be accessible just above the list.
The top row of most plug-in devices has three important controls:
› The Plug-in Parameters button (with a knob icon) is lit up whenever the
joker knob and list of parameters are being shown below.
› The next button varies depending on the type of plug-in your have
loaded:
Most plug-ins then have a Post FX chain button (with a single right-
facing arrow for an icon), as was shown in the above image. Clicking
this button expands the right edge of the plug-in interface to display
a chain where other devices and plug-ins can be loaded.
Note
For more information on nested device chains, see section 14.1. And
for specific information on Post FX chains, see section 14.1.3.
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This chain mixer gives you mixing controls for all the various outputs
of this multichannel plug-in within the current stereo track. Clicking
on the plug-in parameters button will return the parameter area to its
normal joker knob and parameter list.
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› The Parameter Search field is provided in the top of the plug-in area to
let you filter the parameter list and find what you are looking for.
If remote controls are configured for your plug-in (see chapter 13.1.1),
an active controller may show parameter mappings here using small
colored circles in both panes.
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Finally, in the device header for any plug-in is a Plug-in Interface button.
Clicking this button calls up the plug-in's custom interface in a floating
window.
(As all plug-ins have their own custom interface, please don't expect
anything else to look like Surge, shown as the example above.)
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This is a change in appearance only and does not affect the operation of
any device.
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To move devices around: click and drag the device header to the desired
position within the Device Panel.
To replace one device with another: drag the desired device or preset
from the Browser Panel onto the device to be replaced.
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To layer a device with another: [SHIFT]-click and drag the device over
top of the device where the layer should be inserted.
Note
To rename a device: select the device and then change its name from
the Inspector Panel (see section 14.2.3).
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8. Automation
With the mixer interface (chapter 6) and our introduction to devices
(chapter 7), we examined both track and device parameters that you will
want to set as your own tastes dictate. But fixing these parameters to
certain values is probably not enough.
If you can think about how a song develops — from the arrangement
growing as parts gradually fade in and find their place in the stereo
field, to instruments becoming more animated as their tones morph
and brighten, to parts gradually fading away by both losing volume and
increasing reverb — then you can visualize the series of long and short
curves that represents a piece of music and its structure.
8.1. Automation Basics
If you work with music software and are used to only one type of
automation, it is track automation. With this kind of automation, values
for a parameter — volume, cutoff frequency, reverb amount, etc. —
are stored as fixed values. So when the playback head reaches an
automation point of either -9.43 dB or 2.88 kHz or 124 %, that exact
value will be set and preserved until the automation dictates otherwise.
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button enabled, the Automation Lane section for that track becomes
visible.
The Automation Lane section appears just below the track header and
extends across the Arranger Timeline area as a place to show its own
time-based data. Like all automation lanes, this one is resizable.
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In order to add a MIDI automation lane, you have to set the MIDI Channel
and the Type of message for this lane. Message types include Pitch
Bend, Ch. Pressure (sometimes called aftertouch), and Control Change
(which also requires a Controller Number).
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selected or edited; they are just illustrations to help you define your
automation in relation to the track's contents.
This area is where our automation functions will be defined. And while
this lane might seem empty, one subtle datum is present.
As the picture above shows, there is a light gray line just above the note
outlines. This is the current automation curve of the track's volume. And
since there are no additional automation points, that curve is a flat line at
the current setting of +0.00 dB. If we were to grab the volume fader in
the track header and make it quieter (by dragging it to the left), the gray
line would follow.
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Note that dragging your mouse along the automation curve displays the
parameter value beside your cursor for that song position. Also note the
blue circle that has appeared near the top of the volume fader's range.
This automation indicator — which looks like a misplaced automation
point — indicates that the parameter in question is under the control of
automation.
To move an automation point: click and drag the point with the mouse.
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Note
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To redraw an automation curve: click and drag horizontally with the Pen
tool.
Once you release the mouse, the curve will be optimized to maintain its
shape with the minimum number of points.
To select multiple points: click and drag a selection rectangle around the
points of interest .
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For example, clicking the track's mute button will now focus on the
primary lane for that parameter.
If you then click on the track's volume fader, focus will return to the
volume parameter.
As you can see, the automation that was drawn a minute ago has not
been lost. This primary lane is simply shifting its focus with each mouse
click.
To lock the Parameter chooser to its current selection: enable the Pin
Parameter button.
In the example shown, the Parameter chooser will now stay focused on
the Volume parameter even if you click on the track mute button or any
other parameter.
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The automation indicator for the volume parameter has switched from
blue to green, indicating that the automation's control of this parameter
has been broken for the time being. At the same time, the Restore
Automation Control button within the display section of the window
header is now tinted green, indicating that it is armed.
The Automation Follow button, beside the beat grid settings in the
bottom right corner of the panel, is worth mentioning here. This button
toggles whether track automation is moved in tandem with Arranger
clips or not. The setting is enabled by default so moving a clip would
have the following effect.
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Disabling the button and moving the clip back would leave any and all
track automation behind.
The would hold true for movement functions, such as copy, duplicate,
etc.
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While it looks as though the lane just duplicated itself, there are some
key differences here.
Only the top lane has a parameter chooser. The new lane — and any
subsequent lanes — only has a text label indicating the device and
parameter being automated so it cannot change focus.
You will also notice that the new lane has two slightly different interface
buttons beneath.
As the Show Favorites/All button above is indicating with its star icon,
tracks default to displaying favorite parameters. When favorites are
being shown, clicking the Add Lane button both creates the fixed lane
and automatically marks this parameter a favorite. The enabled Favorite
button of our new lane demonstrates its status.
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The list of automated parameters can also be accessed from the top of
the Parameter chooser list.
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8.1.5. Recording Automation
The automation write mode is set within the Play menu in the window
header's transport section.
› Touch mode also waits until you have begun changing parameters
to begin recording automation values, but once you stop interacting
with a parameter, recording is halted and any preexisting values are
preserved.
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Note
In the Dashboard under the Settings tab on the Recording page in the
Recording section is an option called Write Automation on Record.
If this option is enabled, the Arranger's Automation Record button
will automatically be enabled whenever the Global Record button is
armed.
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If the Automation Lane button is enabled for the track, the clip's
automation will be displayed in the bottom of the clip.
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In this mode, the interface should look quite familiar. Due to the
presence of the Beat Ruler (see section 3.1.1), unique beat grid settings
(see section 3.1.2), and unique snapping settings (see section 4.2.2), this
looks a lot like the Arranger Timeline Panel. The difference is that the
general purpose Arranger Timeline area has been replaced with the
Automation Lane area for our currently selected track.
› The Automation Editor Panel contains only one automation lane. If you
are looking to view multiple parameters from one track, the Arranger
Timeline Panel is the way to go.
› The clip aliases (that float above the Automation Lane area in the Beat
Ruler) are indicators of where the track's clips are starting and ending.
But these aliases are also editable.
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In the same way that Arranger clips can be moved (see section
4.2.2), edited (see section 4.2.3), and looped (see section 4.2.7), these
same actions will work on the clip aliases. Just remember that the
Automation Follow setting (see section 8.1.3) will determine how
automation is affected by any clip movements or edits.
When you are working with Launcher clips, all automation is done in clip
editing mode with the Automation Editor Panel.
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This is also where the Launcher's notion that clips should loop by default
comes into play. In the clip editing mode of the Automation Editor
Panel, we now get to decide if a clip's automation data should be
tethered to its musical content or should play more freely.
The Free Running button contains an icon of a man running with the
word Free. Once enabled, the clip's automation data can now be
adjusted to play back differently from the clip's notes/audio. Once the
Free Running button is enabled, the Start parameter below can now be
adjusted, determining which part of the clip's automation will play back
first.
Beside the Free Running button is the Custom Loop button. When
enabled, this allows you to set different values for the automation's Loop
Start and loop Length settings. When disabled, the clip's automation will
loop just as the clip's musical content does.
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Aside from the Free Running and Custom Loop buttons being enabled,
the only change made was increasing the automation's loop Length from
1.0.0.00 (one bar) to 1.1.0.00 (one bar and one quarter). By making the
automation loop repeat every five beats while the clip's notes repeat
every four beats, the automation and notes will only line up in every fifth
bar (every 20 beats).
Note
This example is just one way to create rich variation among a single
clip's musical content and automation. With the options available, you
are free to find your own preferred usage.
8.2.3. Relative Automation
All the work we have done so far involved absolute automation. In this
paradigm, the automation values specified map to exact values in the
parameter's units. A series of examples was already given at the top of
this chapter: -9.43 dB, 2.88 kHz, and 124 %.
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When any of these icons are shaded in, this indicates the presence of
that type of automation. So the image above is displaying that absolute
automation was present for the selected parameter. An unshaded icon
suggests that none of that automation type is present.
Note
For one example use, I will take a one-bar Launcher clip. I want its filter
cutoff to move up a little, down a little, and then back to the middle in
each bar. I can draw this with additive automation.
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Next, I will drag this Launcher clip into the Arranger and loop it so that it
lasts for eight bars.
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We can see now that the default value of the Cutoff parameter is a good
deal below the center of the range. Since the automation is relative, we
can move the Cutoff knob to recenter where the automation lands.
I will leave you here with two ideas. The first idea is to now draw
absolute automation over the course of these eight bars, taking the
Cutoff from low to high and then back to low. I will do this by double-
clicking to add three automation points, and then [ALT]-clicking and
dragging the center point to reshape the curve.
The solid blue line represents the absolute automation curve. The
shaded curve is showing the final parameter value, which is the result
of both the absolute and relative automation together. By activating
the transport, you would see the Cutoff control animated to match the
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absolute automation curve, and the Cutoff knob's indicator ring would
be moving to match the final parameter value.
The second idea is to not use absolute automation. Instead, use relative
automation to give a sense of motion. And then during playback move
the parameter control itself in realtime, perhaps with a MIDI controller
(see chapter 13). This could be a very strong performance technique.
Note
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9. Working with Audio Events
We spent a healthy amount of time in the early chapters of this
document talking about clips and their centrality to music production
in Bitwig Studio. Even as the last few chapters have focused on other
facilities of Bitwig Studio, clips are still a central part of the conversation.
They are the vessels which hold our musical ideas, allowing us to
manage, manipulate, copy, and vary these fragments into something
greater.
And while we can call the clip our "musical atom," science tells us that
atoms are made up of even smaller pieces and particles. In this chapter
and the next, we will discuss the audio events and note events that clips
are made of. (Whenever we refer to the "musical content" of clips, we
are referring to the same audio events and notes.)
So let us begin the detail work of creating and preparing music. Next
stop: audio events.
As you engage with the Detail Editor Panel, remember the subtle note
earlier that every timeline-based panel has its own tool palette menu
(see section 3.1.4). This allows each of these panels to have its own
tool selection. This may seem like a small gain, but it really adds up. For
example, if you find yourself making selections in the Arranger Timeline
Panel and then going straight back to the Detail Editor Panel for making
fine touches, you could be saving several mouse clicks (and a modicum
of sanity) per edit.
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After working with the Arranger Timeline Panel and the Automation
Editor Panel, many of these interface elements should be familiar,
including the Beat Ruler (see section 3.1.1), and the clip aliases (see
section 8.2.1), as well as this panel's own beat grid settings (see section
3.1.2), snapping settings (see section 4.2.2), and Follow Playback button
(see section 3.1.4). Even the currently inactive Clip Editing button (see
section 8.2.2) is here, indicating that we are starting in track editing
mode.
But as with the previous timeline-based panels, the sections that have
changed are substantial and unique to the operation of this panel.
The central Audio Event area is where all audio events are displayed in
this panel. Audio events that appear here have their own headers, which
can look redundant right below the clip's alias.
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One example will illustrate the relationship between the clip and the
contained audio event.
To adjust the length of a clip: mouse over the top right edge of the
clip alias so that a half-bracket cursor appears. Then click and drag the
mouse horizontally.
By shortening the clip, you can see that the audio event is also
shortened. The clip is the parent in this relationship, and the children
(audio events, in this case) can exist only where the parent is there to
allow it.
To adjust the length of an event: mouse over the top right edge of the
event so that a bracket cursor appears. Then click and drag the mouse
horizontally.
By shortening the event, you can see that the clip itself is unaffected.
You can do anything you want with this empty clip space: insert a short
audio event/sample, duplicate as much of the previous event as will fit,
or leave it blank as a rest. Nothing placed in the clip will be allowed to go
beyond its boundaries, but all the available space can be used.
To slide the content of an audio event: mouse over the top half of
the waveform. Then [CTRL]-click ([CMD]-click on Mac) and drag
horizontally.
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You can optionally add the [SHIFT] key while dragging to toggle the
snapping behavior.
Only one expression can be focused on at a time, and you pick which
expression to view by clicking its name in the list. We will examine them
in order, starting at the top of the list.
9.1.2.1. Event Expressions
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Audio events are moved and adjusted in the same way as regions (see
section 4.2.3) except that the range of motion is limited to the length of
the parent clip. When compared to the Arranger Timeline Panel, all tools
function equivalently in this panel except for the pencil tool.
9.1.2.2. Gain Expressions
The gain expression is measured in units of decibels with the center line
representing zero decibels of change (unity gain).
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Since the gain expression affects the source material, the waveform is
helpfully redrawn to show the effect of this expression.
9.1.2.3. Pan Expressions
As with the gain expression, the pan expression is applied to the audio
source itself. This has no direct interaction with pan automation, which is
applied by the track mixer after the device chain.
9.1.2.4. Pitch Expressions
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Note
This expression will take effect only with certain audio event playback
modes (see section 9.2.1.2).
Note
9.1.2.5. Onsets Expression
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Onsets are used both as data to help preserve the sound quality of
single audio events, and as demarcations when splitting the component
parts of one event into multiple, individual events.
You can also manually insert or manipulate onsets, either because the
automatic results were imprecise or to manipulate how stretching is
done during playback (see section 9.1.2.6), etc.
To move an onset: click and drag the point with the mouse.
Note
Onsets are colored blue. The more vivid the shade of blue, the
stronger the onset. Selected onsets are tinted white.
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9.1.2.6. Stretch Expressions
Note
This expression will take effect only with certain audio event playback
modes (see section 9.2.1.2).
By default, only the start and end times of each event are given beat
markers, but the stretch expression makes it easy to create a beat
marker where an onset already exists.
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To move a beat marker and its surrounding audio: along the bottom half
of the event, click and drag a beat marker with the simple, double-arrow
cursor.
To keep a beat marker in place and fine-tune the position of the audio
around it: along the top half of the event, click and drag a beat marker
with the radiating I-beam cursor.
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This allows you to stretch a particular area of your audio event while
keeping the rest of the event unaffected.
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Be careful as this will move beat markers around. You can also access
this function by clicking and dragging the start or end of any audio
event.
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Several of these settings will be familiar. Since there are many of them,
we will take them one section at a time. And we will also look at the
functions available in the Event menu when audio events are selected.
9.2.1.1. Timing Section
› Start sets the start position of the event within its parent clip or track.
Adjusting this position will move the audio event as it exists, the same
as clicking and dragging the event within the Detail Editor Panel.
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Note
› Length sets the duration of the event within its parent clip. Adjusting
this duration will simply lengthen or shorten the event, the same as
using the bracket cursor to adjust the right edge of the event's header.
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9.2.1.2. Stretch Section
› Mode sets the audio playback algorithm for the audio event. The
settings are grouped under categories that describe the general
method being used to produce audio stretching.
Slice divides audio into chunks and then stretches those chunks
(when appropriate) using the method set in the Tail parameter.
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Elastique Solo syncs its grain size to the wavelength of the audio.
This makes it especially useful for voice or other monophonic sound
sources. But any source material may yield interest results and/or
robots.
Raw ignores all stretch expression data. Events are played back at
their original speed, regardless of the project tempo or any other
considerations.
Repitch ties pitch and playback speed together (as a tape recorder
would). Stretch expression data is respected while pitch expressions
are ignored.
Each stretching mode has up to three of the following parameters
available:
› Grain Size adjusts the length of each audio segment that is stretched
in the selected audio event. The three relative options are for short,
medium, or long portions of the audio to get processed at a time.
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› The separate button with the speaker icon represents preview mode.
When toggled on, this mode plays the audio at each onset, but turns
the volume down for all other parts of the event. This is a useful
audible indicator of where the onsets are currently placed.
› Rate sets the interval at which audio is divided for processing and
stretching. Options include regular beats intervals (such as every 1/16
note) or dividing audio at its Onsets.
› Formant offers two controls for shifting the formants of the affected
audio:
› Resolution sets the relative size of the spectral envelope used for
formant shifting. Larger values create larger windows (which are better
tuned for lower frequencies), etc.
9.2.1.3. Tempo Section
When an audio file is brought into a project, the program first checks
the filename for an indication of tempo (such as the word 154bpm). If
nothing is found there, the program determines the tempo as best it can.
