Bitwig Studio User Guide en 52
Bitwig Studio User Guide en 52
Bitwig Studio User Guide en 52
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.
[email protected] | www.bitwig.com
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
Steinberg Media Technologies GmbH. élastique Pro V3 by zplane.development. Mac OS X, Safari, and iTunes are
registered trademarks of Apple Inc., registered in the U.S. and other countries. Windows is a registered trademark
of Microsoft Corporation in the United States and/or other countries. CLAP [http://cleveraudio.org] is an audio
plug-in standard. All other products and company names are 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 v5.2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
0.2. The Dashboard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
0.2.1. User Tab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
0.2.2. Settings Tab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
0.2.2.1. Behavior Settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
0.2.2.2. Audio Settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
0.2.2.3. Controllers Settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
0.2.2.4. Synchronization Settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
0.2.2.5. Shortcuts Settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
0.2.2.6. Other Settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
0.2.3. Packages Tab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
0.2.4. Help Tab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
0.3. Document Conventions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
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9. Automation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 216
9.1. Automation Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 216
9.1.1. The Arranger's Automation Lane Section . . . . . . . . . . . . . . . . 217
9.1.2. Drawing and Editing Automation . . . . . . . . . . . . . . . . . . . . . . . . . . 219
9.1.3. Parameter Follow and Automation Control . . . . . . . . . . . . 223
9.1.4. Additional Automation Lanes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 225
9.1.5. Recording Automation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 228
9.2. The Automation Editor Panel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 231
9.2.1. Track Editing Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 231
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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 Producer and Bitwig Studio
Essentials users! Most of Bitwig Studio's functions and resources are
available in all of our products so this user guide applies equally to all
programs.
If you are reading this user guide as a web page, the table of contents
along with a search function and language selector is available either
on the right of this text or at the bottom of this page (hello, mobile
interface). And if you are viewing the PDF version, use your program's
normal features for browsing sections, searching, etc.
In this chapter, we will begin with links to sections that have changed
in this version. 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 across 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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› New audio effect: Tilt (EQ), a classic tilt equalizer, putting twin shelving
filters under one set of controls (see section 19.9.7).
› Precise editing functions are available from the keyboard, both when
working with either Time Selection or the Pointer tool (see section
3.1.4).
› Audio event editing in the Detail Editor Panel offers various functions
and default mapping (see section 10.2).
› Note event editing in the Detail Editor Panel offers various functions
and default mapping (see section 11.2).
› Beat detection now occurs long with onset analysis when audio is
dragged into a project, with more precise stretch expressions being
added to new clips (see section 10.1.2.2).
› Various Audio Import Settings determine how clips are prepared when
audio is dragged in (see section 0.2.2.1).
› Modifiers are now available when dragging in audio, giving user direct
control of whether to import audio to Stretch to Project Tempo, to Play
at Original Speed, or to Insert Audio as Raw (see section 0.2.2.1).
› A new Detect Event Tempo… function runs the tempo- and beat-
detection analysis on selected audio clips, with additional parameters
(see section 5.3).
› A new Set Event Tempo… function sets a fixed tempo for the contained
audio events (see section 5.3).
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› Functions are now collected into submenus, when dealing with clips
(see section 5.3), audio events (see section 10.3), note events (see
section 11.3), and devices.
› New Grid module: Shift Register (Level), a serial level sampler with
up to eight out ports, found beside to Sample / Hold (see section
19.28.13.19).
› Updated device: Chain (Container) now has a Learn Wet Gain function,
automatically matching the dry and wet levels to provide a balanced
Mix knob (see section 19.4.1).
› Updated device: Multi-note (Note FX) now has a Learn Chord function,
programming the device based on the next notes played (see section
19.16.10).
› Plug-ins are now included in Bitwig's undo history, treating CLAP and
VST plug-ins the same as our native devices.
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Note
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0. WELCOME TO BITWIG STUDIO
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.
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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
being shown. When a project is selected (by single-clicking it), project
information is display at the bottom of the window. This includes entries
such as the last modification time and the file path to the project folder.
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.
The Behavior page offers several workflow settings and other default
values to use while you are working on music, such as the Default stretch
mode to use whenever audio stretching is asked for.
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This includes Audio Import Settings, which determine the way that audio
samples are analyzed and prepared when dragged into a project. The
first setting determines whether beat markers are added in order to Play
at Original Speed of the audio file, or to Stretch to Project Tempo.
Note
This setting is the default option for audio that is dragged into a
project from either the Browser Panel or your operating system's
file manager. While dragging audio in, the window footer will also
show modifier keys that can be held to either Toggle tempo-matching
behavior (for the alternate behavior), or to Insert Audio as Raw
(without any stretching or beat detection).
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The third and final setting affects the alignment of the new clip created
when audio is dragged in. The options are to either Insert Clip from First
Beat (which makes use of the beat detection), or to Insert Clip from
Sample Start (which simply starts at the beginning of the audio file).
This page also offers general settings, such as what to Open on start,
whether a Template project should be used whenever you create a new
project, and whether you want to be told about "Early Access" releases.
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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.
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.
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.
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› 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
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 15.2).
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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.
› 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.)
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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.
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 for each output path whether
to:
› Always send MIDI Clock, even when the transport is stopped (the lock
icon; available if MIDI clock is enabled)
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And similar to the MIDI Input offset value, a MIDI Out Clock 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.
On this page, you can Edit shortcuts for both the computer Keyboard
and via MIDI Controller.
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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
All other pages of the Settings tab are listed here in order.
› User Interface houses settings that visually alter Bitwig Studio. This
starts with the Language chooser.
Device and parameters are still shown with their proper names, but
most functions, labels, and Interactive Help (for the 300+ devices and
modules) are translated to the language selected.
This page also includes the selected Display Profile, the program's
Scaling level for each display in use, Contrast settings for getting
the interface to look its best, the Playhead follow mode for how the
window scrolls, and whether timeline audio's Waveform display is
shown on a Perceptual scale or not.
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When you have selected to show All plug-ins, the following options are
irrelevant and dimmed. When Preferred formats is selected, the options
below take effect:
Prefer CLAP over VST (when available) - When both a CLAP and VST
version of the same plug-in are found (and can be matched), this
option will hide the VST version by default.
Prefer VST 3 over VST 2 (when available) - When both a VST 3 and
VST 2 version of 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 of the same plug-in are found, this option will hide the
32-bit version by default.
› Plug-ins provides options for how third party audio plug-ins are shown
and handled. For more information, see section 16.3.
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The first group of buttons offers to filter packages by their source, either
by showing only those by Bitwig, only those by Artists, or only those
from Partners (like sound design companies, etc.). Or simply turn off this
filter to see packages from all sources.
Finally, the third group offers sort options. One option is to sort
packages alphabetically with the Name ↓ button. Or choose to sort
packages based on their release date with the Recent button.
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› 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.