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This value can be corrected at any time, but changing it will impact the
placement and timing of the audio event.
9.2.1.4. Fades Section
The Fade In and Fade Out parameter sets allow you to define
independent fades at the beginning and end of each audio event. When
set in tandem with an overlapping clip, you can also create crossfades in
this way.
All of the parameters and methods of operation are the same as when
applied at the clip level (see section 4.2.6).
9.2.1.5. Expressions Section
Following the Gain and Pitch numeric controls are incrementer and
decrementer buttons that will adjust the expression value by the
declared amount. For the Gain expression, these buttons express decibel
changes. For the Pitch expression, the unit is semitones.
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The Gain value listed of -0.58 dB is an average of the five points defined
in this audio event expression.
This method will work for any expression in this section, whether it is
defined by a curve or a single value.
These functions take the specified action on the selected audio event(s):
› Reverse Pattern flips the order of a group of selected events. This does
not cause each event and its expressions to play backwards, but rather
causes the last event to be played first, etc.
Note
This function will work only when multiple events are selected.
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› Scale 50% halves the length of the selected event, effectively causing
it to play back twice as fast. All onset and beat markers are also
proportionally shifted.
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› Unstretch removes all stretch markers from the selected audio events
to restore their original character.
› Split In Place divides the selected event into multiple events. A dialog
allows slicing either at Onsets (the detected transients), at Beat
Markers (defined stretch points that you may have changed), or
at a regular note interval (on Beat Grid). This can be an extremely
efficient way to do audio edits, especially by splitting at onsets and
then working with the returned audio events.
Note
When an audio event is split (either by this function with the Knife
tool), fade ins and outs will be added to split points if the option
Automatically create fades on audio clip/event edits is enabled. This
preference can be found in the Dashboard, under the Settings tab,
on the Behavior page, in the Fades section.
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› Reset Fades removes any applied fades from the selected audio
events.
› Auto-Fade applies a quick, relative fade in and fade out to all selected
audio events.
› Quantize… moves the start and/or end times of the selected event in
relation to a beat grid. The parameter pane for this function appears
when the right-arrow button is clicked.
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› Grid Mode: Determines whether to adopt the grid settings from the
current Editor or to allow Custom grid settings.
› Custom Grid: Exclusive beat grid resolution and beat grid subdivision
settings (see section 3.1.2) for the quantize function.
Note
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Note
› Make Legato adjusts the length of each selected event so that it ends
immediately before the next event begins, creating a continuous series
of events.
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9.2.2.1. Mixed Settings
In the above image, the Mute, fade IN, fade OUT, and both of the Onset
buttons (Preserve and preview) have the orange and gray striping to
suggest that some of the selected events are enabled, some are not.
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But our Histogram can also modify values, or even produce them from
scratch. We will now demonstrate the option of creating values and then
tweaking them.
I will begin with the drum loop you have seen throughout this chapter.
By applying the Split at Onsets function, this single event will now be
divided at each onset point, giving us a collection of events that add up
to the same loop.
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From here, I will select all of the events. This can be done in the standard
ways, by either pressing [CTRL]+[A] ([CMD]+[A] on Mac), or by
choosing Select All either from the Edit menu or from the context menu.
And once all events are selected, I will switch the Detail Editor Panel to
focus on the Pitch expression.
First, the Inspector Panel now labels this section of the panel as AUDIO
EVENTS (19). The 19 in the title is indicating exactly how many audio
events are currently selected and will be acted upon when changes are
made here.
Second, the event headers are now reflecting fades where each onset
point was split. This is because I have Automatically create fades
on audio clip/event edits enabled, which is the default setting. (This
preference is found in the Dashboard, under the Settings tab, on the
Behavior page, in the Fades section.)
The only places where fades do not exist are at the start of the first
event and at the end of the last one because no splitting occurred at
these two places. And because these events lack a fade of each kind,
both of the Fades buttons are now striped.
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› The large display on the left is the actual histogram, which will present
a count of the different values occurring across our selection. It is blank
right now as we don't have any values yet.
Adjusting the Spread of these points would do nothing as they are all
currently identical. And adjusting the Mean would only adjust them all
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by an identical amount keeping them the same. So I will click the Chaos
control and drag it upward.
You can see that the Histogram display now has some life in it. The
horizontal positions are indicating the pitch values for various events —
from -24 semitones on the left, to zero semitones in the middle (no pitch
shift), to +24 semitones on the right. The vertical position of the chart
roughly indicates the number of events found near that value.
The distribution shown here is weighted toward the left (negative) side,
and indeed, the Mean is telling us that -1.31 semitones is the current
average of all values. The Inspector Panel displays an identical Pitch
value, showing that these two controls are identical.
Looking at the newly formed Pitch expression in the Detail Editor Panel,
you can see that the highest point is right around +12 semitones (in
the second audio event), and that the lowest point is right around -12
semitones (in the fourth event).
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If we liked the shape of the expression but felt it was a little too extreme,
we could call the Histogram back up and bring down the Spread value
to narrow the overall range.
As the Spread value goes below 100%, the range is indeed being shrunk,
causing the histogram curve to become narrower and grow upwards —
an indication that more of our 20 points are landing close to each other.
But the shape of the curve is comparable to where it started.
Interestingly, the Chaos value was back at 0.00 when we brought the
Histogram back up. Actually, this happened immediately after the Chaos
setting was made and the mouse was released. And the same was true
of the Spread function just now, as it will return to 100% once you let go.
Finally, we can indeed use the Mean function to shift the whole
expression so that zero is no longer near the center.
By moving the Mean to 12.00, the average value is now a shift of one
octave up with all variation landing just around that. (Again, we could
have used the Pitch parameter to make the exact same adjustment.)
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10. Working with Note Events
As we work with Bitwig Studio to assemble music, there are two forms
of source material that we can use. One form is audio events, which was
covered thoroughly in the last chapter. The other is note events — or
simply notes — which we will investigate in this chapter.
We will begin by revisiting the Detail Editor Panel to see how it works
with note events, as well as the vast per-note modulation capabilities
of Bitwig Studio. We then will see the last face of this panel as it allows
us to work with multiple clips and tracks simultaneously. And after
revisiting the Inspector Panel in the context of notes, we will take a look
at the Edit View, the third and final panel set.
Let's sharpen our tools for working with that other type of musical
content: note events.
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Only one audio event can occur at a time within a single clip, so while
audio events can be arranged sequentially, they cannot be played
simultaneously. And because no audio event has inherent priority over
another, the last event placed in a certain position will "win."
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This is because audio events cannot coexist. (Clips of all kinds behave in
exactly the same fashion.) To illustrate this, moving the new event back
to its original position will leave a hole where you had placed it.
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Chords and other overlapping gestures are a part of music, and note
clips support them by allowing notes of different pitches to overlap. So
while audio events are the smallest workable unit (and have their own
headers to work with them), individual notes are the fundamental units
here.
We will discuss the many similarities between how audio events and
notes are edited. And they start in the Detail Editor Panel.
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Much of this is familiar, such as the Beat Ruler (see section 3.1.1), the clip
aliases (see section 8.2.1), and the Clip Editing button (see section 8.2.2),
as well as this panel's own beat grid settings (see section 3.1.2), snapping
settings (see section 4.2.2), and Follow Playback button (see section
3.1.4). The panel itself can still be vertically resized, but the y-axis can
also be zoomed by clicking and dragging in the dark gray field just to
the left of the piano keyboard.
Three other new buttons have appeared in the bottom left corner of the
Detail Editor Panel.
› When the Audition button is enabled, clicking and dragging any note to
a new pitch will send a corresponding note to the track's device chain.
This provides an audible preview of the action being considered.
Additionally, clicking the piano keyboard to the left of the note event
area will trigger a note when the Audition button is enabled.
For nearly all instruments, only notes which are used on the current
track (while in track editing mode) or for the current clip (while in clip
editing mode) will be shown.
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If the track's primary instrument is Drum Machine, then all notes which
have available instruments will be shown.
› When the Note Expression toggle is enabled, the Note Expression area
becomes visible below the Note Event area.
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In addition to recording or importing note clips, you can also draw notes
into a clip from the Detail Editor Panel.
Notes will be given a velocity of 78.7 % (the equivalent of 100 out of 127)
and a length of the beat grid value. You can also adjust these values
while drawing each note.
To set velocity while drawing a note: continue to hold the mouse down,
and then drag up or down to adjust the velocity.
To set note length while drawing a note: continue to hold the mouse
down, and then drag left or right to shorten or lengthen the note.
Quick Draw is a feature that allows you to draw multiple notes at once.
The requires the Pen tool to be selected.
To draw successive notes within a note clip: hold [ALT], and then click at
the position of the first note and drag to the position of the last note.
The current beat grid value (1/16 notes, above) will set the length of each
note and quantized start position of the series. And again, dragging up
and down will adjust the velocity used for all notes. If you would prefer
instead to draw notes on different pitches (kind of like step sequencing
pitches), you can do that too.
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To draw successive notes with different pitches within a note clip: hold
[ALT] and click to initiate Quick Draw mode. Then add the [SHIFT] key
to free the pitches being drawn.
When dealing with notes in the Detail Editor Panel, various options for
how notes are colored are available from the panel's context menu.
Right-click a blank area of the editor to see the NOTE COLORS options.
› Clip uses the color of the parent clip for each note, and the velocity of
each note scales the relative saturation.
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› Note Channel colors each note by the channel it is on, and the velocity
of each note scales the relative saturation. To illustrate this range in
the image below, the chords shown are spread across all 16 channels
with the chord on the far left on channel 1 and that at the far right on
channel 16.
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› Pitch Class colors each note by its pitch class (for example, all Cs are
treating the same, as are all C˨s , Ds, etc.) and the velocity of each note
scales the relative saturation. The colors are based on the musical circle
of fifths, with harmonically-related intervals colored similarly and more
dissonant intervals using contrasting colors.
The range used is similar to a level meter on a mixing board, with the
velocities progressing from pale green to solid green, then yellow,
orange, and eventually red. The range of velocities in the image below
help illustrate this.
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Only one note expression can be focused on at a time, and you pick
which expression to view by clicking its name in the list. We will take
them from top to bottom.
10.1.2.1. Velocity Expressions
Velocity expressions represent the strength with which each note should
be triggered.
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Notes are colored to match their clip's color, with the saturation of each
note set relative to the strength of the note's velocity. A note at full
velocity (100%) will be shown as the full color of the clip. As a velocity
lowers, the color of that note will change.
10.1.2.2. Gain Expressions
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Once an initial point has been defined, additional expression points can
be created and edited in the same way that automation points are (see
section 8.1.2).
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10.1.2.3. Pan Expressions
Once an initial point has been defined, additional expression points can
be created and edited in the same way that automation points are (see
section 8.1.2).
As with the gain expression, the pan expression is often applied at the
beginning of the audio signal path. The pan expression has no direct
interaction with pan automation, which is applied by the track mixer
after the device chain.
10.1.2.4. Timbre Expressions
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Once an initial point has been defined, additional expression points can
be created and edited in the same way that automation points are (see
section 8.1.2).
The word timbre refers to a sound's tone color, but the timbre
expression here has no fixed purpose. Rather, it can be used to freely
modulate one or more parameters of the track's instrument device (see
section 14.2). Mapping is done with the TMB modulation source, which is
available on any device or plug-in via the Expressions modulator device.
See section 14.2.1 for information on using the modulator devices and
section 17.19.2.3 for more on the Expressions device.
Similar to the gain and pan expressions, the timbre expression is often
applied within the instrument at the beginning of the audio signal path.
10.1.2.5. Pressure Expressions
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Once an initial point has been defined, additional expression points can
be created and edited in the same way that automation points are (see
section 8.1.2).
When working with external MIDI via the HW Instrument device (see
section 17.10.5), any pressure expressions are directly transmitted as
polyphonic key pressure MIDI messages.
Similar to the gain, pan, and timbre expressions, the pressure expression
is often applied within the instrument at the beginning of the audio
signal path.
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By default, the Detail Editor Panel works with notes in the standard,
discrete semitone fashion. But by enabling the Micro-Pitch toggle, we
enter Micro-Pitch editing mode.
Note
Micro-Pitch editing mode is not available while the Fold Notes button
is enabled.
Thin lines are now drawn across the center of each note event. We can
zoom in to make this easier to work with.
These lines are Micro-Pitch expressions. Like all other note expressions,
Micro-Pitch expressions are per-note events, allowing the specific pitch
of each note to be set precisely, or even to change the pitch of the note
while it is played. You can think of Micro-Pitch expressions as a precise,
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polyphonic version of MIDI pitch bend, where each note played has its
own pitch curve.
› Building a chord with one of its notes bent while all others are held
steady.
› Shaping a lead line with graceful transitions, where each note fades
(perhaps with a gain expression) while gliding to the pitch where the
next note will begin one.
› Carving out a solo, where the shape of the vibrato is precisely drawn.
Like the other note expressions that can be automated, each Micro-Pitch
expression is blank to begin with. The centered line represents that the
note is tuned only by its standard pitch assignment.
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Layered editing mode still has a clip editing button for letting us toggle
between clip or track editing mode. But once we have chosen that
mode, entering layered editing mode allows us to view and edit several
clips or tracks together. So once we pick the clip or track paradigm, we
can then zoom out and work with several of those side by side.
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In the image above, we are in track editing mode, as set by the vertical
track editing button.
Note
In the image above, the button at the top of the left column labeled
TRACKS must also be selected. This indicates that layers are being
shown by track content, and reads CLIPS when the clip editing button
is enabled instead.
When we were previously in track editing mode within the Detail Editor
Panel, the top of the panel displayed a clip alias. While track editing
in layered editing mode, we now have a clip indicator instead. This
indicator still shows us the start and end times of displayed clips, but
the clip's name is no longer present and its length and position can no
longer be manipulated.
Other than that, the right side of the panel is unchanged. The left side of
the panel, however, contains several new items.
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On the top left edge of the Detail Editor Panel are two buttons — the
Layered Editing button and the Clip Editing button — which are already
familiar. And if as in the image above the Clip Editing button is disabled,
below it will be two new buttons that form a toggle pair.
If the Note Editor button is enabled, the Detail Editor Panel will focus
on note containers as we have examined in this chapter. If the Audio
Editor button is enabled, the Detail Editor Panel will focus on audio
containers as we examined in the previous chapter. Only one of these
can be enabled at a time so clicking either button toggles the current
selection.
Taking all this together, we must select whether we want to use clip or
track editing mode, and also choose whether we want to work with note
or audio clips. For the current example, we will continue with note clips
in track editing mode.
Now that our modes are set, the resizable track controls section houses
editor parameters for each instrument and hybrid track in the current
project. These controls include:
› Target button: A pencil icon that sets this track as the target layer,
making it the destination for newly drawn or pasted notes. Also note
that clicking on a layer's name or editing its contents will make that
layer the target layer.
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Note
› View toggle: This thumbtack icon keeps the layer visible, even when it
is not selected.
› Lock button: When enabled, the layer’s data is protected from being
selected or altered. When a locked track is visible, its contents are still
shown but significantly dimmed.
All aspects of unlocked visible tracks are editable with the techniques we
have seen. Data from various tracks can also be edited together in this
fashion, and objects can even be placed in relation to one another with
object snapping (see section 4.2.2).
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Any clip indicators for the target track will also shade the note event
area to indicate both the boundaries you are working within and how
those boundaries might change by moving notes into empty space.
While in the Note Editor, the background display setting is the final
interface item. The menu labeled Background appears below the track
controls and allows you to pick a background for display behind the
note event area. The choices are either None (for no background) or any
of the audio or hybrid tracks in the current project.
Switching from track editing mode to clip editing mode presents a few
structural differences.
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Again, the right side of the Detail Editor Panel is largely unchanged from
its standard clip editing mode layout.
On the left side of the panel, the track controls have been replaced by
clip controls. The primary difference here is that only clips which are
currently selected in the active sequencer (either the Arranger Timeline
or the Clip Launcher Panel) will be shown as options.
When working with note events, you can also layer them by their
channel for editing purposes.
Note that the vertical track and clip editing buttons are still present on
the far left, allowing you to specify whether you are viewing one entire
track or one clip at a time.
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the menu of editing/display modes, just below the layer listing. Options
include:
Switching from the Note Editor to the Audio Editor also presents a few
structural differences.
And again, events and/or expressions can even be set in relation to one
another with object snapping (see section 4.2.2).
The last new interface option is the Lane Resize toggle. When enabled,
resizing the Detail Editor Panel also tries to resize each individual track/
clip lane in order to fit the available space.
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10.2.1. Selecting Notes
To select a single note: single-click it.
To select multiple notes: click a blank area and drag a rectangle around
the desired notes.
› Click a note on the piano keyboard to select all displayed notes of that
pitch.
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› With the Time Selection tool, click and drag over the time area for
which all displayed notes should be selected.
(To normally click and drag the notes after they are selected in this
way, you can switch back to the Pointer tool.)
If you have one note selected, you can similarly grow the selection by
pressing [SHIFT]+[ALT]+[RIGHT ARROW] or [SHIFT]+[ALT]+[LEFT
ARROW].
Once a note selection is made, the Inspector Panel will display relevant
settings and functions.
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Panel, but by selecting a note event itself, the Inspector Panel provides
all settings relevant for the selected event(s).
We will take these one section at a time and also examine the functions
available in the Event menu when note events are selected.
These settings relate to the musical position of the selected note and
whether it is muted:
› Start sets the start position of the event within its parent clip or track.
Adjusting this position will move the note event as it exists, the same as
clicking and dragging the event within the Detail Editor Panel.
› Length sets the duration of the event within its parent clip. Adjusting
this duration will simply lengthen or shorten the note event, the same
as using the bracket cursor to adjust the right edge of the note.
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› Channel sets the internal channel that the note will play back on. This
can act as a routing control within an Instrument Layer device, or when
being sent directly to a VST plug-in or a hardware MIDI device that
respects multiple channels.
› Key sets the root pitch that the note is set to. This is shown as a MIDI
note value, where C3 is roughly 261.262 Hertz ("middle C") and A4 is
440 Hertz. Adjusting this value is the same as moving the note higher
or lower.
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› Velocity sets the strength with which the note should be initially
triggered. It is set on a scale from 0.00% to 100%, and this is just
another representation of the note's velocity expression (see section
10.1.2.1).
› R-Velocity stands for release velocity, and it sets the speed with which
the note should be released. It is set on a scale from 0.00% to 100%.
This parameter is implemented in whatever way the instrument device
desires.
10.2.2.3. Expressions Section
Most of these expressions have their units defined, with Gain set in
decibels, and both Pan and Timbre set with bipolar percentages. The
unlabeled Pitch is set in semitones, indicating the relative shift.
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This note has a gain expression consisting of two points and a curve. The
-6.81 dB listed for the Gain parameter is an average of these two points.
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These functions take the specified action on the selected note event(s):
› Reverse Pattern flips the order of a group of selected events. This does
not cause each event and its expressions to play backwards, but rather
causes the last event to be played first, etc.
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Note
This function will work only when multiple events are selected.
› Scale 50% halves the length of the selected event, effectively causing
it to play back twice as fast. All expressions are also proportionally
adjusted.
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Note
› Quantize… moves the start and/or end times of the selected note in
relation to a beat grid. The parameter pane for this function appears
when the right-arrow button is clicked.
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› Grid Mode: Determines whether to adopt the grid settings from the
current Editor or to allow Custom grid settings.
› Custom Grid: Exclusive beat grid resolution and beat grid subdivision
settings (see section 3.1.2) for the quantize function.
Note
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Note
› Make Legato adjusts the length of each selected note event so that it
ends immediately before the next event begins, creating a continuous
series of events.
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In this example image, the Inspector Panel has labeled its bottom
section as NOTES (18), indicating that 18 notes are currently selected.
And with this selection of multiple note events, the Velocity, R-Velocity,
Gain, Pan, Pitch, and Timbre parameters all can now use the Histogram
interface for editing.
The Histogram works exactly the same as it did in the audio event
context (again, see section 9.2.2.2). The Histogram can be useful in the
note context, for example, when notes were programmed without much
diversity in their velocities.
Both of these views are oriented to show your project's tracks side by
side, letting you craft a balance between them. But the Edit View is
focused on the details of single tracks and clips.
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The description just given and the image above should both be familiar
at this point. The Edit View has two central panels: the Detail Editor
Panel with an optional Automation Editor Panel fused beneath it. Aside
from their positioning and the Automation Editor Panel view toggle,
these panels work exactly as we have already learned them.
This combination allows you to focus on either the track or clip level
so that you can work with the note/audio events contained there, the
attached expressions, and the automation all beside each other. And
putting the Detail Editor Panel front and center gives you much more
display space for seeing more notes at a time — or, in the case of layered
editing mode, more tracks. These are all welcome additions to the
toolbox.
As a final point, the Edit View also strengthens the utility of display
profiles. Since these profiles are meant to enable you at various stages of
music production, you can probably imagine situations for having the full
project on one screen (the "big picture") so that you can select a single
clip or track and have its contents presented on the second screen (the
"close up"). Again, once you scratch the surface, you will find uses for
these functions in your workflow.
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11. Going Between Notes and Audio
The previous two chapters dealt extensively with audio events and note
events, which you could think of as our primary states of musical matter.
And those last two chapters are the longest in this document because
there is quite a lot to do in Bitwig Studio with audio and note events.
This chapter will explore ways of taking audio materials into the note
domain, ways of transforming note events into audio ones, and places
where both coexist. We may not be altering nature here, but these
options will only afford you more opportunities to customize your
workflow and sound.
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With the track record enabled, you can now use notes to trigger the
audio that was just loaded.
Rather than exploring the Sampler in any great detail, we'll look at just
a few parameters that affect how the notes you play are interpreted by
Sampler.
› Keyboard Tracking: When disabled, any note triggers the sample at its
original pitch. When enabled, each note's pitch setting will change the
playback speed and pitch of the sample.
› Root Note: The note which will play the sample at its original pitch. This
setting takes effect only when Keyboard Tracking is enabled.
› Fine Tuning: A small interval adjustment for the Root Note setting, in
units of cents (hundredths of a semitone). This setting takes effect only
when Keyboard Tracking is enabled.
› Velocity Sensitivity: The amount that each note's velocity affects the
loudness of the sample. At the lowest setting (+0.00 dB), velocity is
ignored.
Note
11.2. Bouncing to Audio
The concept of an audio bounce may be familiar. Sometimes called an
export or render in other contexts, a bounce is a consolidated audio
version of some part of your project. In this case, we want to investigate
bouncing a note clip.
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The Source choices refer to different places in the track's signal flow,
and you get to select which point you would like the audio to come
from.
› Pre-FX: The raw audio signal from the primary instrument's output.
› Pre-Fader: The audio signal after the track's device chain but before
the track's volume setting is applied.
› Post-Fader: The audio signal after the track's device chain and volume
setting.
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› Dither: A toggle for whether shaping is applied for the selected bit
depth.
After making your selections, click Ok to bounce the audio onto a new
track.
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If you want a standard pre-fader bounce, you can also click and drag a
clip while holding [ALT] ([SHIFT]+[CTRL] on Mac).
First, it presents no dialog box, taking the audio output from the primary
instrument (Pre-FX).
Second, it replaces the clip you are bouncing with the bounce itself.
Note
Note
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Since this was the only note clip on the track, Bitwig Studio has
converted it from an instrument track to an audio track while preserving
the entire device chain.
If there were other note clips on the track, it would have been converted
from an instrument track to a hybrid track.
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Since hybrid tracks allow both audio and note clips to be present, the
Detail Editor Panel now has its Audio Editor and Note Editor buttons
to keep things straight. These buttons (and the panel) work as they did
when we first saw them in layered editing mode (see section 10.1.4).
Otherwise, hybrid tracks work the same as instrument and audio tracks.
11.3. Slicing to Notes
The concept of a musical slicing operation may be familiar. The idea is to
take an audio waveform and cut it into logical pieces that can be played
with note messages.
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The dialog begins with two options regarding the source to be sliced:
› Bounce and Slice: Executes a bounce function of the clip before slicing
it. If this is selected, the signal flow options from the Bounce dialog are
shown below (see section 11.2.1).
After these choices comes the critical Slice at setting, which determines
at what interval slices will be made. The choices are self-explanatory,
including event-based intervals (Beat Marker, Onset, and Audio Event)
and time-based intervals (Bar, 1/2 note, 1/4 note, 1/8 note, 1/16 note, and
1/32 note).
The final option, when enabled, allows you to limit the number of slices
that will be made. This does not alter the Slice at setting, but simply
stops slicing if the slice count set has been reached.
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On this new instrument track, a Sampler device has also been created
with the corresponding slice of audio assigned to each note seen in the
note clip.
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The original audio clip could now be rearranged by editing the note
events, or it could be reinterpreted on the fly by playing any of these
notes in real time.
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12. Working with Projects and Exporting
The title of this chapter isn't meant to cause confusion. Yes, we have
been working with projects for the majority of this document, but there
are a few details about projects that we haven't covered yet, including a
few details about how Bitwig Studio manages project files.
Each Bitwig Studio project file uses the bwproject extension. When
you save a Bitwig Project file, the project file itself is placed in a new
project folder. Whenever new content files are generated in a project,
the program will automatically place them in the project folder within
new sub-folders (such as samples, plugin-states, recordings, bounce,
etc.).
While Bitwig Studio has its own preferences and settings, there are also
project-based parameters that are stored within each project. And while
preferences do apply across the entire program, these settings have to
be reconciled with the content of your actual project file and folder.
Note
In this chapter, we will see how to save project templates, either for
your own use or for sharing with the wider world. We will look at the
Project Panel, which manages your project's metadata and the status of
files and plug-ins being used. We will talk a bit about the global groove
settings and how they impact your project. We will show ways to share
content between projects. And finally, we will examine exporting audio
and MIDI from Bitwig Studio.
Directly beside the Save as… function in the File menu is the Save as
Template… option. Selecting this option pulls up a dialog.
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There are six fields that you can set for your template.
› Author: The name of the template's author (by default, your Bitwig user
name is used).
To create a new file from a template: go to the File menu and select New
From Template… (directly beside the New… option).
To set a template as the default for any new project: in the General tab
of the Preferences window, find and enable the Use a template for new
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Projects setting under the Template heading. Then click on the ellipsis
(…) button and select the template file to be used.
12.2.1. Info Tab
The Info tab (shown above) allows you to fill in several metadata fields
to describe your project. While you can use each of these fields as you
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see fit, their purpose is to help you store information and notes about
each project file.
12.2.2. Files Tab
The Files tab lets you view and manage the audio files that are used by
the current project.
The central focus of this tab is the list of audio files. At the top of the tab
is a search field for narrowing the files being shown based on their name.
And when one of the audio files is selected, an info pane will appear at
bottom. This pane displays information about your file selection and
offers a few options for auditioning files, similar to the Browser Panel
(see section 4.1).
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To the left of each audio file listed is either a yellow square, a red square,
or a blank space. This indicates the file's status.
› A file with a blank space to its left is stored within the project's folder.
› A yellow square indicates that the file being used is external, or located
outside of the project folder.
› A red square indicates that the file is currently missing and cannot
been found. At the right edge of each missing file is a magnifying glass
icon. Whenever a project has a missing file, its icon in the project tab
section will include an exclamation point (!).
Files of all statuses will be shown when the Show All view button is
enabled (it is the default). The other view buttons, External and Missing,
show only files of those statuses when selected.
To search for a missing audio file: click the magnifying glass icon to the
right of the file's listing. In the open file dialog that appears, navigate to
the folder you would like searched, and then click Open.
To search for all missing audio files: click the Find All button at the
bottom of the audio file list. In the open file dialog that appears, navigate
to the folder you would like searched, and then click Open.
To replace one audio file with another: mouse over the file listing to be
replaced, and click on the Replace button that appears on the right. In
the open file dialog that appears, select the file you wish to replace it
with, and then click Open.
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To delete unused files from the project folder: click the Delete Unused
button at the bottom of the audio file list. In the dialog that appears,
uncheck any files that you want to keep, and then click Ok.
To move external audio files into the project folder: click the Collect
and Save button at the bottom of the audio file list. In the dialog that
appears, select whether regular external files should be collected, and
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The Collect and Save function, found under File › Collect and Save.
Depending on the options you have chosen, you can use this to quickly
move all used audio files into the project folder.
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12.2.3. Plug-ins Tab
The Plug-ins tab lets you view and manage the VST plug-ins that are
used by the current project.
This tab is laid out very similarly to the Files tab. In this case, the central
focus of the tab is the list of VST plug-ins. There is still a search field
above the list. And to the left of each plug-in listed is either a yellow
square, a red square, or a blank space.
› A yellow square indicates that the plug-in has a version conflict. This
means that the plug-in found on your system is an older version of the
one that was saved in the project. When this happens, you can try to
resolve it yourself, or you can ask Bitwig Studio to ignore the conflict.
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To tell Bitwig Studio to ignore all plug-in version conflicts: click the
Ignore all version conflicts button at the bottom of the plug-in list.
› A red square indicates that the plug-in used in your project is currently
missing and cannot be found. When this happens, you can manually
install the plug-in in question and make sure that the plug-in's location
is known to Bitwig Studio (see section 0.3.2.5 for information on the
Locations page of the Dashboard).
Plug-ins of all statuses will be shown when the Show All view button is
enabled (it is the default). The other view buttons, Version Conflict and
Missing, show only plug-ins of that respective status when selected.
While each clip has local Shuffle and Accent settings (see section
4.2.9.6), the groove settings themselves are set at the project level.
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When the Enable Groove button is toggled on, the Global Groove
settings will be applied to any clip requesting them.
› Rate determines whether groove will be applied at the 1/8 note or 1/16
note level.
› The Shuffle control itself sets the amount. More specifically, this is the
distance (from 0.00% to 100%) that even-numbered beats are delayed
to the next lower beat division. So if the Rate is set to 1/16 notes, the
Shuffle setting determines how far each second 1/16 note is pushed
toward the following 1/32 note.
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In the above example, the source track is completely straight 1/16 notes
(the E-Hat track). The three bottom audio tracks represent that source
track printed with various amounts of 1/16 note groove applied.
The Detail Editor Panel focuses on the 50% Shuffle example. Here,
you can clearly see that each second 1/16 note is shifted halfway to the
following 1/32 note.
› The Accent itself sets the relative emphasis applied at the set interval.
This is set between 0.00% and 100%.
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› Phase sets an offset amount that the accent interval is shifted by. This
is set between -50.0% and 50.0%.
Note
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It doesn't matter which tab of the Browser Panel is showing when you
drag your clip over. In fact, the Browser Panel doesn't even have to be
called up before you begin dragging as you can call up any panel while
using the mouse. In the case of the Browser Panel, you can press [B] any
time to call it up.
Once you have stored your clip, it can be found and managed from the
Clips tab of the Browser Panel.
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Any clip stored in this fashion also contains its own parameters, the
track's device chain, and any automation data.
To transfer a clip(s) from one project to another: select and copy the
clip(s) in the original project. Switch to the destination project, move
the playhead to the desired insertion point (this can be done by clicking
on either a Clip Launcher slot or at the position within the Arranger
Timeline), and then paste.
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Note
Copying and pasting clips within a project will maintain the original
clip's automation but not its device chain. Copying and pasting clips
between projects will maintain neither.
To transfer a device(s) from one project to another: select and copy the
device(s) in the original project. Switch to the destination project, select
the target track, and then paste.
The other option is to drag items directly from one open project to
another.
To transfer an item(s) between two open projects: click and drag the
item(s) from the original project to the target project's tab. While still
holding the mouse, wait for the target project to load, and then drag and
release the item in the appropriate location.
The cursor that includes a circle with a diagonal line through it indicates
that releasing your item(s) on the project tab itself would do no good.
Very quickly, the target project will load.
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Note
Dragging clips between projects will maintain only the clip, not the
automation or device chain. Device(s) can be transferred separately
using the same method.
Note
If you want to copy multiple tracks from one project to another, you
can use the method above with multiple tracks selected. You could
also encapsulate all desired tracks into one group track, transfer that
one group track to the second project, and then ungroup the track
(see section 3.2.2).
12.5. Exporting Audio
To export audio from Bitwig Studio, either completed songs or individual
tracks, use the File › Export Audio... function. When this option is
selected, a dialog box with several sections appears.
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› The Path / Name section assigns both the destination for the file(s) and
the name stem to be used.
› To change the destination, click the ellipsis (...) button on the far right,
and an open dialog will appear.
› To change the name stem, click in the lower text field and begin
typing. By default, the project name is used for the stem.
› The Tracks section lists all tracks in the project. Check every track that
you want to be exported. If you want to export the entire project (a
completed song, for instance), check only the Master track.
› The Time range section determines the time range of the project to
be exported. Both the Start and End parameters are set using song
positions.
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› The Output Files section lists the locations and names of audio files
that will be created. When only one track is selected, the one file
created will match the stem name chosen in the Path / Name section.
When multiple files are being created, that stem will be followed by the
source track's name.
Note
The Export Audio function dialog uses your current selection for its
default settings. So if you want to export only a single clip from one
track, first select that clip and then choose File › Export Audio....
12.6. Exporting MIDI
To export MIDI from Bitwig Studio, choose File › Export MIDI.... In the
save file dialog that appears, set the desired name and location for your
MIDI file. This file will include all notes present in your project's Arranger
Timeline, organized by track.