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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1. BITWIG STUDIO CONCEPTS
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 — or onto any track for control of all its
contained devices and mixer controls.
› 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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1. BITWIG STUDIO CONCEPTS
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 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 Mixer Panel presents the channel strip for each track and
any subsidiary signal chains.
The Browser Panel allows you to preview, load, save, and tag
content from your Bitwig Studio library and elsewhere on your
machine.
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1. BITWIG STUDIO CONCEPTS
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.
› 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 and Clip Launcher panels, all other
panels are available here.
When working in any of the timeline editors, Bitwig Studio has two ways
of making a selection. Each method has its own unique functions and
keyboard workflows, so it is also possible to Switch between selection
kinds in the Edit menu.
› Time selection captures any events (or partial events) within a span
of time. This is usually achieved with the Time Selection tool. Clicking
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1. BITWIG STUDIO CONCEPTS
into an editor with this tool selects a single moment of time, which
then allows the computer keyboard's arrow keys to jump between
significant events (such as audio onsets, or note starts and ends). This
allows quick, precise editing right from the Arranger, or at any other
level.
› 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. BITWIG STUDIO CONCEPTS
› 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 thru 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 18.
The area just to the left of the window controls is also used controller
status icons, if controllers are connected and configured. Otherwise,
nothing appears here.
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2. ANATOMY OF THE BITWIG STUDIO WINDOW
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 0.2.
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.
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› 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.
› 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.
While the icons are suggestive of each device's layout — here showing
one regular controller, and one pad-style controller — mousing over the
icon will show the controller name.
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First, the icons at the top right and settings at the bottom are similar
to what the Dashboard offers under Settings > Controllers (see section
0.2.2.3). The dark field in the middle offer some information and some
control.
Then there is this Mode menu, which determine what the controller will
follow.
› Any track / device selection (the default setting) will focus this
controller on the remote controls of any element selected in the
software, including devices, tracks, and project remotes (when
selecting the master track).
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2. ANATOMY OF THE BITWIG STUDIO WINDOW
› Device selection will follow the remotes of only devices that are
selected.
› Track selection will follow the remotes of only tracks that are selected.
Mousing over either the Track or Device element will hint at this option,
showing a thumbtack icon while you hover.
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2. ANATOMY OF THE BITWIG STUDIO WINDOW
Note
On the far right of the window header are options for controlling Bitwig
Studio's window size, appearance, and notifications.
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2. ANATOMY OF THE BITWIG STUDIO WINDOW
› 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.
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.
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2. ANATOMY OF THE BITWIG STUDIO WINDOW
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 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].
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2. ANATOMY OF THE BITWIG STUDIO WINDOW
The Project Panel icon is a file icon, representing the project file
whose metadata is defined in this panel.
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.
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
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2. ANATOMY OF THE BITWIG STUDIO WINDOW
Available actions are also shown while you are interacting with the
program, as in this example when actively dragging a Launcher clip.
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
For example, the OSC Blend Mode in Polysynth presents six discrete
buttons with short mode names (MIX, NEG, WIPE, etc.). As shown in the
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2. ANATOMY OF THE BITWIG STUDIO WINDOW
image above, mousing over the mode SIGN provides a short explanation
of what this means in the window footer.
The layout and visual style is influenced by the controller script. And
when non-immediate takeover modes (see section 0.2.2.3) 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.
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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
Shuffle amount and interval (Rate), as well as the Accent amount,
interval (again, called Rate), and Phase.
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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.)
› 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.)
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2. ANATOMY OF THE BITWIG STUDIO WINDOW
› 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
area. This displays the Arranger Loop Selector's start time and length,
both to the right of Arranger Loop toggle.
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2. ANATOMY OF THE BITWIG STUDIO WINDOW
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
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 Output Monitoring Panel (which gives access to your hardware
routings), and the Mappings Browser Panel (which gives access to
both MIDI controller mappings and project-specific computer keyboard
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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 Adaptive) 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.
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 6.1) 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
› Time Selection tool is the other primary tool, for choosing an arbitrary
section of time instead of particular events. Often when using the
Pointer tool, clicking below a header (for Arranger clips or audio
events) or dragging in space where no objects are present (such as
empty Arranger lanes or within note clips), the Time Selection tool
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3. THE ARRANGE VIEW AND TRACKS
is already being used. You can also explicitly switch to this tool by
pressing [2], or you can temporarily use the tool by holding [2].
Note
› 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 5.6.1).
› 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.
We will look at the kinds of tracks that exist in Bitwig Studio before
discussing a few basic track operations.
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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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3. THE ARRANGE VIEW AND TRACKS
are visible and closed when they are hidden from view. A group
track is not present in a new Bitwig Studio project.
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, modulation, et cetera.
To create a track: go to the Add menu and select either Add Instrument
Track, Add Audio Track, Add FX 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
And when a track is moved around, the track number in its name is
dynamically updated. By default, tracks are set to automatically name
themselves based on certain factors. If you desire, you can override this
functionality by renaming the track.
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.
To the right of the color palette are two additional options. Clicking the
x icon clears the color from the current object, opting instead to 'inherit'
the color provided. And clicking the right-facing triangle in the bottom
corner exposes a menu of factory and user color palettes.
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3. THE ARRANGE VIEW AND TRACKS
Selecting a different palette makes those colors available, and the most
recent palette will be remembered while working on this project. To add
a new palette of your own to the User category, simply drag a PNG or
JPG file from your system's file manager onto the Bitwig window. The
image will be resampled and previewed for you.
Change the name as necessary and click Ok to add this palette to your
library.
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3. THE ARRANGE VIEW AND TRACKS
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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3. THE ARRANGE VIEW AND TRACKS
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, a Comment
can be left for viewing here or in the mixer interfaces, and the Active
toggle controls whether the selected track is currently running or
deactivated.
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3. THE ARRANGE VIEW AND TRACKS
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. Browsers in Bitwig Studio
In some ways, the best analogy for a digital audio workstation is a traffic
cop. A primary task of the modern DAW is getting your computer and
software to play well with everyone, including any controllers, plug-ins,
and audio equipment you may have. The hardware side of this is a bit
more obvious and flashy — working with MPE controllers and their fluid
note streams; offering our controller API for dynamic and customized
interactions between hardware and software; multitouch support,
including alternate workflows for editing, mixing, and performing;
various playback sync options; specialized display profiles for two or
three monitor setups; and natively speaking control voltage (CV) for
Eurorack modules and beyond.
While the software side might seem like the easier part of the equation,
it includes all of your files. And the list of file formats you might browse
is only growing. As of today, it includes: WAV, AIFF, MP3, FLAC, OGG,
OPUS audio files (and more); WT wavetable files; MULTISAMPLE, SFZ,
and SoundFont 2 (SF2) multisample files; CLAP, VST 2, and even VST3
plug-ins; BWPRESETS, H2P, as well as FXP, FXB, VSTPRESET, and any
vendor-specific formats that CLAP preset discovery offers; BWIMPULSE
files and any other audio for use as convolution impulse files; BWCLIP
files, MIDI files, DAWPROJECT files (for project interchange with other
music programs; more information here [https://www.bitwig.com/
support/technical_support/dawproject-file-format-faqs-62/]), and other
sequence formats with some import support (FLP and ALS), as well as
BWPROJECT and BWTEMPLATE files; and Bitwig's internal devices,
modulators, and modules.