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13. MIDI Controllers
MIDI controllers — or simply controllers — can be a critical part of any
production environment or performance setup. Bitwig Studio supports
MIDI controllers in general, whether you are playing in notes or you are
mapping physical knobs and sliders to the program's parameters.
For the controllers that are specifically supported, more functions are
allowed. This can include control of track mixer functions, device remote
controls and parameters, the transport, clip launching, and more. As
each controller can vary greatly in size, shape, and functionality, the
built-in mappings supported by Bitwig Studio also vary from controller
to controller.
Note
This chapter covers how to use both the default mappings for your
controller (if supported), and how to manually assign and manage MIDI
mappings. It also shows how to achieve simple parameter and controller
(or computer keyboard) pairings via the Mappings Browser Panel.
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Note
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The colored interface items represent the eight current soft controller
assignments. The details of these mappings are available in the device's
Device Mappings pane, which is shown when the Remote Controls
button (which looks like a group of six controller items) is clicked.
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Note
› Preset pages are sets of remote controls tied to this particular device
instance or preset.
› Device pages are sets of remote controls linked to every device of this
kind across your installation of Bitwig Studio. So any changes made
to this particular E-Clap device's device pages would be read by all E-
Clap devices.
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To create a new preset page: click on the Remote Control Pages menu,
and then choose the Add New Page option.
The Wi-Fi icons represent controls which are not yet assigned.
We can now switch to other remote control pages (via the Remote
Control Pages menu) and then return to this preset page. This new
preset page was named Perform by default, but similarly to the soft
controllers, you can click on the preset page's name in order to rename
it.
Clicking the Remote Controls Editor button causes the Remote Controls
Editor to appear in the central panel area.
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You will notice that the Remote Controls pane itself is now showing
an unassign button (as an x icon) in the top right of each assigned
controller.
Note
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› Holding [ALT] and mousing over the Remote Controls pane will
cause an unassign button (the little x icon) to appear in the top right
of each assigned soft controller. Continuing holding [ALT] and click
on any of these buttons to remove that assignment.
To reorder remote control pages: click and drag the pages within their
section.
To duplicate a remote control page: hold [ALT], and then click and drag
the page you wish to duplicate within its section.
Note
To add tags to a remote control page: click in the bottom row of the
page area, beneath the bottom four soft controllers.
To add a ninth slot to any remote controls page: right-click on the title
bar of the remote controls page in the Remote Controls Editor, and then
select Allow 9 Slots from the context menu.
This can be especially handy if you are using a MIDI controller with nine
faders.
To create a new remote control page: click the Add Page button (the
large plus +) icon at the end of the Device Pages section. (The plus sign
at the end of the Preset Pages section can also be used to create a new
preset page.)
To delete a remote control page: click the Delete Page button (the x
icon) to the far right of the page name.
Before we move on, let's consider a use of the rainbow order in another
context. Most controllers that support soft controller assignments can
also support a "mixer mode."
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Notice how the volume and pan knobs for the first eight tracks are using
the first eight soft controllers, as shown in rainbow order again.
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› The fader button toggles whether the global Takeover mode (set at the
top of the page) is applied the controller in question or not. Takeover
modes set the behavior of how incoming messages from individual
controls are used by their associated software parameters. Modes
include:
› The question mark (?) button provides a link to the any local
documentation for the particular controller script in use.
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green with an animated circle icon, indicating that you should "turn a
knob." Then move the hardware control you wish to assign.
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Finally, if you are using soft controller assignments, you can still make
manual controller assignments. In this situation, any new assignments
will override soft assignments that usually work in the current mode.
As an example, let's start from the "mixer mode" case from the end of
the last section.
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In this example, my last fader and knob will always control the master
track while my controller is in mixer mode.
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The next computer key that is pressed or MIDI control that is touched
will now be assigned to the selected parameter. In this example, we have
selected the volume fader of the master track. If we now move a MIDI
controller that is sending continuous controller 7 messages, the volume
fader will display this as long as the Mappings Browser Panel remains
visible.
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14. Advanced Device Concepts
We have talked about and dealt with devices throughout this document.
As we have seen, it's quite possible to operate devices in all the normal
ways without delving into their advanced functionality. In this chapter,
however, we'll explore device capabilities that are deeply powerful and
generally unique to Bitwig Studio.
The aim of this chapter is not to educate you on any particular device or
its parameters. While we will examine a few devices here in detail, our
purpose is primarily to investigate concepts that are relevant to many
devices. A separate reference section on the Bitwig devices themselves
can be found in chapter 17.
Congratulations; we've made it to the deep end of the pool. Now take a
big breath.
Most of the Bitwig devices actually possess one or more device chains of
their own. These lower-level device chains, or nested device chains, solve
several problems inherent to software-based music production.
For one thing, a single preset can contain vast configurations of devices,
from a standard single device to something far more ornate. For
another, the idea of nesting devices allows for unique signal routings
that aren't usually possible in software, such as blending serial and
parallel structures across a single device chain.
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In the above example, we are using the Freq Shifter audio FX device,
which is a frequency shifter. With the Mix parameter set to 33 %, a third
of the device's output is the result of the frequency shifting process.
This means that the signal received by the device (before any effect
is applied) makes up the remaining two-thirds of the output, for a 2:1
blend of dry to wet signal. If Mix was set to 66.6 %, the balance would be
reversed, with wet signal predominating at a 2:1 ratio.
So when you find a Mix parameter knob in the bottom right corner of
a Bitwig device, it is providing this same wet/dry, parallel processing
structure. In any of these cases, a Mix setting of 100 % would produce an
output with no truly dry signal, and a setting of 0.00 % would effectively
bypass the device by outputting only dry signal.
Note
If you find a Mix parameter knob that isn't in the bottom right corner
of the device, it is carrying out a different function that is specific to
that particular device.
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14.1.2. Container Devices
After starting with a simple in-line routing control, we will move on to
nested device chains. And we will start with devices that are made to
provide parallel device chains.
14.1.2.1. Drum Machine
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Corresponding with the 128 possible MIDI notes, Drum Machine offers
up to 128 device chains, each called a drum chain. 16 drum chains are
displayed at a time, and the chain scroll area on the left allows you to
click or scroll the focus to a different set of chains.
An empty drum chain simply displays the note that it responds to and an
Add Device button (+) for loading a device directly into that chain.
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Used drum chains each have their chain name listed at top, and at
bottom are a preview button, a solo button, and a mute button.
To the right of the displayed drum chains is the selected chain channel
strip. Whichever drum chain is selected is surrounded by a blue-green
border, and this area of the device provides a small channel strip for
that chain, including larger solo and mute buttons, a volume fader, a pan
knob, and level meters.
Every used drum chain also has a small chain preview displayed across
its middle. This central line with squares placed along it is a silhouette
of the drum chain, with the squares representing the number of devices
currently at the top-level of the drum chain.
Note
While only so many squares fit within this small chain preview area,
additional devices may be added to the drum chain.
What can now be seen is the drum chain itself, which is, again, a device
chain. The two squares from the chain preview were representing these
E-Hat and Delay-1 devices, which have the exact same interfaces we are
accustomed to.
With the drum chain fully expanded, note that the selected chain is now
ringed by a dusty blue frame. The devices within this chain also have a
downward-facing bracket above them, both showing the boundaries
of the chain contents and connecting these contents to their source by
using the same highlight color in both places.
To reiterate this idea, the Delay-1 device is currently within this drum
chain. This means that only this particular instrument (triggered by F↗1)
will have this device applied to it.
If I were to move this device to the right and out of the drum chain, it will
now be in the track's device chain just after the Drum Machine.
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One other function unique to the Drum Machine container device is its
ability to have certain triggered notes cut off, or "choke," other notes.
This allows you to associate related elements into a single choke group,
allowing only one of those elements to sound at a time. A classic choke
group example are hi-hat elements of a drum kit, where triggering a
closed hi-hat sample should silence an open hi-hat sample that was
playing. But many other uses can be imagined.
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note what this unique interface implies: that chain A could choke chain
B, but chain B could allow chain A to continue playing.
14.1.2.2. Instrument Layer
The chains in this device can be called instrument chains or layers. Each
is still representing a full device chain, but unlike Drum Machine, there is
no set number of chains. Because of this, there is only one Add Device
button in the main interface of Instrument Layer, with each added
device being placed on a newly created instrument chain. If enough
layers are added, the chain list itself can be scrolled vertically.
Each layer has its own built-in channel strip, quite similar to each track
header in the Arranger Timeline Panel. Also as in the Arranger, the
selected layer is given a silvery tint.
Note
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14.1.2.3. FX Layer
› FX (or Post FX): A nested device chain for processing the device's
entire audio output. The only difference between placing effects in
this device chain instead of after the device is that this chain is fully
stored with this device, which makes moving the device along with its
modifiers (or saving presets) much easier. This chain type is mostly
possessed by instruments and containers for instruments.
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Post FX chains work in exactly the same way, but tend to show up on
devices where other chains occurred first.
› Pre FX: A nested device chain for processing signal immediately before
it enters the device.
› Wet FX: A nested device chain that processes only the wet portion of
the device's output. The dry signal skips this chain and is mixed back in
afterward. All devices with this chain also have Mix parameter knobs.
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Note
Just like Bitwig devices, VST plug-ins can be used in any device chain
at any level.
Bitwig Studio has its own unique, program-wide method for dealing with
modulations. This Unified Modulation System allows you to easily assign
and edit modulations (so you don't get stuck with fixed modulation
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14.2.1. Modulator Devices
While most systems require us to work around a fixed number of
modulation sources — say, two LFOs, three envelope generators,
perhaps some control over keytracking, and maybe a sidechain source
for using external audio or note messages — these choices tend to be
arbitrary and formulaic from the user perspective. Some sounds require
no LFOs, and some require ten. In Bitwig Studio, these options are left
completely open for the user.
› Methods for using incoming MIDI and note messages, such as Keytrack,
MIDI, and Note Sidechain.
Note
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14. ADVANCED DEVICE CONCEPTS
Also note that the option to toggle modulators as Active or not is also
present in this context menu. This is a good way to "bypass" a modulator
for a moment.
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Note
Note
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14. ADVANCED DEVICE CONCEPTS
So in this EQ-2 example, we have a high-pass filter set around 80Hz and
a bell filter bringing level down about 3dB around 3.6KHz. While button
A of our Buttons modulator is off, those default values remain in place.
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But when button A is switched on, its modulations kick in. This shifts the
high-pass filter up, putting its cutoff frequency around 2KHz. The bell
filter has its cutoff lowered a bit, its gain increased a great deal, and its Q
increased slightly. The parameters and the frequency graphic all indicate
these adjustments with a cyan markers showing the current state of
things. (In an auditory sense, these parameter adjustments narrow and
focus the frequencies being passed through.)
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Note
The cut, copy, and paste options from the context menu above also
apply to all modulation routings, allowing you to move all listed
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14. ADVANCED DEVICE CONCEPTS
Once the Per-Voice option is enabled, this modulator will begin working
in polyphonic mode.
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Displayed at the top are the device's name (and category) along with
a short description. After these read-only entries are three standard
parameters:
› First is a text field for the name of the device. By default, the official
name of the device is shown in italicized silver. This can be overridden
by typing a name into the field. Deleting an entered name restores the
device's official name.
Note
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Beyond these standard parameters, each device has its own parameters
in the Inspector Panel. To make sense of the range of possibilities, we
will look at various examples now, starting with voice parameters for
Bitwig Studio instruments and MPE options for plug-ins. Then we will
examine the two modulation-related tabs for general devices and a
modulator device that has inspector parameters.
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On the other hand, Digi Mono mode acts like a modern monophonic
recreation. All envelopes start from the beginning of the attack stage
because two voices are actually alternated here to create a slightly
overlapping version of mono. And since using two voices is technically
polyphonic, voice management is engaged, just as the Active Voices of
0 / 1 in the image above indicates.
Note
Any of the three voice modes can work with voice stacking, which
simply multiplies each engaged voice with additional voices (see
section 14.2.4).
Finally, the Steal same key option allows each note played to kill any
voice previously triggered by the same note over the set Steal fade time.
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The Suspend option sets how Bitwig Studio determines when the
plug-in is not needed and can be safely suspended for the time being.
(When this occurs, the plug-in's "power" button icon turns into a moon,
indicating that it is resting and saving CPU cycles.) There are three
options for this setting:
› When silent - Bitwig Studio determines when the plug-in isn't needed,
based on whether audio is going into and out of the plug-in.
The modulation sources tab is the first tab. Its icon suggests a parameter
that is continuing onward in modulation.
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Each modulation source of the selected device is listed here, along with
a functional modulation routing button.
In addition, you can also move an individual modulation target from one
source to another.
In the image above, for example, you could drag the Gain entry listed
under ADSR to Keytrack instead. Now incoming note pitches would be
manipulating the Gain value.
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The modulation destinations tab is the second tab. Its icon suggests a
parameter that is being modulated.
Similar options are also available in this tab for moving or copying
modulation routings from one destination to another (see section
14.2.3.3).
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14.2.4. Voice Stacking
Before diving into Voice Stacking, a little context regarding polyphony is
in order.
Synthesizers that can play more than one note at a time generally
use one voice for each note being triggered. So the number of voices
available to the synthesizer limits how many notes can be played at a
time.
Bitwig's Voice Stacking starts from the same principle, allowing you to
layer multiple voices for each engaged played. Each stack can then have
any parameter varied per voice, either individually or in a distributed
fashion.
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Note
As multiple voices are being used for each single note played, voice
stacking can steeply increase the load on your processor.
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In the image above, the Stack Spread modulator is targeting the pulse
width of oscillator 2. The modulation amount is currently +0.10. So with
our setting of 3 Voices per note, the range of modulation is spread
across these three voices so that voice 1 is modulated by -0.10, voice 2
is unmodulated (+0.00), and voice 3 is modulated at the full +0.10. If the
number of Voices per note is changed, the full range of -0.10 to +0.10 will
be maintained, and the spacing between the voices will uniformly fit that
range.
Note
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If a plug-in does crash, its interface in the Device Panel will be replaced
with a notification.
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14. ADVANCED DEVICE CONCEPTS
The primary setting here is the Plug-in Hosting Mode, which determines
how isolated each plug-in process is. As the left-to-right spectrum of
options indicates, the settings are progressive with those on the left
potentially using less RAM and those toward the right offering greater
safety. The options are:
› Within Bitwig hosts plug-ins along with Bitwig Studio's audio engine.
This keeps the required computer resources to a minimum, but this
also means that one plug-in crashing would also crash the audio
engine.
› Together still hosts all plug-ins, well, together but does it separately
from the audio engine. So a crashing plug-in would take the other plug-
ins with it, but Bitwig Studio's audio engine should continue running.
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Note
To force the entire project to use a new plug-in hosting mode, either
reopen the project or reload the audio engine.
And the list of plug-ins below allows you to select any plug-ins that
should run Individually, effectively overriding the global setting above.
The search box just above the list allows you to quickly find plug-ins
from the list.
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This modern MIDI specification interfaces well with Bitwig Studio's per-
note modulation capabilities. Many plug-ins (and probably more of
them in the future) opt for this mode on their own, but during this early-
adoption phase, enabling Force MPE Mode may help get the most out of
your plug-ins and any fully-equipped hardware controllers. This option
and additional settings are also available from the device's Inspector
Panel (see section 14.2.3.2).
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15. Welcome to The Grid
We have discussed plenty of places where Bitwig Studio uses modular
thinking. Most often, this is in the sense of reusable or contained
blocks — whether that's audio clips being broken into audio events,
controller scripting that can address different tracks/devices in identical
ways, or even the drag-and-dropping of items across any project
or into another. Sometimes, these modular ideas have had a sound
synthesis connotation, most obviously in the expressions of the Unified
Modulation System. But the idea of a truly modular sound-design
environment within Bitwig was always, well, a good idea.
This idea has been made real with The Grid. Between the library of 150+
modules (see chapter 17 for short descriptions), the intuitive editing
gestures (spread throughout this chapter), and the twin supports of
interactive help (see section 15.1.2.1) and direct module scopes (see
section 15.1.2.2), The Grid offers our take on modular patching.
And the rules of Bitwig Studio are still applied: The parameters of any
module used are the parameters of that device. Parameters can be
automated or mapped, modulat(or)ed or accessed by controller scripts.
MPE note signals are directly supported. CV signals can come in or out
with simple 1x1 modules. Any signal can become a modulator that is used
elsewhere…
But before we start dancing about architecture, let's talk about the
patching framework that is The Grid.
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for adjusting the sound, and Poly Grid patches (generally) respond to
notes, FX Grid patches (usually) respond to incoming audio, etc. So at
minimum, The Grid provides additional sources of sound content.
The act of tweaking a patch or making one from scratch — patching, for
short — means getting comfortable with the Grid editor. The Expanded
Device View is used for the Grid editor window so all the normal rules
apply (see section 7.2.2). You can also interact with the overview display
at the center of each Grid device.
To open the Grid editor: click on the Grid device's overview display
within the Device Panel.
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15. WELCOME TO THE GRID
To scroll within a Grid patch: click (or click and drag) within the device's
overview display to move the display box.
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15. WELCOME TO THE GRID
And if you would like more room for the Grid editor, you can hide the
Device Panel and others by clicking their panel icons (see section 2.2.1
), or you can undock the editor by clicking the undocking button (see
section 7.2.2).
Now that we can open the editor, let's take a look around.
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15. WELCOME TO THE GRID
The left side of the palette displays the 16 categories of module. Clicking
on any category visually previews all of its modules to the right of the
categories, as all modules in the selected Envelope category are shown
in the above picture. In case the modules don't fit the available space,
the preview area can be scrolled horizontally, or even with a vertical
scroll wheel on a regular mouse.
Note
To search for modules: click the search field in the top left of the Grid
editor window, and start typing. The module categories are then hidden,
using that entire area to display modules that best match your search.
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15. WELCOME TO THE GRID
› The icon to the right of the padlock looks like a four-by-four table,
suggesting the category portion of the module palette. Clicking this
icon toggles the visibility of the module palette (and its search field),
which can provide more editing space when you don't need the
palette.
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15. WELCOME TO THE GRID
› On the right side of the window header is a trio of zoom buttons. They
allow you to zoom out (-), restore to 100% (the magnifying glass with a
1 inside it), and zoom in (+) on the patch within the Grid editor.
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15. WELCOME TO THE GRID
Note
The rest of the window displays your patch for manipulation and editing.
You can also right-click an unoccupied area of the patch to get a text-
menu version of the categories and their modules.
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15. WELCOME TO THE GRID
Clicking on a module will then insert it into the patch at the location of
your original right-click.
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15. WELCOME TO THE GRID
To replace one module in your patch with another: drag the new module
from the palette onto the center of module you wish to replace.
In this example, we are dragging ADSR from the module palette onto
the center of the AR module in the current patch. The highlight around
the AR module shows that it is currently targeted.
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15. WELCOME TO THE GRID
The result, shown above, is that AR has indeed been swapped out with
ADSR. This includes any compatible parameters being maintained, all
relevant patch cords being recreated, and all modulator paths being
remapped to/from the new module.
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15. WELCOME TO THE GRID
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15. WELCOME TO THE GRID
To delete a module: select the module in the Grid editor, and then press
[DELETE] or [BACKSPACE].
You can also access this feature by selecting the module and then
either clicking the Show Help button in the Inspector Panel or pressing
[F1] (the default mapping for Show Help Item). The special show help
window will appear.
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15. WELCOME TO THE GRID
On the surface level, the help view displays all relevant parameter
information for this type of module. In addition to the module's regular
interface, any Inspector parameters are also shown below. This can be
especially helpful as these parameters are often out of sight, out of mind.
Beyond the text on screen, this help view is indeed showing the same
module that is in your patch. This means that port signal indicators
and modulator rings are reflecting the current state of this particular
module, and parameters can be freely adjusted while this view is open.
And if a mode setting changes the available parameters on this module,
the help view will follow. Using the Mod Delay example shown above,
switching the delay unit from 16th notes to free time will change both
the parameters available and the descriptions present, as seen below.
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When a module is selected in the Grid editor, the Inspector Panel shows
more than its available parameters. It also displays an oscilloscope view
of the signals at each in and out port.
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To create a patch cord: click on either an in or out port, and then drag to
a port of the opposite kind.
Cables will snap to nearby ports as you drag them around. Once you
release the mouse button (or let go of your finger), the cable will be
connected, and signal will begin flowing.
Note
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multiple signals and connect the result to an in port. The Grid even
allows you to do it with modifier keys (see section 15.1.4).
To delete a patch cord: double-click the in port or out port where the
cord is connected.
To move a patch cord: double-click and drag either end of the cord to
another port and release. This will move all cables at that port so if you
are dragging from an out port that has several connected cables, they
will all be moved together.
Note
To insert a module with patch cords: drag the new module from the
palette to the port where you want it connected, and then release.
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15. WELCOME TO THE GRID
Instead of dragging to a particular port, you can also drag to the left or
right edge of a module.
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Bitwig Studio will then connect the new module to the in or out port that
seems most appropriate.
You can also drag a new module onto a port where a patch cord is
already present.
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This previous signal path will be connected thru the new module.
Note
If you drag the module onto a connected in port, that one cable
will be rerouted thru the module (if possible). If you drag onto a
connected out port, all cables present will be routed thru the new
module.
There are also gestures for adding common processor and merge
modules when drawing new patch cords.
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In the case above, [SHIFT] is being held so when the mouse or touch is
released, an Attenuate module will be added in line.
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15. WELCOME TO THE GRID
And since in ports can only receive one cable, there are also gestures for
creating an additional in port by means of various "merge" modules.
To merge a preexisting signal with a newly created patch cord: draw the
cord from the desired out port to the occupied in port, and then hold
one of the available modifiers listed in the window footer.
In the case above, the modifier for a Mixer module is being held, so both
the original cord and the new one being drawn will be merged via a
Mixer and connected to the original in port.
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15. WELCOME TO THE GRID
15.1.5. Reordering Modules
Modules can also be reordered with similar behavior as the workflows
for inserting modules with patch cords (see section 15.1.4).
To reorder a module within your patch: drag the module from its current
position onto the port where you want it connected, and then release.
One the click/touch is released, the module will be rerouted within the
patch.
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15. WELCOME TO THE GRID
15.2. Special Connections
A couple special cases exist within The Grid that are worth looking at.
15.2.1. Module Pre-cords
There are some common connections that are made more often than
not. Pre-cords provide wireless connections for some of the most
common connections, generally taking the form of a toggle near an in
port that connects to the same module buss. This both allows modules
to be preconfigured with regular connections and saves the clutter of
cords running from single I/O modules to various destinations across
each patch.
For example, the default Poly Grid patch contains three pre-cords.
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15. WELCOME TO THE GRID
are most often gated by note input. Manually creating this connection
would require the Gate In module.
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15. WELCOME TO THE GRID
Multiple modules have pre-cords from note gate signals, with various
icons to help illustrate the buss's behavior.
Several modules have pre-cords from note pitch signals. In the case of
oscillators, these are toggles. For filters, the pre-cord takes the form of
an attenuator.
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15. WELCOME TO THE GRID
Some other modules (such as Sampler and Pitch Quantize) use pre-
cords in ways specific only to those modules, which make their module-
specific help views especially useful.
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15. WELCOME TO THE GRID
But once the mouse/touch is released, the cable disappears because this
kind of direct feedback is not allowed.
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15. WELCOME TO THE GRID
15.3.1. Signal Types
While any signal can be connected anywhere, there are certain signal
types within The Grid, often indicated by port color but always identified
in each module's help view.
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15. WELCOME TO THE GRID
Note
› In the Mix category, Stereo Split and Stereo Merge allow you to
separate and reconstruct a signal as left–right and/or mid–side pairs.
! "#$% !"#$%%&'() &#'()*$ +,-* ./*0(*123 #..$*% -,)(*$4 $*% 51 6*/%7 8679:
;+*1 %+5$ -,)(*<$ =#),/5%3 $5>1,) 8* ?+*1 %+* -,)(* 5$ =#$5%5-*4 ∓ ?+*1
5%@$ 1*>,%5-*9 5$ 2)52A*'4 %+* ./*0(*123 #..$*% 5$ 51-*/%*' .#/ %+* /5>+%
2+,11*):
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15. WELCOME TO THE GRID
› The LFO module (under LFO) and S/H LFO (under Random) both
have a purple phase parameter, which defaults to 0 º. And to the right
of that phase control is an offset control for the right channel, which
starts at +0 º and is thus grayed out by default. Both parameters are
visualized on the LFO module.
› In the Random category, Noise also has a stereo option (via the
clickable on-panel stereo icon). This creates independent signals for the
left and right channels.
In addition to being stereo, all signals within The Grid also operate
at four-times (400%) your configured sample rate. This is to ensure
maximum fidelity not only for the final output, but also for any audio-
rate modulation or other synthesis techniques that might be employed.
In addition to their signal out ports, some Grid modules can also act as
modulators. Many typical "control" devices — LFOs, envelopes, the Steps
Data sequencer — have an on-board modulation routing button. And the
Modulator Out module (in the I/O category) can take any Grid signal
and use it as a modulator.
The only thing to know is that modulator signals operate differently from
Grid signals. While Grid signals run at four-times the current sample rate
and are stereo (see section 15.3.2), all modulators are mono and operate
at your current sample rate. This is true for all modulators, whether they
are dedicated modulator devices or Grid modules, no matter what their
target is.
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15. WELCOME TO THE GRID
› AR, AD, and ADSR (Envelope). For each of these envelope generators,
a voice will stay active as long as the envelope has not reached the end
of its release (for AR and ADSR) or decay (for AD) stage. Affect Voice
Lifetime is enabled for these envelopes by default, making them the
first determinant of how long to keep voices alive.
› Audio Out (I/O). When this module's Affect Voice Lifetime is enabled,
a voice will be kept alive until it has fallen below the Silence Threshold
setting for the designated Hold Time. The Affect Voice Lifetime
parameter is disabled by default.
› True Mono is the default mode for FX Grid. In an instrument like Poly
Grid, this mode always keeps the voice on, which can create a droning
instrument (when envelopes aren't employed). Similarly with FX Grid,
this mode always keeps the voice on, which is perfect for a traditional
effect processor that should respond whenever audio of any level
enters.
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15. WELCOME TO THE GRID
Since note signals are required to articulate sound in both Digi Mono
mode and when using polyphony, notes can be received at the input of
the device. This default behavior is useful on an instrument track that is
already being driven by notes, but this doesn't help on an audio track.
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16. Working on a Tablet Computer
Bitwig Studio supports certain models of tablet computer. Features have
been built in to Bitwig Studio to create a more seamless experience on
tablets. These unique software options are primarily expressed through a
special display profile.
Note
The features described in this section may not be available if you are
not on a supported operating system and computer.
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16. WORKING ON A TABLET COMPUTER
The most obvious changes from other display profiles are probably in
the enlarged window header at the top of the screen, where some old
friends have moved about and a new friend has appeared. Some items
of note:
› View words. The capitalized, bold words that appear in the top left of
the window represent the currently available views (with ARR being
the currently engaged option in this example). The available views will
be discussed in the next section (see section 16.1.1).
› Panel icons. Mingling with the window controls (see section 2.1.2) at the
top right of the window is this set of icons, each representing one of
the available panels (see section 2.2.1). Depending on the view selected,
the available panel icons (and their corresponding panels) will change.
› Project tabs. These tabs represent all currently open Bitwig Studio
projects (see section 2.1.1). In this display profile, the project tabs are
found below the view words.
› Track selector menu. Located in the top left corner of the window, the
track selector menu is a new item. This menu allows us to focus on any
track within the current project.
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16. WORKING ON A TABLET COMPUTER
The track selector menu is our only means of switching tracks in views
that display only one track at a time, but it remains available in all
views.
16.1.1. Tablet Views
Four views are available within the Tablet display profile, three of which
are familiar and one of which is brand new:
› PLAY. The Play View is only available within the Tablet display profile.
Its primary purpose is to allow note entry via your tablet computer's
touch screen.
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16. WORKING ON A TABLET COMPUTER
You also must choose between the Arranger Timeline Panel or the Clip
Launcher Panel as only one can be shown at a time.
Note
You can still drag clips between the Arranger and Launcher by
dragging your source clip from one panel onto the view toggle
(found just above the single track header here) of the other. This
is similar to dragging a clip from one project tab to another (see
section 12.4.2).
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16. WORKING ON A TABLET COMPUTER
The Octaves keyboard shrinks the Piano bars into squares and stacks
them in octaves, filling the available screen space with keys.
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16. WORKING ON A TABLET COMPUTER
Finally, the up and down arrow buttons in the bottom right of the On-
Screen Keyboard Panel shift all available keyboard notes up or down
by an octave.
› EDIT. This specialized Edit View is similar to the standard version (see
section 10.3).
As with the Play View, the Arranger Timeline at top can display
only one track at a time, and you must choose between viewing the
Arranger Timeline Panel or the Clip Launcher Panel.
Finally, the Inspector Panel and all of the access panels are available in
this view, with only one being visible at a time on the right of screen.
You may also notice in the image above four directional arrows in
the bottom of the Inspector Panel. Pressing the up or down arrow
will nudge any selected notes by one semitone, and pressing the left
or right arrow will shift any selected notes by the current beat grid
resolution (see section 3.1.2).
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16. WORKING ON A TABLET COMPUTER
Again, only the Arranger Timeline Panel or the Clip Launcher Panel
can viewed at one time (not both). And the Inspector Panel and all of
the access panels are available in this view, with only one being visible
at a time on the right of screen.
› MIX. This specialized Mix View is quite similar to the standard version
(see chapter 6).
The main difference here is that the optional Device Panel is shown
above the Mix Panel instead of below it.
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16. WORKING ON A TABLET COMPUTER
Note
The beauty of this system is that once you become familiar with the
swipe patterns, you may start moving your fingers before the Radial
Gesture Menu even appears on-screen. And if you do so, everything will
work totally fine and even quicker.
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16. WORKING ON A TABLET COMPUTER
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16. WORKING ON A TABLET COMPUTER
When pressing in a track's device chain within the Device Panel, you can
press down either on empty space or on a device, making the following
options available:
Within the Tablet display profile's Play View is a drum interface that
provides drum pads on tracks using the Drum Machine device. On those
drum pads, you can press down either on empty pads or on loaded
ones, making the following options available:
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17. Device Descriptions
This appendix provides a short description of each device that comes
with Bitwig Studio. The devices are organized by category. Information
on using devices can be found in chapter 7, and chapter 14 provides an
explanation of more advanced device concepts.
Note
17.1. Analysis
Each analysis device merely visualizes the signals that reach it. It makes
no effect on the audio chain it is a part of.
17.1.1. Oscilloscope
A dual-trace oscilloscope, providing a time-domain representation
of incoming and/or external audio signals. Each signal is given its
own gain control (for visual purposes only). It can be triggered either
continuously, based on a threshold level of one of the two displayed
signals, or based on note messages that reach the device.
17.1.2. Spectrum Analyzer
A dual-trace spectroscope, providing a frequency-domain
representation of incoming and/or external audio signals. The
persistence of all signals can be adjusted by the Fall Rate.
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17. DEVICE DESCRIPTIONS
17.2. Audio FX
Each audio FX (or audio effect) device manipulates incoming audio
signals before passing them onward. Incoming messages may be used
as triggers but are passed through without change.
17.2.1. Blur
A comb-filter diffusion effect where each stereo channel has two comb
filters, each with two feedback controls.
17.2.2. Chorus
A chorus effect with an adjustable LFO with phase offset for the right
channel (R Phase).
17.2.3. Comb
A comb filter effect with frequency and bipolar feedback controls.
17.2.4. Flanger
A flanger effect with an adjustable LFO and feedback parameters for
both magnitude (Feedb.) and phase (Neg.). This device can be set to
Retrig(ger) on incoming note messages.
17.2.5. Freq Shifter
A frequency shifter with an adjustable frequency range. This device can
also distribute the upward and downward frequency shift across the
stereo field.
17.2.6. Phaser
A phaser whose Frequency setting is controlled by an LFO modulator
module by default. Separate phase (ø) controls exist for the frequency
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17. DEVICE DESCRIPTIONS
on the L(eft) and R(ight) channels so that you can keep everything
synced but interesting. Also includes a feedback (FB) control and a high-
pass filter with adjustable cutoff frequency and slope (from anywhere
between 2-Pole and 32-Pole).
17.2.7. Pitch Shifter
A pitch shifter (like a musical signal transposer) with a high-resolution
frequency control, a Grain setting for adjusting how the processing is
done, and a Mix control, allowing harmonization.
17.2.8. Ring-Mod
A ring modulator with a definable frequency and a Mix control for
blending the source material with the resultant sum and difference
tones. The device also has Pre- and Post-processing device chains.
17.2.9. Rotary
A rotary-speaker emulation that modulates the signal's placement in the
stereo field.
17.2.10. Treemonster
A ring modulator that utilizes the incoming audio signal and a sine
wave whose tuning is based on that incoming signal. Pitch detection
is sampled only above a set Threshold amplitude, can be limited with
low-pass and high-pass filters, can be offset (Pitch) for shifting the sine
tone's frequency, and can be slewed (Speed) to respond more quickly
or ponderously. For processing, the amount of Ring modulation goes
anywhere between a simple sine wave (at 0%) to more harmonically
complex results.