One procedural note: key commands will be mentioned all thru this
chapter, and they reference Bitwig's Default keyboard mappings. If you
are working with your own key commands, most functions can be found
and mapped as you like (see section 0.2.2.5).
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4. BROWSERS IN BITWIG STUDIO
In the Browser Panel, the current source is shown by the title above the
various filters. In this image, Samples + Clips is the selected source.
And in any variation of the Pop-up Browser, the area above the filters
also shows the current source along with its icon. Shown here is the All
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4. BROWSERS IN BITWIG STUDIO
Instruments source and its keyboard icon, hinting that note input will be
required.
In both of these views, the top left corner holds a button (with an icon
of four little squares) for switching to the All Sources page, where all
available sources can be seen. Clicking on any source returns to the
browser with that source selected, so every available source can be
browsed from the All Sources page. Or press [CTL]+[0] ([CMD]+[0] on
Mac) to toggle between the All Sources page and the regular browser
view.
We will look at each of the four tabs in order. And for now we will use
the perspective of the Browser Panel, where having no context means
that everything is always available.
Just know that each source only appears once, so knowing the concept
of each tab will help you know where to look later.
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4. BROWSERS IN BITWIG STUDIO
Unique to the Packages tab is a row of view and sort options, all shown
as small text buttons just above where the packages start. They are
identical to those in the Packages tab of the Dashboard (see section
0.2.3).
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4. BROWSERS IN BITWIG STUDIO
Both collections and smart collections are ways for you to organize your
content. But contrary to their names being so similar, they represent two
distinct concepts.
A collection starts empty and waits for you to insert content into it. In
this way, the Favorites source is a special collection. For some users, this
single collection will be enough, but you can create others.
To create a collection from the All Sources page: on the Collections tab,
click the Create Collection… button in the bottom right corner of the
window. Then choose a name and color for the collection.
Items can be added to the collection either from the results list (see
section 4.2.3), from the file area (see section 4.2.4), or from the Quick
Sources (see section 4.3.1).
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4. BROWSERS IN BITWIG STUDIO
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4. BROWSERS IN BITWIG STUDIO
Music contains all audio files from your chosen music locations.
Curves contains all BWCURVE files (used by any of the various "curve"-
based devices, modulators, and modules), either in the Bitwig library or
from your chosen sound content locations.
› Bitwig Presets, for BWPRESET files in the Bitwig library or from your
chosen sound content locations.
› Plug-in Presets, for H2P files, as well as FXP, FXB, VSTPRESET, and any
vendor-specific formats that CLAP preset discovery offers.
› Bitwig Devices, for our internal devices within the Bitwig Studio
application.
› Plug-ins, for CLAP, VST 2, and VST3 plug-ins, installed in one of your
chosen plug-in locations.
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4. BROWSERS IN BITWIG STUDIO
Modules are available in the Browser Panel for loading Bitwig's internal
modules. It allows dragging one or more modules into a Grid device's
editor window (see'.
Samples + Clips is a parent source for all audio and timeline materials,
including these sources:
› Samples, for all audio files, either in the Bitwig library or from one of
your chosen sound content locations.
› Note Clips, for all note-based BWCLIP files as well as MIDI files, either in
the Bitwig library or from one of your chosen sound content locations.
› Audio Clips, for all audio-based BWCLIP files, either in the Bitwig library
or from one of your chosen sound content locations.
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4. BROWSERS IN BITWIG STUDIO
Each of your chosen sound content, music, and plug-in location folders
appear as individual sources here. Both sound content and plug-in
locations are shown with a folder icon, and music locations appear as
vinyl records. You can right-click any of these sources to Remove the
location, and you can click any of the bottom three Add buttons to
create a new location and source.
And the File Browser is available in the Browser Panel as a view for
browsing your files and computer generally.
› Current Project allows you to unfold the file structure of the current
project, giving access to any of the contained files (as shown above).
› Bookmarks is a place for any disk folder locations you have saved from
within this File Browser view.
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4. BROWSERS IN BITWIG STUDIO
To add a bookmark a folder for the File Browser source: navigate to the
folder via the File Browser, then right-click on the folder and select Add
as Bookmark.
Finally, the File Browser has two super powers when it comes to Bitwig
project files. The first is that you can drag a full project from the File
Browser into your current project. This will create a group track for that
project's master track, with all possible content being inserted within it.
Second and unique to the File Browser is that projects can be unfolded
here to see the individual tracks (and group tracks can be further
unfolded as well).
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4. BROWSERS IN BITWIG STUDIO
To import one or more tracks from another project: locate the project
from the File Browser (in the Browser Panel). Then unfold the project,
select one or more tracks, and drag them into the current project.
Living along the left edge of the window, the Browser Panel is vertical
and thin by design.
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4. BROWSERS IN BITWIG STUDIO
Made to appear only when called, the Pop-up Browser has a larger,
horizontal layout, like most computer screens.
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4. BROWSERS IN BITWIG STUDIO
For this section, we will take the perspective of the Pop-up Browser as it
has a few additional touches.
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4. BROWSERS IN BITWIG STUDIO
Often times, opening the browser puts keyboard focus on the search
field immediately so just start typing. And actually, that might be
the best advice about the browser: whatever you are thinking, just
start typing. It often works out because as you start typing, any
matching sources, collections, creators, tags, and more will be offered as
suggestions in a blue "autocomplete" button that appears.
To accept a browser suggestion: either press the [TAB] key, or click the
blue button.
This will switch to that source or add the filter offered, etc. As you can
see below, the Category is now set to Monosynth, and the search field
remaining in focus so you can just start typing (again).
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4. BROWSERS IN BITWIG STUDIO
If your search yields few results, the browser will suggest switching to
the Everything source, where more content is likely available.
Making the switch to the Everything source will also preserve your
search so you can see the change in your result list immediately.
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4. BROWSERS IN BITWIG STUDIO
Finally, the magnifying glass at the left edge of the search field is also
clickable, offering various options, including general Browser Settings.
Among the various Browser Settings is the option to have the browser
Suggest available Packages. On by default, this option will offer a
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4. BROWSERS IN BITWIG STUDIO
notification in the bottom of the browser when your search terms match
a package that is available and not yet installed.
Clicking an entry within a filter activates it. Multiple filter entries can also
be selected in the standard way — by [CTL]-clicking ([CMD]-clicking on
Mac) to add/remove additional entries.
When a filter is active, the name of the filter is replaced with its current
selection(s). So regardless of which filter is currently open, an active
filter will always be visible. And hovering over an active filter header also
presents an x icon on its right edge for easily clearing it. (Pressing [X]
will also clear the currently selected filter.)