17.2.11. Tremolo
An amplitude modulator that is controlled by an LFO of various
waveshapes. This device can be set to Retrig(ger) on incoming note
messages.
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17. DEVICE DESCRIPTIONS
17.3. Container
Each container is a device whose primarily function is hosting other
devices.
As each container has a different purpose, the primary signal I/O is listed
for each device. (For more information, see section 14.1.2.)
17.3.1. Chain
(Audio in, Audio Out) A container that houses a serial audio device
chain. A Mix control is provided for blending the dry (original signals
reaching the device) and wet (processed signals exiting the device)
components together, and a Gain control offsets the level of the dry
signal only (it is not applied before processing). Any note messages that
reach this device are passed out "dry," without adjustment.
17.3.2. Drum Machine
(Notes in, Audio out) A container that routes note signals to specific
chains based on their pitch. Each chain has its own internal mixer
controls. (For more information, see section 14.1.2.1.)
17.3.3. FX Layer
(Audio in, Audio out) A container that houses parallel audio chains. Each
chain has its own internal mixer controls. (For more information, see
section 14.1.2.3.)
17.3.4. FX Selector
(Audio in, Audio out) A container that houses multiple audio chains. Only
one audio chain at a time receives the incoming audio (as set by the
device's Index parameter), but any chain that was previously receiving
audio remains active until its output is silent.
Note
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17. DEVICE DESCRIPTIONS
17.3.5. Instrument Layer
(Notes in, Audio out) A container that houses multiple instruments
in parallel. Each chain has its own internal mixer controls. (For more
information, see section 14.1.2.2.)
17.3.6. Instrument Selector
(Notes in, Audio out) A container that houses multiple instruments and
their associated device chains. Only one instrument chain at a time
receives new notes (as set by the device's Index parameter), but each
sounding note continues until its output is silent.
Note
17.3.7. Mid-Side Split
(Audio in, Audio out) A container that takes a normal stereo signal and
splits it into its mid (centered) and side (panned) components, each of
which is provided with an independent chain.
17.3.8. Multiband FX-2
(Audio in, Audio out) A container that splits the incoming audio at a
definable frequency and provides independent chains for the audio
below and above that frequency.
17.3.9. Multiband FX-3
(Audio in, Audio out) A container that splits the incoming audio at two
definable frequencies and provides independent chains for the audio
below the first frequency, the audio between the two frequencies, and
the audio above the second frequency.
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17. DEVICE DESCRIPTIONS
17.3.10. Note FX Layer
(Notes in, Notes out) A container that houses parallel note chains.
17.3.11. Replacer
(Audio in, Audio out) A container that filters and analyzes the level
of the incoming audio signal, and when the signal rises above a set
threshold, notes are generated at a set pitch and velocity. These notes
and the original (dry) audio signal are then passed to the internal INST
(for instrument) device chain.
17.3.12. Step MOD
A step sequencer whose output is used as a modulation source.
17.3.13. XY FX
(Audio in, Audio out) A container that loads up to four audio effects in
parallel and allows you to crossfade their outputs.
17.3.14. XY Instrument
(Notes in, Audio out) A container that loads up to four instruments in
parallel and allows you to crossfade their outputs.
17.4. Delay
Each delay device is a time-based processor that operates on its
incoming audio signals. Each device blends one or more delayed copies
of its sound with the undelayed original.
17.4.1. Delay-1
A tempo-syncable delay with uniform delay time, offset, and feedback
settings for the left and right channels.
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17. DEVICE DESCRIPTIONS
17.4.2. Delay-2
A tempo-syncable delay with discrete delay time, offset, and feedback
settings for the left and right channels. This device also has warble
(Detune and Rate) and Crossfeed(back) settings.
17.4.3. Delay-4
A delay unit comprising four independent taps. Each tap has its own
input level control, a general FX chain, a FB FX chain for its own
feedback section, separate feedback controls for how much signal is
fed back locally and to each of the other taps, tempo-syncable delay
time, simple high-pass and low-pass filters, and output level and panning
controls. After the taps are summed, there is then a master FX chain, a
global Feedback level, and a Mix control.
17.5. Destruction
Each destruction device is a distortion or other mangling processor that
operates on its incoming audio signals.
17.5.1. Amp
A processor that applies the character and idiosyncrasies of various
instrument amplifiers to the incoming signal.
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17. DEVICE DESCRIPTIONS
As with any amplifier, the last stage is (a simulation of) the speaker
CABINET. Parameters include physical parameters of the cabinet's width,
height, and depth, as well as the amount of sound reflection around
the cabinet (which adds an acoustic phasing). To further shape the
tone of the cabinet are a Color knob and a set of buttons (labeled A
through H), which offer eight discrete "hue" variations. Finally, there is a
polarity control (ø) for the phase of this section as well as a Mix control
to make a blend of pre-cabinet sound (heard by itself at 0%) and cabinet
processed sound (heard alone at 100%). As always, extreme settings are
useful while programming but less fruitful when used in music.
The global section of the device includes a final Gain setting and a global
Mix control.
17.5.2. Bit-8
An audio degrader with assorted parameters for CLOCK manipulation,
amplitude GATE, SHAPE (with drive and various distortion options), and
QUANTIZE modes with fine-tuning options.
17.5.3. Distortion
A distortion effect based on hard clipping, with a peak EQ before the
clipping is applied, and high- and low-pass filters after.
17.6. Drum
Each drum device is a drum piece emulator that use incoming note
messages to synthesize audio.
17.6.1. E-Clap
A monophonic electronic clap instrument made from noise, a low-pass
filter, and repetitions.
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17. DEVICE DESCRIPTIONS
For example, if Duration is set to 45ms and Repeat is set to 10ms, each
note will trigger the amplitude envelope five times: zero milliseconds
(the instant the note is received), 10ms, 20ms, 30ms, and 40ms.
Width sets the amount of stereo flutter added to each noise burst.
The final section offers a control for the instrument's Vel Sens.(itivity)
and a level control for its Output.
17.6.2. E-Cowbell
An electronic cowbell instrument with optional pitch control.
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17. DEVICE DESCRIPTIONS
The AEG section provides Attack and Decay times for the AD-style
amplitude envelope generator.
The final section offers a control for the instrument's Vel Sens.(itivity)
and a level control for its Output.
17.6.3. E-Hat
An electronic hi-hat instrument made from a blend of noise with a comb
filter, FM synthesis, and a one-band equalizer. An XY grid interface is
also provided as an alternate means of controlling several parameters.
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17. DEVICE DESCRIPTIONS
The section at the top left contains Attack and Decay times for
the AD envelope, along with a contour control for the shape of the
decay segment. This global envelope shapes the output of the entire
instrument.
The red COMB section governs the comb filter that processes the noise
generator's output. Parameters include cutoff Freq(uency), a bipolar
Feedback control, and the wet/dry Mix. In the XY grid, dragging the red
C ball adjusts the Freq control with horizontal movements and the Mix
control vertically.
The yellow HIT MOD section provides controls for the modulator of the
FM operator pair. The Freq. knob adjust the modulator's frequency, and
the Amount control is the index (or intensity) of modulation applied to
the carrier. In the XY grid, dragging the yellow M ball adjusts the Freq.
control with horizontal movements and the Amount control vertically.
The final section offers a control for the instrument's Vel Sens.(itivity)
and a level control for its Output, along with a Width setting for the
amount of stereo flutter added to each noise burst.
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17. DEVICE DESCRIPTIONS
17.6.4. E-Kick
An electronic kick drum instrument with optional pitch modulation.
The final section offers a control for the instrument's Vel Sens.(itivity)
and a level control for its Output.
17.6.5. E-Snare
An electronic snare drum instrument made from two tunable oscillators,
a noise generator, and resonant high- and low-pass filters.
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17. DEVICE DESCRIPTIONS
The OSC 1 section houses the primary sine oscillator, whose frequency
and decay time can be set directly with the Tuning and Decay knobs,
respectively.
The MIX section is for controlling the balance between the three
generator elements. Osc controls the balance between oscillator 1
and oscillator 2, and then Noise controls the balance between both
oscillators and the noise generator.
Next comes the FILTER section, which has a high cut (or low-pass) filter
for processing output from both the oscillators and the noise generator.
Any noise generator signal is then passed to a low cut (or high-pass)
filter. Individual cutoff frequency controls are available for both the High
Cut and the Low Cut filter, and a single Q parameter controls resonance
for both filters.
The final section offers a control for the instrument's Vel Sens.(itivity)
and a level control for its Output.
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17. DEVICE DESCRIPTIONS
17.6.6. E-Tom
An electronic tom instrument with optional pitch modulation.
The final section offers a control for the instrument's Vel Sens.(itivity)
and a level control for its Output.
17.7. Dynamics
Each dynamics device is a processor that operate on its incoming audio
signals, based off of those signals' amplitude levels and trends.
17.7.1. Compressor
A compressor with standard threshold, ratio, gain, and timing settings.
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17. DEVICE DESCRIPTIONS
17.7.2. De-Esser
A de-esser with a variable high-pass filter and monitoring option for the
detection circuit.
17.7.3. Dynamics
A flexible dynamics processor that allows for either downward or
upward compression on both the loud and quiet parts of the sound.
The device also has a sidechain input, an FX device chain for the control
signal, and a graphical interface.
17.7.4. Gate
A noise gate with sidechain input and an FX device chain for the control
signal.
17.7.5. Peak Limiter
A limiter with peak level, gain, and release controls.
17.7.6. Transient Control
A transient detector that can make onsets and sustain segments
relatively louder or softer.
17.8. EQ
Each EQ (equalizer) device is a set of parallel frequency-specific
processors (for example, like a low band and high band) that operate on
its incoming audio signals.
17.8.1. EQ-2
A two-band parametric equalizer with resonant filter modes and a
graphical interface.
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17. DEVICE DESCRIPTIONS
17.8.2. EQ-5
A five-band parametric equalizer with resonant filter modes and a
graphical interface. The device also has global controls to morph the
strength (Amount) and placement (Shift) of the EQ curve.
17.8.3. EQ-DJ
A three-band equalizer with definable crossover frequencies and mute
controls for each band.
17.9. Filter
Each filter device is a frequency-specific processor that operates on its
incoming audio signals.
17.9.1. Filter
A multimode filter with pre- and post-gain.
17.9.2. Ladder
A multimode ladder filter with a built-in LFO, envelope, and envelope
follower to modulate the filter's frequency.
17.9.3. Resonator Bank
A bank of six resonant filters that have frequency, resonance, and gain
controls. The device also has global controls to morph these three
controls as well as keyboard tracking to offset the filters' frequencies
based on incoming note signals.
17.10. Hardware
Each hardware device sends signals and/or messages to devices beyond
Bitwig Studio (such as hardware synthesizers and effect units). This can
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17. DEVICE DESCRIPTIONS
17.10.2. HW CV Instrument
A router that sends the incoming note messages out of the system as
CV signals. One path is used for Pitch CV Out, and one is used for Gate
Out triggers. Audio In is then returned to the system and output from
this device.
17.10.3. HW CV Out
A vehicle for sending a CV signal out a set port of your audio interface
via a parameter knob. An AC switch is provided, as is a low-pass filter
control for applying lag to the outgoing signal.
17.10.4. HW FX
A router that sends the incoming stereo audio signal out of the track and
system, and then returns another stereo signal back.
17.10.5. HW Instrument
A router that sends the incoming note signals out of Bitwig Studio as
MIDI, and then returns the resultant audio.
For note and MIDI output, settings include the MIDI output port to
use as well as whether to send all messages on a single MIDI channel
or to preserve Same Ch.(annel) set for each per note/event in Bitwig
Studio. A special Use MPE option can be used instead, converting
note expressions (see section 10.2.2.3) to appropriate channel voice
messages, dynamically allocating channels as necessary, and providing a
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17. DEVICE DESCRIPTIONS
The audio return section includes the audio input to use, a gain level
applied to that signal, and a latency offset amount that is set in samples
(negative settings adjust the audio to be earlier).
Like most instruments, nested device chains for Note FX and audio FX
are provided.
17.11. Keyboard
Each keyboard is an instrument emulator that uses incoming note
messages to synthesize audio.
17.11.1. Organ
A tonewheel organ.
The drawbars section contains nine standard gain faders (the vertically
higher the fader, the louder the gain), each of which represents the level
of the respective drawbar harmonic. In order, these harmonics are:
› Fader 1 - Sub, or one octave below the fundamental (in organ notation,
16' [feet])
› Fader 5 - 12th, or one octave and a fifth above the fundamental (2 2/3')
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17. DEVICE DESCRIPTIONS
› Fader 7 - 17th, or two octaves and a major third above the fundamental
(1 3/5')
› Fader 8 - 19th, or two octaves and a fifth above the fundamental (1 1/3')
The top of the drawbars interface also has a drop-down menu for the
type of oscillator modeling being used for each harmonic. Choices
include:
The final section at bottom offers controls for the instrument's panning,
gain (the speaker icon), and final Output level.
17.12. MIDI
Each MIDI device transmits various MIDI messages or modifies them via
the track's device chain. This is useful for sending messages to plug-
ins or to external hardware (when used in conjunction with Bitwig's
hardware devices) or simply modifying the channels in use by a device
chain.
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17. DEVICE DESCRIPTIONS
17.12.1. Channel Filter
A processor for ignoring incoming note or MIDI messages by channel.
17.12.2. Channel Map
A processor for remapping incoming note or MIDI messages by channel.
17.12.3. MIDI CC
A vehicle for sending any MIDI continuous controller (CC) messages via
eight parameter knobs. A global MIDI Channel can be set.
Additionally, the device has a nested Chain with two special options. The
Scoped option contains the program change and bank select messages,
sending them only to devices in the nested chain. And the Anti Click
option fades the nested chain's output using an adjustable Decay time
before transmitting the MIDI messages.
17.13. Note FX
Each note FX (or note effect) device manipulates incoming note
messages before passing them onward. Incoming signals are passed
through without change.
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17. DEVICE DESCRIPTIONS
17.13.1. Arpeggiator
An arpeggiator, which rhythmically cycles through the notes being held
in a set order. For each beat, the specified note(s) is output with a set
velocity and for a set duration.
17.13.2. Diatonic Transposer
A note transposer, which can correct or remove notes that do not match
a set key and mode. Notes can also be shifted before the transposition is
applied.
17.13.3. Micro-pitch
Micro-/macro-tuning of each note type, and octave. Defines the root
note (which is kept in tune), and then tuning values for all other pitch
classes, as well as the octave. Also provides an Amount control (for
moderating all pitch offsets back toward standard equal temperament)
and for frequency offset around A3 (traditionally 440 Hz).
17.13.4. Multi-Note
A relative note transposer, allowing up to seven notes to play for
each received note message. Each note unit is defined relative to the
incoming note's pitch and velocity. Realize that if you want the original
incoming note to be passed through, one of the seven note paths must
be used for that purpose (with pitch and velocity offsets of 0).
17.13.5. Note Echo
A tempo-syncable note repeater. The number of Repetitions can be
set, or an infinite feedback mode can be enabled. Within the feedback/
repetition loop are numerous parameters, including Time (to make
repeated notes relatively closer together or spaced further apart) with
a Random(ization) option, Gate (to scale the length of repeated notes),
Velocity scaling, and Pitch scaling (that can be filtered to only apply
within a defined range).
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17. DEVICE DESCRIPTIONS
17.13.6. Note Filter
A filter that allows only notes from a set range of pitches and velocities
(inclusive) to pass.
17.13.7. Note Harmonizer
A note transposer that conforms incoming notes based on the active
note messages of a different track (set as the Harmony Source). To
improve the device's logic, a Pattern Key should be defined.
17.13.8. Note Latch
A note sustainer that either holds the current note until the next one is
received (Simple mode), only triggers every other note received (Toggle
mode), or only triggers every other note around a defined velocity
threshold (Velocity mode). This logic is applied on a polyphonic, per-
pitch basis by default, but it can also be applied in a Mono fashion.
17.13.9. Note Length
A device to set incoming notes to a fixed, optionally tempo-syncable
Length. Note velocity can also be set to a Fixed value, and notes can be
set to Trigger either at the start (Press) or Release of each note.
17.13.11. Note Velocity
A (piecewise) velocity shaper with three definable breakpoints.
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17. DEVICE DESCRIPTIONS
17.13.12. Transposition Map
A note transposer, which can remap each note class (for example, so
every D becomes an F↗, etc.). Notes can also be shifted before the
transposition is applied.
17.14. Reverb
Each reverb device is a time-based processor that operates on its
incoming audio signals to produce distinct room effects.
17.14.1. Reverb
An algorithmic reverb effect with distinct controls for EARLY reflections
and for the later dense reflections (TANK). The TANK is split into three
assignable bands with relative delay times for the low and high bands.
This device also has a graphical interface.
17.15. Routing
Each routing device allows the redirecting of a track's signal path.
To achieve this, a router often contains audio and/or note chooser
menus for addressing an incoming or outgoing signal to the appropriate
destination, including destinations outside of Bitwig Studio.
As each routing device has a different purpose, the primary signal I/O is
listed for each device.
17.15.1. Audio Receiver
(Audio in, Audio out) A router that imports audio signal from any
designated project source.
17.15.2. Note Receiver
(Notes in, Notes out) A router that imports note signals from any
designated project source.
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17. DEVICE DESCRIPTIONS
17.16. Synth
Each synth device generates its audio either from rudimentary source
material, from audio files used as samples, or sometimes from coming
in via sidechain. Incoming note messages drives these instruments to
produce audio output.
17.16.1. FM-4
A four-oscillator FM synthesizer with frequencies set as ratios with
offsets, optional self-modulation, a noise generator with a resonant low-
pass filter, and a modulation matrix. Each row of the matrix represents
one of the four oscillators as a modulation destination, and each column
is labeled with the modulation source it represents.
In each unit, the two central controls help determine the sine oscillator's
frequency. Each incoming note message is multiplied by the top,
unlabeled numeric control to set the oscillator's base frequency for
that voice. For example, playing a note message of A4 (440Hz) with a
setting of 1.00 triggers that oscillator at 440Hz. Playing A4 again with
a setting of 2.00 would set the oscillator to 880Hz, just as a setting of
0.50 would tune the oscillator to 220Hz in this example. This system also
allows you to see the frequency settings of two oscillators as a ratio, a
very handy way of thinking in FM synthesis.
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17. DEVICE DESCRIPTIONS
The Mod control at the right of each oscillator unit attenuates the output
of the oscillator to all frequency modulation connections (this does not
affect the audio output of the oscillator). Similarly, the oscillator number
in the left of each unit is a button for enabling/disabling that oscillator
for modulation purposes (again, the audio output for each oscillator is
unaffected by the setting of this toggle).
Between these controls are knobs for the Cutoff frequency and Q of
a low-pass filter that the noise generator is connected to, as well as a
Drive control that can boost the output signal by up to +48.0 dB.
While the matrix section that follows is somewhat cryptic, it is the heart
of the instrument's frequency modulation model. This table shows the
individual amounts of modulation between the five generators that we
have just discussed. The columns represent the sources of modulation,
and the rows represent the four oscillator units, which are the potential
frequency modulation destinations. These signal attenuators go from
0 (no signal/modulation) to 999 (the fullest amount of modulation
available). In this sense, you could also think of these gain values as
percentages of modulation.
Note
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17. DEVICE DESCRIPTIONS
to a value greater than zero. The same is true of all four oscillator units
when the output of an oscillator is set to modulate its own matrix input.
The section to the right of the N(oise) and matrix sections is the
instrument's audio mixer. Each generator unit has an attenuator for
setting the amount of signal that will reach the instrument's audio
output. Just as the matrix and other modulation controls did not affect
the audio level of each unit, these gain controls do not affect modulation
levels in any way.
Beneath the matrix section are controls that belong to the amplitude
envelope generator unit (AEG). This module affects the entire
instrument's audio output level and can also be routed to additional
modulation destinations. After the modulation routing button at left are
standard Attack, Decay, Sustain, and Release controls.
To the right of the mixer is another thin vertical section, this one
containing assorted global parameters. Pitch allows the pitch of all
oscillators to be offset from an octave down (-12 semitones) to an
octave up (12). Targeting this parameter with an LFO is an ideal way to
create vibrato on this synth. The Glide setting is the amount of time that
it takes for each new note to smoothly transition from the previous pitch
to the current one. And at bottom are Pan(ning) and Gain controls.
The final section contains the nested device chains along with three
toggle buttons and one knob. The MONO button switches the
synthesizer to a monophonic mode, allowing only one note to be played
at a time. The next two buttons will take effect only when both MONO
mode is enabled and you are playing in a legato style. The ST button is a
"single trigger" option, which prevents envelopes from retriggering. And
the FG button enables a "fingered glide" mode, which creates a subtle
portamento between successive notes. Finally, an Output level control is
available.
Modulation Sources:
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17. DEVICE DESCRIPTIONS
17.16.2. Phase-4
A phase-manipulation synthesizer (including phase distortion and phase
modulation techniques) with four unique oscillator units, a system
of global controls for altering the oscillator units' phase distortion
and phase modulation settings together, a unique tuning system for
setting frequency relationships, a multimode filter capable of audio-rate
modulation, and more.
Next, each oscillator has controls for phase distortion. The primary
control is SHAPE, which affects the overall amount of phase distortion
applied. Above the shape knob is a text menu that can be dragged
up or down to change its setting. This is the algorithm being used for
phase distortion. Each algorithm determines both the source waveform
and the path the waveshape will traverse as the SHAPE parameter is
increased. Beside the algorithm is a numeric for formant control. Settings
above 1 insert additional sine cycles into the original waveshape. And
just above formant is a phase (º) control. This value sets the offset of the
original waveform (in degrees). But beyond adjusting the cycle position
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17. DEVICE DESCRIPTIONS
of the waveform, this control also affects the phase distortion algorithm,
producing unique results.
You will notice an arrow between the SHAPE and MOD parameters.
If the arrow is pointing toward MOD, then phase distortion is applied
before phase modulation. And if the arrows is instead facing SHAPE,
then phase modulation is being applied before phase distortion. Clicking
on the arrow rotates it.
And finally, each oscillator has a knob on the far right with a speaker
icon beneath it. This is an output volume control, setting to what degree
this oscillator is heard as audio.
To the left of the four oscillator units is the global controls section.
At top are a PITCH control for adjusting all oscillator frequencies in
semitones and a GLIDE control for setting all portamento times. At
bottom are global SHAPE and MOD knobs, allowing you to change the
maximum phase distortion and phase modulation (respective) amounts
for all oscillators together. Additionally, the X–Y pad allows control of
these two parameters together by clicking and dragging the 4 ball. And
if any individual oscillator has its own SHAPE and MOD controls set
below maximum, you may see a ball of that oscillator's color on the X–Y
pad as well.
To the right of the oscillator units is the FILTER section. The top row sets
the filter's mode, toggling between various filter types: a gentle low-pass
filter, a 4-pole low-pass filter, a gentle band-pass filter, a 4-pole band-
pass filter, a gentle high-pass filter, a 4-pole high-pass filter, a band-
reject filter, and a disabled mode, respectively.
The next row, from left to right, contains drive (DRV), resonance, and
feedback controls. Centered beneath these controls is the oversized
cutoff frequency control.
To the left of the cutoff frequency knob are four more small knobs, each
colored to match an oscillator unit. These bipolar attenuators set the
amount that each oscillator unit is allowed to modulate the filter cutoff
frequency. And to the right of the large filter frequency control are
attenuators for how much keyboard tracking and the filter's envelope
generator each affect the cutoff.
Beneath the filter settings are two identical rows of parameters, one for
the filter envelope generator (FEG) and one for the amplitude envelope
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17. DEVICE DESCRIPTIONS
generator (AEG). Each starts with a green routing button for assigning
additional modulation destinations. Each is followed by standard Attack,
Decay, Sustain, and Release controls. Finally, each envelope has a
control for how much note velocity scales its output.
Modulation Sources:
17.16.3. Polysynth
A subtractive synthesizer with two highly dynamic oscillators, an
assortment of methods for "blending" those oscillators, a noise
generator, a multimode filter, various waveshaping modes, and endless
possibilities.
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17. DEVICE DESCRIPTIONS
The Shape control allows you to blend three distinct waves. At the
center position, you get only a sawtooth wave at the current pitch.
Moving from the center position to the left cross-fades into a pulse wave
that is one octave up. Moving from the center position to the right cross-
fades into a saw that is one octave up. Below this Shape knob is a pulse
width control that affects both the pulse wave at the left position and
the sawtooth at the right position.
A Sub pulse wave that is one octave down can also be blended in. Below
this Sub level knob is a pulse width control for the sub wave.
Next, the lower control determines the number of voices used for each
note played by this oscillator unit. Settings range from 1v (one single
voice per note) to 16v (16 voices per note). When more than one voice is
active here, the Unison knob above becomes active, allowing you to set
the maximum detuning per voice from no detuning (0 cents) up to a full
semitone (100 cents). And beside Unison is a control for oscillator width,
which is also enabled when the oscillator is using more than one voice.
This control adjusts the panoramic spread between the various oscillator
voices in use. And beneath that width control is a panning setting for
this one oscillator.
The next section starts with various blend operator options at the top
of the device. The operator selected determines how oscillators 1 and 2
are mixed together into a composite signal. Options on the top row offer
slight variations on the standard mixing/crossfading approach, and the
choices on the bottom row are a bit more exotic and surprising. While
trying out these unique combinations, don't forget that this parameter
too can be a modulation target. A short note on each blend operator:
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17. DEVICE DESCRIPTIONS
The section below is a grab bag of features that primarily relate to the
blend and mixing of the instrument's generator units.
In the first row, the 1/2 knob controls the blend between oscillator 1 and
oscillator 2 using the blend operator that was selected above. The Noise
knob then controls the balance between both oscillators and a white
noise generator. And the final knob on this row is actually a control
for the filter section. This filter FM parameter allows an audible-rate
oscillator of fixed frequency to modulate the filter's cutoff frequency.
The second row of this section starts with an optional high-pass filter
that comes after the signal sources are blended. The first parameter
contains both a cutoff frequency control and a mode selector via the
drop-down menu beneath the knob. The next knob is a resonance
control for this high-pass filter. And last is a pre-filter Drive control, for
either amplifying or attenuating the blended signal at the end of this
stage.
The third row starts with global frequency controls. The bipolar Pitch
control adjusts the frequency of both oscillators. This control is set in
semitones, with a range of three octaves in either direction (from -36.00
to 36.00). And the Glide setting sets the amount of time it takes for
a new note to smoothly transition from the previous pitch. Last is a
feedback control (FB). By engaging this setting, the spectrum of the
sound expands a bit.
The instrument's filter module is found in the next section. The first
control sets the filter's mode. This graphical control at top can toggle
between seven filter types: a gentle low-pass filter, a 4-pole low-pass
filter, a gentle band-pass filter, a 4-pole band-pass filter, a gentle high-
pass filter, a 4-pole high-pass filter, and a band-reject filter, respectively.
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17. DEVICE DESCRIPTIONS
The following row includes filter controls for the cutoff frequency (with a
horizontal arrow icon, suggesting frequency), the amount of resonance
being applied (with a peak-shaped icon), a waveshaping control (more
on that in a moment), a keyboard tracking control that determines how
much the cutoff frequency is controlled by incoming note pitches, and
a control for how much and at what slope the filter envelope generator
(EG) affects the cutoff frequency. (And don't forget the filter FM control
that lives in the previous section and was mentioned there.)
The odd control out in that last row was the waveshaping parameter in
the center. This nonlinear distortion offers several modes in the drop-
down menu beneath the amount knob. If you want more or less of this
effect, try adjusting the Drive control from the previous section. Or even
modulate Drive and/or the shaper amount.
Below the filter section are the instrument's two envelope generators.
The filter envelope generator (FEG) is normalled to the filter cutoff
frequency (via the EG attenuator knob in the filter section). The
amplitude envelope generator (AEG) controls the instrument's main
amplifier. Both envelope generators can also be used as modulation
signals for other purposes by using their modulation routing buttons.
And each envelope generator has standard Attack, Decay, Sustain, and
Release controls of their own.
The final parameter section contains three toggle buttons and four
knobs. The MONO button switches the synthesizer to a monophonic
mode, allowing only one note to be played at a time. The next two
buttons will take effect only when both MONO mode is enabled and
you are playing in a legato style. The ST button is a "single trigger"
option, which prevents envelopes from retriggering. And the FG button
enables a "fingered glide" mode, which creates a subtle portamento
between successive notes. Finally, controls for Vel(ocity sensitivity),
Gain, Pan(ning), and Output level are available.
Modulation Sources:
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17. DEVICE DESCRIPTIONS
17.16.4. Sampler
A sampler that can handle single or multiple samples in zones (with
resizable mapping editors) and has multiple play modes, a multimode
filter, and numerous modulation opportunities.
This instrument plays back one or more audio files as its source material.
The instrument's primary section focuses on the current source material
with a waveform display and numerous parameters surrounding it. The
options here differ in cases where a single audio file is loaded or when
multiple audio files are being used.
When only one audio file is loaded into the instrument, all relevant
parameters appear within this section.
Starting in the top row, first is a folder icon along with the loaded
sample's filename. When the folder button is clicked, the Pop-up
Browser is called up so you can select a different audio file to load. You
can also drag the sample's filename into the Arranger Timeline or Clip
Launcher to create an audio clip.
The gain control that follows adjusts the sample's level from anywhere
between -12.0 dB and +12.0 dB. And at the end of this top row is a
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17. DEVICE DESCRIPTIONS
vertical cursor icon with arrows pointing inward. When enabled, edits
done on the waveform editor will snap to zero crossings.
The bottom row starts with PLAY controls. The left-facing arrow button
capped with an R enables reverse mode, causing the sample to play
backwards, effectively swapping the play start and play end times (and
the loop points as well, when in use). Next are the aforementioned play
start and play end times, both set in time units.
Four LOOP parameters come next. First are buttons to select which
loop mode is in use. The three choices are the single forward arrow (no
looping), the stacked forward arrows (single-direction looping), and the
stacked forward and reverse arrows (ping-pong looping). Next come
the loop start and loop end times, set as exact times just like their PLAY
counterparts. Finally, a loop crossfade amount is set as a percentage of
the available audio material.
Shown above is the grid editor. This display shows an overlapping view
of all current zones. These individual sample zones are visualized from
low to high note pitches horizontally, and they are shown vertically
either by their velocity range (the standard note strike, "pin" icon on the
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17. DEVICE DESCRIPTIONS
top right) or by their select parameter range (the star icon). Within each
zone is the sample's name along with a small triangle pointing down
to the root key for that zone. Each zone can be moved by clicking its
center and dragging, or each edge of a zone can be adjusted by clicking
on that edge and dragging. While the central display stays put, all zones
are in a vertically scrollable list on the left side.
In this image is the list editor. This view still uses a list of zones on the
left side, but only shows those zones that are currently on-screen. The
purpose of this view is to display the full details of each zone, including
its key range (and root note, shown as a gray, diagonally striped
rectangle) in the middle, and either its velocity or select parameter range
on the right. All three of these ranges also visualize any crossfading
used, allowing gradual transitions at the ends of each range. These
ranges can also be interacted with, either by dragging to move an entire
range, dragging from an edge to adjust the start or end points, or [ALT]-
dragging to add a crossfade to any range.
The editors are identical in many other ways, starting with the top row of
either interface.
Starting at the far left is a button to Save… the current multisample into
the library. After that are filters for viewing either All Zones or only the
Ungrouped zones. Next come any groups that have been created within
this multisample, either by clicking the + icon at the end of this row, or
by selecting multiple zones and choosing the Group function. In the
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17. DEVICE DESCRIPTIONS
examples above, groups called Piano and Flute are present. Clicking any
group name will display only its zones and automatically select them all,
allowing you to act upon the zones in tandem from the Inspector Panel.
At the right edge of this row are two pairs of toggles. This first pair of
buttons is for switching between the grid editor and the list editor, and
the second pair chooses whether velocity or the select parameter is
being displayed as a secondary axis.
The list of zones on the left displays each zone's group color (in case it is
part of a group) and the name of the sample it uses. The top row above
the zones provides various filters for how and what to display, including
a drop-down menu of sorting options, a search field for filtering zones
by part of their sample name, and a toggle button showing a five-pin
MIDI port that automatically selects the zone matching the last incoming
note message.
The waveform editor will appear at the bottom of the Expanded Device
View when only one zone is selected. All of the same parameters appear
here as when in single sample mode. All of those details and more will
also be present in the Inspector Panel, even when multiple zones are
selected so they can be edited together. Inspector options include:
› Key shows the lowest and highest notes that will trigger this zone.
Beneath the two note fields are corresponding Fade amount fields,
showing the length of crossfade (in number of notes) on that side of
the range.
› Velocity shows the lowest and highest velocities that will trigger this
zone. Beneath the two velocity fields are corresponding Fade amount
fields, showing the length of crossfade (in velocity units) on that side of
the range.
› Select shows the lowest and highest select parameter values that will
trigger this zone. Beneath the two select value fields are corresponding
Fade amount fields, showing the length of crossfade (in select
parameter units) on that side of the range.
› Zone logic determines when this zone should sound, particularly when
one note is triggering multiple zones. Options include Always play
(which will always play this zone when triggered) and Round-robin
(which will only play one matching zone in round-robin mode at a
time).