Finally, in the Pop-up Browser, the width of the source and filter area
is resizable and will be remember for similar contexts (for example, the
width you used when browsing for devices versus clips, and so on).
4.2.2.1. Location
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4. BROWSERS IN BITWIG STUDIO
As with all filters, the top-level items can always be clicked on to only
show results from that entire location, or each entry can be unfolded for
additional specificity.
Bitwig Studio points to any relevant internal content from inside the
application, including subgroups of Devices, Modulators, and Grid
Modules.
The File Kind filter allows isolating the results list to a particular kind(s)
of file. Pressing [F] from most browser locations will alternate focus
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between this filter and the more specific File Type filter, discussed
below.
All of these kinds are also available as sources of their own and were
described above (see section 4.1.3). With certain File Kind selections,
additional filters will also appear.
Shown above, a special icon chooser has appeared at the end of the
filter section. For any device- or preset-based selection, these icons will
appear so you can limit your results to just instruments (yellow), audio
FX (red), or note FX (blue).
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Also shown above, a File Type filter will appear for any File Kind
selection that includes more than one format of file. When both filters
are present, pressing [F] from most browser locations will alternate
between selecting the File Type and File Kind filters.
And a special Vendor filter will appear for Plug-ins and other device-
based selections. Pressing [V] from most browser locations will switch
to this filter, where you can narrow your search by selecting one (or
more) plug-in manufacturer.
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4.2.2.3. Category
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4.2.2.4. Creator
4.2.2.5. Devices
The Device filter is useful when searching presets, limiting your search
to only presets made with certain devices (or categories of devices).
Pressing [D] from most browser locations will move focus to this filter.
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4.2.2.6. Tags
The Tags filter is special, helping narrow your search with various
assigned keywords. Pressing [T] from most browser locations will move
focus to this filter.
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may apply to all types of presets. This full top block of 16 will always
be shown. Below the divider, the space is filled with as many relevant
tags as possible, picking the most common ones in use for your current
search, and then sorting them alphabetically.
In this abbreviated layout, you must hover over tags to see how many
results match that tag, as well as a short, subjective description of the
tag's meaning.
Once a tag is clicked on and selected, your results list will have changed
and so will the bottom section of tags.
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Additional selections will further narrow the results and the tags
available.
And in case this view is too limited, or you would just rather see all tags
in alphabetical order, you can right-click anywhere in the tags area for a
special pop-up menu.
Hovering over items will even work the same in this view.
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4.2.2.7. Favorites
The special Favorites filter is always available via the hollow star to the
right of the current source name. Clicking it shows only results that you
have also marked as your favorites.
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Any small colored circles represent collections that that item belongs to
(or a star, in the case of it being a favorite). The [DOWN ARROW] and
[UP ARROW] keys provide the simplest navigation.
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Clicking one of the listed Collections will toggle the item's status, either
adding it to or removing it from that collection. But the numbers beside
each collection represent a key command that can be used without
entering the context menu.
To add/remove an item from a collection from the results list: select the
desired item(s), and press the number key associated with the collection.
In the Sort Order submenu are options for how the results list should be
sorted. Options include:
› by Date, which sorts files by their modification date, with most recently
touched files coming first.
Finally, the Pop-up Browser also has a unique collapsed view, available
by clicking the folding triangle frame in the bottom left corner.
All key commands listed above (for moving thru the results list and even
adding items to Favorites and other collections) still work in the small
view, making it a nice way to try out content while keeping the rest of
the Bitwig window visible.
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› Beside the item's icon and name are a pair of up and down arrows,
which can be clicked or tapped to move to the previous or next result,
respectively.
› All labeled data (shown below the item description) are clickable,
effectively toggling those filters.
› In the Pop-up Browser, the width of the file area is resizable and will
be remembered for similar contexts (for example, the width you used
when browsing for devices versus clips, etc.).
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› In the Pop-up Browser, entries for the item's Location (or Package,
etc.) and clickable buttons for its Collections are always present. In the
Browser Panel, these items can be enabled from the Browser Settings
menu.
› In case space is tight in the Browser Panel, the folding triangle frame to
the right of the file name can be clicked to fold away the rest of the file
area, except for the preview player…
The preview player offers a volume fader at the left edge, as well as
a play/stop button on the right. The speaker icon in the bottom right
corner toggles the Auto-preview When Selected setting. If you would
rather trigger (or just stop) each selection manually, [RIGHT ARROW]
also alternates the play/stop state.
For audio samples, the file information section starts with a drop-down
chooser for the Audio Import / Preview Mode preference (also found in
the Dashboard under Settings > Behavior).
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Two modes are available here, each defining how any audio will be
previewed and imported.
› Play at Original Speed previews the audio at its original length and
speed, regardless of the project tempo. If then inserted as clip material,
that clip will be set for playing back neutrally at the project's current
tempo.
The primary difference with these special browsers is that results are
presented as rows and columns, so all four arrow keys are used for
moving between results.
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and Sweep). They can all load and save the same BWCURVE files, whose
free-form shapes are visualized in the curve browser.
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The impulse browser visualizes the amplitude of these files, along with
their original length listed beneath them.
Let's look at these various ways of making the browsers your own.
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This group of icons represents the Quick Sources for your current
context. By keeping them docked nearby, these sources are accessible
with a single click.
On the first click to switch sources, we will try to preserve your search
terms and filters. This is true both when you click on one of the Quick
Sources, if you select a different source from the All Sources page, or
when you follow an autocomplete suggestion to another source (see
section 4.2.1).
And if you are already on a Quick Source, clicking its icon again will clear
all search criteria, letting you start cleanly from this source.
You can move between the Quick Sources with key commands as well.
The always-first Everything source is mapped to [F1], and the sources
that follow take [F2] thru up to [F9].
You can also replace one source with another by dragging it on top of
the old one.
4.3.2. Contexts
The word contexts has come up several times already. The browsers
in Bitwig can appear when adding new content in various places, and
several of these contexts can be saved to have their own:
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› Selected source
› Settings for all filters, including which filter is visible (and what
subfolders within it are unfolded)
To change the browser settings for this context: click on the magnifying
glass icon, then go to the Browser Settings submenu and select Use
current selections for this context.
Note
When the Use current selections for this context function is not
available, the context you are in either cannot save an independent
default state, or you got here indirectly. For example, clicking the
folder icon to swap content re-enters the previous search session so
this is a local context.
› The Browser Panel in general (it has only one context; all others are for
where the Pop-up Browser is invoked)
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4.3.3. Snapshots
It is possible to save your current search session as a snapshot. This will
include:
› All selected filters, including which one is visible (and any subfolders
that are unfolded there)
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Additionally, the Location filter is set to Packages (so I will only see
installed content instead of my local library); the Category filter is set to
Synth; and for Creator, I have selected a few preset makers who I enjoy.