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17. DEVICE DESCRIPTIONS
› Root key for this zone, or the note at which no transposition is applied.
› Play start and Play end times, same as the yellow markers in the
waveform view, as well as the Reverse Direction option, which
effectively swaps the start and end times.
› Looping, Loop start, Loop end, and Crossfade amounts, all of which
correspond to the FADE parameters discussed earlier.
All other sections and controls of Sampler are the same, regardless of
the number of samples being used.
Next is the play mode section. It starts with a drop-down menu of the
various mode options, which will in turn determine which parameters are
available below. Modes include:
Note
When a WAV file with a "clm" chunk is imported into Sampler, the
file will recognized it as wavetable audio, the play mode will be set
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17. DEVICE DESCRIPTIONS
to Cycles, and the Root key will use the appropriate value (which
determines the size of the wavetables in use).
Two toggle buttons round out the play mode section. The snowflake
icon freezes the sampler's playhead. This gives control of the playhead
to you (and any modulators you assign) via the playhead POS(ition)
control in the following section. Finally, the RAM chip icon toggles
whether the sample(s) used by this instance of Sampler are loaded into
memory or not. There is a trade-off, of course: loading samples into
RAM consumes memory, but it also allows play and loop points to be
modulated.
The next section is for the instrument's filter module. Across the top is a
row of filter mode options shown with icons (and numeric pole counts
to indicated the mode's filter slope, where appropriate). Also included
are controls for the filter's cutoff, the amount of resonance being applied
(with a peak-shaped icon), and the amount of keyboard tracking (with a
keyboard icon bookended by outward facing arrows) that is applied to
the cutoff frequency, set relatively from 0 % to 200 %.
Note
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17. DEVICE DESCRIPTIONS
button in the top right of this section. This modulation signal is only
generated when the instrument is set to use the AHDSR envelope.
› When the mode menu at top is set to Shot, the envelope generator
acts in a simple one-shot mode with controls for fade in and fade out
time. This also disables looping.
Note
The final parameter section contains the nested device chains along
with four knobs. Controls for panning (labeled L and R at the extremes),
velocity sensitivity (the standard note strike, "pin" icon), gain (a speaker
icon), and the Out(put) level are all available.
Modulation Sources:
17.17. The Grid
Each Grid device uses The Grid for constructing patches (see chapter
15).
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17. DEVICE DESCRIPTIONS
17.17.1. FX Grid
A unique audio effect, including the option of Voice Stacking, and the
ability to create polyphonic effects with voice management.
17.17.2. Poly Grid
For creating instruments, be them mono-/poly-synths, samplers,
sequenced patches, cascading drones, or anything else you might
imagine.
17.18. Utility
Each utility device sports various, basic functionality.
17.18.1. DC Offset
A device to add DC offset to the incoming signal. (Yes, add.)
17.18.2. Dual Pan
A device for setting individual panning levels for the incoming left and
right channels.
17.18.3. Test Tone
A generator that outputs a sine wave at a set frequency and level. No
input is necessary.
17.18.4. Time Shift
A device for moving incoming audio and/or MIDI signals either forward
or backward in time. Whether set to operate in milliseconds (ms) or
samples, positive values represent delay times, and negative values
represent times shifted to happen earlier.
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17. DEVICE DESCRIPTIONS
17.18.5. Tool
A utility tool for signals that includes amplitude, panning, and width
controls as well as channel invert switches and high-resolution output
level meters.
17.19. Modulators
Each modulator is a special-purpose module that can be added to any
Bitwig device or plug-in. The modules output is then assigned to control
various parameters of the device.
17.19.1. Chaos Category
The chaos modulators generate signals with some amount of
randomness or unpredictable variation.
17.19.1.1. Random
17.19.2. Control Category
The control modulators tend to fall into two camps. Some of these
modulators provide mappable control items (such as knobs, buttons,
banks of sliders, or two-dimensional XY controls) that are available
directly from the modulator pane of any device. Others allow the use
of various internal expression messages, control voltage signals from
external hardware, or tracked note messages as modulation sources.
17.19.2.1. Button
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17. DEVICE DESCRIPTIONS
17.19.2.2. Buttons
17.19.2.3. Expressions
17.19.2.4. HW CV In
17.19.2.5. Keytrack
17.19.2.6. Macro-4
17.19.2.7. Macro
17.19.2.8. Math
One control source derived from two continuous knob controls. The
output signal is a mathematical relation of the two signals, which is
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17. DEVICE DESCRIPTIONS
17.19.2.9. Mix
One control source derived from two continuous fader controls. The
output signal is determined by the current crossfade position between
the two fader values.
17.19.2.10. Pitch-12
Twelve control sources, one for each pitch class (C, D, E, etc.) received.
With global Amount and Lag controls.
17.19.2.11. Select-4
Four control sources derived from one continuous fader control. The
single fader is essentially a crossfader whose position determines which
one or two control sources will receive a modulation value.
17.19.2.12. Vector-4
Four control sources derived from one continuous XY control. The single
fader is essentially a crossfader whose X and Y positions determine the
modulation values received by each control source.
17.19.2.13. Vector-8
17.19.2.14. Voice Stack
For instruments using Bitwig's Voice Stacking. Like the built-in Voice
Stack Spread ± option (see section 14.2.4), this modulator offers three
additional modes of distributed voice control:
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17. DEVICE DESCRIPTIONS
17.19.2.15. XY
Two control sources derived from one continuous XY control. The single
fader is essentially a joystick whose X and Y positions are used as the
control sources' values.
17.19.3. Envelope Category
The envelope modulators include both standard and looping envelopes,
envelope followers, and step sequencers.
17.19.3.1. 4-Stage
17.19.3.2. ADSR
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17. DEVICE DESCRIPTIONS
17.19.3.3. AHDSR
17.19.3.4. Envelope Follower
17.19.3.5. ParSeq-8
Each step starts with its step number, which can also be clicked to
temporarily disable that step's modulations from taking effect. Next
is a button with a musical fermata icon, which holds any previous
modulations when this step begins (instead of resetting them to
zero). Finally each step has a bipolar fader for scaling the depth of all
modulations on that step.
17.19.3.6. Steps
› Free running - Plays at the set rate, independent of the transport and
incoming notes
› Note / Restart - Plays at the set rate, with new notes restarting the
pattern
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17. DEVICE DESCRIPTIONS
› Note / Random - Plays at the set rate, with new notes randomizing the
position
17.19.4. LFO Category
The LFO modulators include low-frequency oscillators of various
configurations.
17.19.4.1. Beat LFO
17.19.4.2. Classic LFO
17.19.4.3. LFO
17.19.5. MIDI Category
The MIDI modulators facilitate the use of certain MIDI messages as
assignable modulation signals.
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17. DEVICE DESCRIPTIONS
17.19.5.1. MIDI
17.19.5.2. Note Counter
17.19.6. Modifier Category
The modifier modulators are made to process modulation signals
before they are passed onward to their final destination(s). To use these
modules, one of their parameters (listed below for each device) should
be targeted by the original modulation signal. The output signal is then
mapped from these modulators to their destinations as usual.
17.19.6.1. Polynom
17.19.6.2. Quantize
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17. DEVICE DESCRIPTIONS
more discrete. The way to pass a signal into the module for processing is
by modulating the Input parameter with any other modulator(s).
The Quantize factor sets the resolution of the output signal. A low
setting restricts the output to be more like a pulse signal, and a high
setting preserves the more continuous elements of the original signal.
Additionally, four shape options (Linear, Log, Exp, and Sinh) adjust the
spacing of the resolution grid used by the device.
At bottom, this device offers three modes of operation. Free allows the
sampling clock to run independently, Gate restarts the clock whenever a
new note message is received, and Sync restarts the clock whenever the
transport is started.
17.19.7. Sidechain Category
The Sidechain modulators allow either audio signals or note messages
from any point in the session to be used as routable modulation signals.
17.19.7.1. Audio Rate
439
17. DEVICE DESCRIPTIONS
17.19.7.2. Audio Sidechain
17.19.7.3. Note Sidechain
17.20. Grid Modules
Each Grid module is a building block that can be loaded within any Grid
device and interconnected with other modules.
17.20.1. I/O Category
Terminal modules for signals entering or exiting this Grid device
17.20.1.1. Audio In
17.20.1.2. Gate In
17.20.1.3. Phase In
440
17. DEVICE DESCRIPTIONS
17.20.1.4. Pitch In
17.20.1.5. Pressure In
17.20.1.6. Timbre In
17.20.1.7. Velocity In
17.20.1.8. Audio Out
17.20.1.9. Audio Sidechain
17.20.1.10. HW In
17.20.1.11. HW Out
17.20.1.12. CV In
441
17. DEVICE DESCRIPTIONS
17.20.1.13. CV Out
17.20.1.15. Key On
17.20.1.16. Keys Held
17.20.1.17. Transport Playing
17.20.1.18. Modulator Out
17.20.2. Display Category
Visualization and note-taking modules
17.20.2.1. Label
17.20.2.2. Comment
442
17. DEVICE DESCRIPTIONS
17.20.2.3. Oscilloscope
17.20.2.4. Spectrum
17.20.2.5. VU Meter
Averaging meter
17.20.2.6. XY
17.20.2.7. Value Readout
17.20.3. Phase Category
Modules that output wrapped phase signals
17.20.3.1. Phasor
17.20.3.2. Ø Bend
17.20.3.3. Ø Reset
Offsets the incoming phase signal to '0' each time a trigger is received
443
17. DEVICE DESCRIPTIONS
17.20.3.4. Ø Scaler
17.20.3.5. Ø Reverse
17.20.3.6. Ø Wrap
17.20.3.7. Pitch → Ø
17.20.3.8. Ø Counter
17.20.3.9. Ø Formant
17.20.3.10. Ø Lag
17.20.3.11. Ø Mirror
17.20.3.12. Ø Shift
444
17. DEVICE DESCRIPTIONS
17.20.3.13. Ø Sinemod
17.20.3.14. Ø Skew
17.20.3.15. Ø Sync
17.20.4. Data Category
Lookup modules that are read with incoming phase signals
17.20.4.1. Gates
Event sequencer
17.20.4.2. Pitches
17.20.4.3. Steps
Step sequencer
17.20.4.4. Triggers
17.20.4.5. Probabilities
445
17. DEVICE DESCRIPTIONS
17.20.4.6. Ø Pulse
17.20.4.7. Ø Saw
17.20.4.8. Ø Sine
17.20.4.9. Ø Triangle
17.20.4.10. Ø Window
17.20.5. Oscillator Category
Periodic signal generators based on waveforms or samples
17.20.5.1. Pulse
17.20.5.2. Sawtooth
17.20.5.3. Sine
446
17. DEVICE DESCRIPTIONS
17.20.5.4. Triangle
17.20.5.5. Phase-1
17.20.5.6. Swarm
Unison oscillator
17.20.5.7. Sampler
17.20.6. Random Category
Aperiodic and randomized signal generators
17.20.6.1. Noise
17.20.6.2. S/H LFO
17.20.6.3. Chance
17.20.6.4. Dice
447
17. DEVICE DESCRIPTIONS
17.20.7. LFO Category
Periodic low frequency oscillators
17.20.7.1. LFO
17.20.7.2. Clock
17.20.7.3. Transport
17.20.8. Envelope Category
Modules that produce or extract an envelope, often with a normaled
amplifier
17.20.8.1. ADSR
17.20.8.2. AD
17.20.8.3. AR
448
17. DEVICE DESCRIPTIONS
17.20.8.4. Pluck
17.20.8.5. Follower-RF
!"#$%#&#'# ()*+, ↗
!"#$%#&#"# '()*+ ↘︎
17.20.8.8. Follower
17.20.9. Filter Category
Frequency-dependent amplifiers
17.20.9.1. Low-pass LD
17.20.9.2. Low-pass SK
17.20.9.3. SVF
449
17. DEVICE DESCRIPTIONS
17.20.9.4. High-pass
17.20.9.5. Low-pass
17.20.9.6. Comb
17.20.10. Shaper Category
Various linear and nonlinear waveshapers
17.20.10.1. Chebyshev
17.20.10.2. Distortion
Gentle distortion
17.20.10.3. Quantizer
17.20.10.4. Rectifier
17.20.10.5. Wavefolder
450
17. DEVICE DESCRIPTIONS
17.20.10.6. Curve
17.20.11. Delay Category
Delay functions, some allowing patched feedback
17.20.11.1. Delay
Simple delay
17.20.11.2. Long Delay
17.20.11.3. Mod Delay
17.20.11.4. All-pass
17.20.11.5. Recorder
17.20.12. Mix Category
Signal routing and mixing modules
17.20.12.1. Blend
451
17. DEVICE DESCRIPTIONS
17.20.12.2. Mixer
17.20.12.3. LR Gain
17.20.12.4. Select
17.20.12.5. Toggle
Signal gate
17.20.12.6. Merge
17.20.12.7. Split
Router with up to eight out ports, sending the incoming signal to one or
two adjacent out ports at a time
17.20.12.8. Stereo Merge
17.20.12.9. Stereo Split
452
17. DEVICE DESCRIPTIONS
17.20.12.10. Stereo Width
17.20.13. Level Category
Amplitude-based functions, values, and converters
17.20.13.1. Level
17.20.13.2. Value
17.20.13.3. Attenuate
Signal attenuator
17.20.13.4. Bias
Signal offset
17.20.13.5. Gain - dB
17.20.13.6. Gain - Vol
17.20.13.7. Average
Signal averager
453
17. DEVICE DESCRIPTIONS
17.20.13.8. Bend
17.20.13.9. Clip
Signal clipper
17.20.13.10. Lag
Lag processor
17.20.13.11. Level Scaler
17.20.13.12. Value Scaler
17.20.13.13. AM/RM
17.20.13.14. Hold
Level sustainer
17.20.13.15. Sample / Hold
Level sampler
454
17. DEVICE DESCRIPTIONS
!"#$%#!&#!'# ()→*+)
!"#$%#!&#!"# '()→*)
17.20.14. Pitch Category
Modules that produce pitch values
17.20.14.1. Pitch
17.20.14.2. Transpose
Pitch shift
17.20.14.3. Pitch Quantize
17.20.14.4. by Semitone
17.20.14.5. Pitch Scaler
17.20.14.6. Zero Crossings
455
17. DEVICE DESCRIPTIONS
17.20.15. Math Category
Basic arithmetic operators
17.20.15.1. Constant
17.20.15.2. Add
17.20.15.3. Divide
17.20.15.4. Multiply
17.20.15.5. Subtract
17.20.15.6. Abs
17.20.15.7. Ceil
17.20.15.8. Floor
456
17. DEVICE DESCRIPTIONS
17.20.15.9. Minmax
17.20.15.10. Quantize
17.20.15.11. Round
Rounds all decimal values below '0.5' increments down and those at or
above '0.5' up
17.20.15.12. Product
17.20.15.13. Sum
17.20.15.14. dB → Lin
17.20.15.15. Exp
Provides the result of Euler's number (e) raised to the incoming value
17.20.15.16. Lin → dB
17.20.15.17. Log
457
17. DEVICE DESCRIPTIONS
17.20.15.18. Power
17.20.16. Logic Category
Comparators and other modules that output logic signals
17.20.16.1. Button
17.20.16.2. Trigger
17.20.16.3. Clock Divide
17.20.16.4. Clock Quantize
17.20.16.5. Gate Length
17.20.16.6. Gate Repeat
17.20.16.7. Latch
458
17. DEVICE DESCRIPTIONS
17.20.16.8. =
17.20.16.9. ≥
17.20.16.10. >
17.20.16.11. ≤
17.20.16.12. <
17.20.16.13. ≠
17.20.16.14. NOT
Logic inverter
17.20.16.15. AND
459
17. DEVICE DESCRIPTIONS
17.20.16.16. OR
17.20.16.17. XOR
17.20.16.18. NAND
17.20.16.19. NOR
17.20.16.20. XNOR
17.21. Legacy Devices
These Bitwig devices were previously included at the top level of the
program. They are still part of Bitwig Studio both for compatibility
purposes and in case you would like to continue using them.
Note
To see these devices listed at the top level of the Pop-up Browser
again, see section 0.2.
17.21.1. Audio MOD
(A Bitwig Studio version 1 modulator device; now a container device,
when shown) A modulator that applies a filter and envelope follower to
an incoming audio signal, which is then used as the control signal.
460
17. DEVICE DESCRIPTIONS
17.21.2. LFO MOD
(A Bitwig Studio version 1 modulator device; now a container device,
when shown) A modulator that provides two low-frequency, tempo-
syncable oscillators as independent modulation sources.
17.21.3. Note MOD
(A Bitwig Studio version 1 modulator device; now a container device,
when shown) A modulator that takes incoming or designated note
signals and creates summed, monophonic versions of their expressions
along with a configurable envelope signal.
461