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To recall a snapshot: click the magnifying glass icon in the search bar,
and then click either the name of the snapshot or the play triangle
icon beside it. Everything saved (that is available in the current search
context) will be restored, allowing me to continue and modify my search.
To delete a snapshot: click the magnifying glass icon in the search bar,
and then click x icon to the right of the particular snapshot's name.
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And while filters are completely editable after recalling a snapshot, smart
collections preserve your selected filters, making the universe look like
the limitations you requested.
As an example, I'll start with the exact same settings as we did with
snapshots (see section 4.3.3).
To save a smart collection from your current search: click the magnifying
glass icon in the search bar, and then select Save Smart Collection….
A dialog will appear so you can name and select a color for your smart
collection.
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Once you've selected OK from the dialog, the smart collection will be
saved and also added to your current context's Quick Sources.
And if we select the new smart collection, we will see the difference
between snapshots and smart collections.
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From the Creator column, we can now clearly see that selecting Any
Creator will be limited to only those that were selected when the smart
collection was saved. And the source of Synths and the Category filter of
Synth are now permanent as well.
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5. Arranger Clips
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.
In this chapter, we will continue working with the Arrange View. Taking
our knowledge of the browser (see chapter 4), we will see how to drag
in clips and move them around. Then we'll adjust their basic parameters
in the Arranger Timeline Panel, as well as editing workflows from
the computer keyboard and going thru the available clip-processing
functions. This will lead us to playing back Arranger contents and
understanding basic transport functions. Finally, we will see how to
record new clips.
If our music is made of clips, then creating and capturing our music
starts here.
And being a parent source, the icons beneath are clickable for isolating
one of the included sources, like the blue Note Clips source in the center.
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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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This method of inserting clips will work from the Browser Panel with any
content that 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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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] temporarily inverts
the snapping behavior, offering to Disable it when it is currently enabled,
and vice versa. To know the current setting, we should examine the
bottom right corner of the Arranger Timeline Panel.
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Most of these options live on the bottom right of any timeline editor.
In the above image, the enabled icon to the right of 1/16 shows arrows
coming from the left and right toward a center line (>|<, more or less).
This toggle shows that snapping is currently enabled for this editor.
Whether and how clips conform to the beat grid is governed by the
more detailed snap settings, which are found by clicking on the beat grid
settings menu, which is that 1/16 that we saw above.
› 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.
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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.
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, to the left of
the beat grid settings menu. 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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› 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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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 freely scale a clip: hold [ALT] and then click and drag from the left or
right edge of the clip.
If the right edge is dragged, then the left edge of the clip will be the
anchor for scaling, and vice versa.
To freely scale multiple clips: with multiple clips selected, hold [ALT], and
then click and drag from the left or right edge of the clip.
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Note that when scaling from the edge of a clip, all selected clips are
treated individually and are scaled in their original place.
To freely scale time: with a time selection made, hold [ALT] and then
click and drag from the left or right boundary of the selection. This will
stretch the entire time, shifting any clips that are not lined up with the
time selection's start or end.
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.
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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.
To slide the content of a clip: mouse over the top half of the waveform.
Then [CTRL]-click ([CMD]+[ALT]-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.
To create a pre-fade: 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 to the left of the clip. Release the mouse where you
would like the pre-fade to end.
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.
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To adjust the slope of a fade: mouse over the fade's curve, and then
[ALT]-click and drag the mouse up or down.
Note
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 — just hold the [ALT] key and drag your target(s).
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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.
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.
To switch between object and time selection (or vice versa): choose
Switch between Object and Time Selection in the Edit menu. Or press
[CTRL]+[T].
Note
Key commands mentioned all thru this section (including the one
above) reference Bitwig's Default keyboard mappings (see section
0.2.2.5).
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5. ARRANGER CLIPS
To move selected clips on the Arranger by the current beat grid value:
press [ALT]+[LEFT ARROW] or [ALT]+[RIGHT ARROW].
Key commands can also adjust the Arranger Loop Selector, when it is
selected.
To move the Arranger Loop by the current beat grid value, preserving its
length: press [LEFT ARROW] or [RIGHT ARROW].
To move selected cue markers by the current beat grid value: press
[ALT]+[LEFT ARROW] or [ALT]+[RIGHT ARROW].
Onsets positions (if the Intensity is above the set Onset Threshold
[see section 10.4.1.2])
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› Arranger Cue Marker positions (if cue markers are visible in the current
editor)
And again, an alternate gesture allows for a different idea — in this case,
moving relative to the current beat grid interval.
To move using the editor's current beat grid marker value: press
[ALT]+[LEFT ARROW] or [ALT]+[RIGHT ARROW].
Note that this is useful, even when only a single point in time is selected.
Various functions available in the Time menu (or the context menu)
support quick editing in this fashion.
› Set Object Start ([SHIFT]+[8]) makes the current time the new start
time for the clip happening here, removing any earlier material.
› Set Object End ([SHIFT]+[9]) makes the current time the new end time
for the clip happening here, removing any later material.
› Fade In to Here ([SHIFT]+[7]) makes the current time the end of a fade
in for the audio clip happening here.
› Fade Out to Here ([SHIFT]+[0]) makes the current time the end of a
fade out for the audio clip happening here.
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› Consolidate merges all selected clips (on a track by track basis) into
single, contiguous clips.
› Double Content makes the selected clip twice its current length and
duplicates its non-looping contents.
› 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.
› Reverse flips the order and positions of a note clip's contents, causing
them to play "backwards."
› Content Scaling > Scale Each 50% and Content Scaling > Scale 50%
both halve the length of each selected clip as well as each contained
event's duration and position, effectively causing the clip to play back
twice as fast.
The following images demonstrate a selected clip both before and after
either Scale 50% function is applied:
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The difference between the two functions comes when multiple clips
are selected. In this case, Scale Each 50% preserves the start time of
each selected clip, while Scale 50% uses the first clip's start time and
moves each following clip 50% closer to the first clip.
› Content Scaling > Scale Each 200% and Content Scaling > Scale 200%
both double the length of each selected clip as well as each contained
event's duration and position, effectively causing the clip to play back
half as fast.
The following images demonstrate a selected clip both before and after
either Scale 200% function is applied:
The difference between the two functions comes when multiple clips
are selected. In this case, Scale Each 200% preserves the start time of
each selected clip, while Scale 200% uses the first clip's start time and
moves each following clip 200% further away from the first clip.
› Quantize > 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.
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Note
Note
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5. ARRANGER CLIPS
› Slice / Fold > 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
› Slice / Fold > Fold to Takes… takes any audio clip and wraps its
material into successive take lanes. Once selected, a dialog appears
allowing you to set either the number of takes the clip should be folded
into, or the Resulting take length for each take. As these parameters
are connected, changing one will change the other too.
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Note
The function can also be used to fold the contents of a single take
lane (see section 10.1.4.2 ).
› Tempo > Detect Event Tempo… runs the tempo- and beat-detection
analysis on selected audio clips, with additional parameters.
Tempo Range sets the minimum and maximum tempos that the
algorithm should consider.
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Dashboard under Settings > Behavior > Audio Import Settings (see
section 0.2.2.1).
Prefer encoded data (when available) will use any embedded audio
markers (such as beat markers in WAV files exported from Bitwig
Studio or other DAWs, or common WAV chunk information). If this
kind of data is found, it will be used instead of doing a new tempo
analysis.
› Tempo > Set Event Tempo… sets a fixed tempo for the contained audio
events, which is one way to "unstretch" audio you have worked with.
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Note
› Tempo > Set Project Tempo changes the project tempo to match the
primary tempo of the selected audio. This works even if the project has
tempo automation, temporarily overriding tempo automation playback
and allowing it to be restored anytime in the normal way (see section
9.1.3).
› 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.
› 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,
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
› Loop Selected Region both enables the Arranger Loop and sets its time
range to match that of the currently selected Arranger clips.
› Save Arranger clip to Library stores the selected clip in your library,
allowing you to first set various tags for the clip.
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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 (see section 3.2.4) and color options (see section 3.2.5) for
tracks. The remaining sections offer additional parameters.
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› 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.
› 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.
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5. ARRANGER CLIPS
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.
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:
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› 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.
› Accent sets the percent of the Global Groove's accent Amount that
should be applied to this clip.
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.
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5. ARRANGER CLIPS
When "random" numbers are being generated, the seed shapes the
sequence that follows. When that seed is randomly selected, so are the
values produced. This is the default behavior for clips in Bitwig.
The die on the left is selected, reading out as Random because a new
seed is picked each time the clip begins playing. But if the same seed
value is used each time, then playing the clip will produce the same
series of numbers — and sounds .
To generate a Seed value for a clip: click on the right side of the Seed
field (where Random showed in the picture above).
Note
To generate a new Seed value for a clip: click on the right side of the
Seed field again (where the current value is visualized in the last picture).
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5. ARRANGER CLIPS
Note
One technical detail. A defined Seed value makes the full sequence
repeatable, including all additional loop cycles that follow. So the
results are not identical for every loop, but rather the values picked
for each loop are reproducible.
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5. ARRANGER CLIPS
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.
› 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.
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5. ARRANGER CLIPS
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. Or use the Insert Cue Marker Here
function, which can be freely assigned to a keyboard or MIDI command
(on the Shortcuts page of the Dashboard).
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
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5. ARRANGER CLIPS
cue marker's position after the Default Launch Quantization interval (see
section 6.2.5.2).
Note
The Comment area in the Inspector Panel allows for adding any text
you find relevant, including lyrics. Additionally, a list of all Arranger cue
markers — and their comments — can be seen, selected, or triggered
from the Sections tab of the Project Panel (see section 14.2.4).
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.
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5. ARRANGER CLIPS
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.
Note
For more information on time signatures and how the ticks parameter
is handled, see section 2.3.3.
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 0.2.2).
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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.
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5. ARRANGER CLIPS
Note
Similarly, Add Buss… can be selected from any audio input or output
chooser, which goes to the Audio tab instead (see section 0.2.2.2).
› 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.
Note
If you want to send out MIDI and return audio back into Bitwig with
appropriate delay compensation applied, you should probably use
the HW Instrument device (see section 19.11.5).
› The monitor button is now a three-state toggle on the left of the input
chooser.
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5. ARRANGER CLIPS
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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5. ARRANGER CLIPS
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
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5. ARRANGER CLIPS
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.
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.
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5. ARRANGER CLIPS
you enable the monitor button of the track and then send audio to this
input, you should see the input in the track's audio meters.
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.
To record an Arranger audio clip: enable the track's record arm button,
enable the Global Record button, and then activate the transport.
Note
› If the audio clip was actively looping (with its Looping parameter
enabled and with some amount of looping on the timeline), the
section where recording happens will remove the old clip and record
a new one.
› If the audio clip was not actively looping, new audio recordings will
be added into the clip as comping takes and selected for playback.
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Note
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6. 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 7.1.2).
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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6. 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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6. 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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6. 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.
Note
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.
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6. THE CLIP LAUNCHER
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.
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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6. 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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6. 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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6. THE CLIP LAUNCHER
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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6. 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 5.1.9).
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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6. THE CLIP LAUNCHER
We can see that the Signature, Loop, Mute, Shuffle, and Seed sections
are identical to their Arranger clip counterparts, and that we have also
seen all the functions available here already (see section 5.4).
We can also see that the initial Start/Stop section differs from the
Arranger clip's Time (Position) model, and that the Launch and Next
Action sections are completely new.
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6. THE CLIP LAUNCHER
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.
› 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.
The Launch section controls how and when Launcher clips are triggered,
and what should happen when a clip is released. Clips are usually
triggered with a performance gesture, such as a click of the mouse or
the push of a button, so quantization can be crucial here to keep clips in
time around the Global Playhead.
When any of the parameters in this section are set to Use Project
Setting, the same value from the Settings page of the Project Panel is
in control (see section 14.2.1). When in this state, the icon of the current
project setting will appear here so you know the behavior, but it will
be slightly dim, hinting that the value is being set elsewhere. In a new
project, the launch parameters of clips are set to Use Project Setting,
allowing you to control the whole project's behavior in the Project Panel.
Note
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6. THE CLIP LAUNCHER
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.
› Play Mode determines where this clip will begin playback from. All
"legato" modes aim to move from any already playing music's position
to the same relative position in this clip — like jumping from beat 3 of
the playing clip straight to beat 3 of this clip.
Legato from Clip (or Start) - Starts relative to the playing clip's
position (or when nothing was playing, starts from clip start)
Legato from Clip (or Project) - Starts relative to the playing clip's
position (or when nothing was playing, starts relative to the global
transport's position)
You will notice that these three settings exist twice, once in a column
labeled Main and again right after, labeled ALT. By defining two
behaviors for how clips are launched (and released), you can create a
more compelling performance by deciding how clips should play in the
moment (see section 6.3.2).
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6. THE CLIP LAUNCHER
Note
Scenes also have this identical layout, of the three Main launch
settings and their twinned three ALT launch settings. When the
scene's Override Launch Settings option is enabled, then triggering
the scene will force its settings on all clips being launched. But when
you directly trigger a clip, its own settings are always used.
Next Action is the option to determine what should happen after this
clip has played for a set amount of time. The Next Action Function is set
by the drop-down menu (all options are described in the next section),
and if the Enable Next Action toggle is turned on, the function will be
executed at a set time after the clip started playing.
Note
Even if the Enable Next Action toggle it disabled, the Next Action
Function may still be used if set as one of the clip's release actions
(see section 6.2.5.2).
The timing of the next action is set in one of two ways, with its row
offering a toggle to tie timing to the length of the clip. When enabled, a
parameter called Loop Count before Next Action appears, letting you set
a number of whole times that the clip should loop before its next action
is fired. (If the clip is not set to Loop, the next action will simply fire when
the clip finishes playing back once.) And a dim display will appear at the
right, indicating the effective number of bars and beats.
And if the clip timing toggle is disabled, you get a simple Next Action
Time parameter for manually setting the bars, beats, etc. before the next
action fires.
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:
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6. THE CLIP LAUNCHER
› 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.
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.
› First in Block triggers the first Launcher clip in the current clip block.
› Last in Block triggers the last Launcher clip in the current clip block.
› Random in Block triggers a Launcher clip from the current clip block at
random, which could potentially retrigger this clip.
› Other in Block triggers a Launcher clip from the current clip block at
random. This clip will not be retriggered.
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6. THE CLIP LAUNCHER
› 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.
› 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.
› 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.
› First in Other Block triggers the first Launcher clip from a different clip
block.
› 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
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6. THE CLIP LAUNCHER
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
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.
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6. THE CLIP LAUNCHER
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 thru 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 release a Launcher clip with its alternate (ALT) behavior: hold down
the [ALT] key, and then let go of the mouse button that you pressed
to trigger the clip. Or if using a controller, hold the controller's [SHIFT]
button (etc.), and then release the pad that triggered the clip. Whenever
you let go, the ALT Release Action will be executed immediately.
Note
Triggering a clip is distinct from releasing it; these are two separate
actions. So you can actually mix and match a normal Main trigger
with an ALT release (by adding [ALT] or the controller's [SHIFT]
button while holding the pad). Or use an ALT trigger, then release
the computer keyboard's [ALT] key (or controller's [SHIFT] button)
first, and finally let go of the clip to make a Main release. It may sound
complicated, but your fingers will get used to these new gestures
quickly.
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
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6. THE CLIP LAUNCHER
And if the scene's Override Launch Settings option is enabled, all clips
will launch with the scene's defined Main or ALT trigger behaviors.
This can be especially useful to align the Launch Q(uantization) timing
for all of a scene's clips, etc.
To stop all clips on a track: click either the track's Stop All Clips button or
a stop button within an empty slot.
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.
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6. THE CLIP LAUNCHER
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.
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 6.1.1).
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6. THE CLIP LAUNCHER
Note
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.
› If you deactivate the record arm buttons of individual tracks, you will
avoid recording empty clips to the Arranger tracks.
› All Launcher clips recorded into the Arranger will create clips with
defined Seed values (see section 5.4.7). If the Launcher clip had a set
Seed value, that value is maintained. And if the Launcher clip was fully
Random, the seed value used during recording will be set in the new
Arranger clip. The result is that randomized elements connected to the
Seed value will be replayed exactly as you heard them while recording.
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7. The Mix View
For three of the last four 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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7. THE MIX VIEW
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 left allow you to decide whether each of the eight other sections
are shown or hidden, with another two options for whether the FX tracks
and deactivated tracks should be displayed.
We will take the sections of the Mixer Panel in order, starting at the top.
Note
You can also right-click in the Mixer view toggles toggle for a Fill
header backgrounds option. Disabling this view preference will
change the painting style to just show a track color stripe at the top
of each channel.
› Track Fold button: Available for tracks whose primary signal path
includes certain container devices (such as Drum Machine, Instrument
Layer, or FX Layer). These devices all contain layers, which have some
of the attributes of tracks — channel strip elements when appropriate
(volume, pan, sends, etc.) and comments. When a fold button is
enabled, the track's channel strip expands to the right, exposing all
layers in the top-level of the container.
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7. THE MIX VIEW
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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7. THE MIX VIEW
Note that the big meters section is only available when the Clip
Launcher Panel is disabled inside the Mixer Panel.
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7. THE MIX VIEW
Delete Remote Control will remove the control you clicked on, replacing
it with the Wi-Fi icon to map a different parameter in its place.
Alias preset remotes on tracks sets whether tracks should borrow certain
device remote control pages until you create your own track remote
controls. (Track remotes will always win, but if you want to work with an
aliased device, just keep it.)
Track remotes shown in mixer sets the number of remote controls you
want displayed here. So if this was set to 3, only the first three remotes
would be displayed for each track.
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7. THE MIX VIEW
This is not to be confused with the Device Panel (see section 8.1), 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.
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 chapter 4).
Also note that certain devices include mini displays within this interface.
This includes EQ curves (for EQ+, EQ-5, and EQ-2) or gain reduction
amounts (for Compressor, De-Esser, Dynamics, Gate, and Peak Limiter).
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Finally, when mousing over the devices section, any device with an
Expanded Device View (see section 8.1.4) will offer a button for opening
it.
The same is true when viewing the devices within a track's Inspector
Panel, except most Expanded Device View buttons will always be
shown.
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The send section is the block of right-aligned knobs beneath the device
section. In the image above, there are four FX tracks present, with
corresponding send knobs on each track. These sends allow us to pass
a portion of each track's audio into the various FX 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 FX track targeted to decide whether Pre
or Post should be used (see section 7.2.3). To make this immediately
readable on the mixer, the indicator ring around each send knob is
painted correspondingly — normal Post sends are colored yellow, and
Pre sends are blue.
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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Finally, each send can also be disabled. This can be a useful way to
'bypass' a routing without losing your level setting, and it is also a CPU
saver.
To toggle a send: click on the name of the particular send. It will toggle
between bright text and a regular knob (when activated) and dim text
and a dim knob (when disabled).
There is also a Disable All Unused Sends function, to save CPU — and to
make the mixer easier to read. (For assigning shortcuts to functions, see
section 0.2.2.5.)
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Note
New projects started in Bitwig Studio v4.3 or later have all sends
disabled by default. The first adjustment of any send knob (even
clicking on it) will automatically activate the send. This keeps all sends
available with just one click, and keeps CPU usage to a minimum until
each send is needed.
› Solo button: When any channel has its solo button enabled, only those
with solo enabled will output their audio.
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Also note that hovering over this indicator will present a pop-up
showing current Peak and RMS levels in stereo.
› Level meters: Stereo audio meters that display the channel's output
level.
› 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.
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› 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.
Again the left edge 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
mostly enabled but also 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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More of the enabled sections will progressively become visible (only the
track remotes section is missing in the image above), 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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The device section is available in the central panel, as well as the track
remotes section if you switch to the second tab. And the track I/O and
channel strip sections below are largely as they were in the Mixer Panel.
The send section is also similar, offer a clickable menu for each
send's source setting (again, either Auto which inherits the FX tracks
preference, or an explicit Pre- or Post-fader setting) just below the
send's name.
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Finally, FX tracks (and FX layers within Drum Machine) also have sends.
And since this means FX tracks can be routed to other FX tracks, the
visualization is a little different on these tracks, and the logic could use a
little explanation.
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also uses a one buffer delay, and like all other send labels, the icon is
clickable to enable or disable this send.
As you can also see in the image above, the default output of the master
track is set to Studio, which refers to the output set in the Output
Monitoring 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 0.2.2.2) using the same interface.
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Only one pair of speakers can be active at a time, and any number of
headphones may be used.
› 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.
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When this function is disabled, normal solo rules apply (see section
3.1.3). When enabled, two additional parameters available:
› 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 Output Monitoring 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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8. 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 and know how to
load them (see chapter 4). For another, we have seen how other Bitwig
Studio interfaces give us access to devices we were already using (see
section 7.1.5). 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 19).
› Analysis. Devices that merely visualize the signals that reach them.
They make no effect on the audio chain they are a part of.
› Clap. Clap drum element instruments that use incoming note signals to
synthesize audio.
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› Drum Kit. Drum kit-oriented devices that work with other instruments.
Examples include Filter+ (for combining one of ten filter modules with
any of 14 waveshapers), his performance-friendly companion Sweep
(with two filter slots and clever macro controls), a layered Resonator
Bank, and an endlessly configurable Vocoder.
› Hi-hat. Hi-hat drum element instruments that use incoming note signals
to synthesize audio.
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› Kick. Kick drum element instruments that use incoming note signals to
synthesize audio.
› 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).
Examples include MIDI CC, MIDI Program Change, and MIDI Song
Select.
› Note FX. Devices that manipulate incoming note signals before passing
them onward.
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› Snare. Snare drum element instruments that use incoming note signals
to synthesize audio.
Examples include FX Grid (for building audio effects, etc.), Note Grid
(for creating note processors or even note generators) and Poly Grid.
› Tom. Tom drum element instruments that use incoming note signals to
synthesize audio.
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.
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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 group (including project) and track headers, 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 signal 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.
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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
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 16.2.4).
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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As with this Poly Grid patch from Bitwig's Essentials package, notes
can be sequenced, remote control automation draw and edited, audio
bounced, etc.
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your license. You can then do work, save your changes, and send the
project back and forth.
If group tracks are involved, you will also get a header for each level
within the hierarchy.
To show the Inspector Panel for any track in the Device Panel: select
that track's device header. Since the track inspector includes the track's
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meter and mixer controls, this can be a very helpful short for viewing the
master output level, or focusing on any other track.
When disabled, every Device Panel will simply start at the local track
level.
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Clicking the Expanded Device View button covers the central panel area
with additional controls and visualizations for the device.
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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.
Note
These views can also be accessed via mixer and Inspector Panel
interfaces in Bitwig (see section 7.1.5).
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When the effects sends button is enabled, the effect sends pane is
visible within the track header area. This resizeable 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 FX track.
Essentially, this is a "mixer" view of the buss that feeds the FX track. And
tracks that have track fold buttons on the mixer (see section 7.1.1) have a
similar fold button here.
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8.2. Plug-ins
The other kind of devices that can be used in the Device Panel are plug-
ins, such as VST or CLAP plug-ins. Aside from setting up Bitwig Studio
to recognize the plug-ins you own (see section 0.2.2.6 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 plug-in's Parameter area, but
the parameters are in the form of a long scrollable list of knobs. And
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
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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 16.1. And
for specific information on Post FX chains, see section 16.1.3.
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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 section 15.1.1),
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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8. INTRODUCTION TO DEVICES
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 16.2.4).
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9. Automation
With the mixer interface (chapter 7) and our introduction to devices
(chapter 8), 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.
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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.
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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.
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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.
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
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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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› 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 5.1.2), 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
5.1.2), edited (see section 5.1.3), and looped (see section 5.1.8), these
same actions will work on the clip aliases. Just remember that the
Automation Follow setting (see section 9.1.3) 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.
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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 15). This could be a very strong performance technique.
Note
To switch between object and time selection (or vice versa): choose
Switch between Object and Time Selection in the Edit menu. Or press
[CTRL]+[T].
Note
Key commands mentioned all thru this section (including the one
above) reference Bitwig's Default keyboard mappings (see section
0.2.2.5).
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› Arranger Cue Marker positions (if cue markers are visible in the current
editor)
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And again, an alternate gesture allows for a different idea — in this case,
moving relative to the current beat grid interval.
To move using the current editor's beat grid marker value: press
[ALT]+[LEFT ARROW] or [ALT]+[RIGHT ARROW].
Note that this is useful, even when only a single point in time is selected.
Various functions available in the Time menu (or the context menu)
support quick editing in this fashion.
When a longer time selection is made, this function will create new
points at the start and end of the time selection, and then make an
object selection these points, as well as any points in between on this
lane. You can then directly adjust the value of these points with the
arrow keys (see section 9.3.1).
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10. 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 9.2.1), as well as this panel's own beat grid settings (see section
3.1.2), snapping settings (see section 5.1.2), and Follow Playback button
(see section 3.1.4). Even the currently inactive Clip Editing button (see
section 9.2.2) 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.
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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. We will then see how
programmable expression points can be given a random Spread range,
and finally look at comping in Bitwig Studio.
Note
Two expression are not covered here as they are not always available.
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Audio events are moved and adjusted in the same way as clips (see
section 5.1.3) 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. And a quick
sliding gesture is also available.
To slide the content of an audio event: mouse over the bottom edge of
the waveform and drag horizontally. Or hold [ALT] and drag horizontally
from any point on the waveform.
You can optionally add the [SHIFT] key while dragging to toggle the
snapping behavior.
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Note
This expression will take effect only with certain audio event playback
modes (see section 10.4.1.2).
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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: [ALT]-drag on any beat marker. A cursor with radiating audio
on either side will appear for this gesture.
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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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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.
Note
When using a stretch Mode that is set to follow Onsets and an Onset
Intensity Threshold that is greater than zero (see section 10.4.1.2),
onsets that are below the threshold will be dimmed in the Onsets
expression view. (In other views, these lower onsets will simply be
hidden.)
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 10.1.2.2), etc.
To move an onset: click and drag the point with the mouse.
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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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The gain expression is measured in units of decibels with the center line
representing zero decibels of change (unity gain).
Since the gain expression affects the source material, the waveform is
helpfully redrawn to show the effect of this expression.
Finally, you can also quickly access a gain handle when working with
Audio Events in the Detail Editor Panel by mousing just beneath the
event's title and then clicking and dragging up or down. This handle is
also available when working with Clips either in the Detail Editor Panel
or directly in the Arranger Timeline Panel.
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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.
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Note
This expression will take effect only with certain audio event playback
modes (see section 10.4.1.2). When an incompatible playback mode
is selected, any expression data will be stored but shown with very
small dots, to indicate it is not currently being used.
Note
Note
This expression will take effect only with certain audio event playback
modes (see section 10.4.1.2). When an incompatible playback mode
is selected, any expression data will be stored but shown with very
small dots, to indicate it is not currently being used.
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events, this includes Gain, Pan, Pitch, and Formant. This turns any
defined point into a range of possible values.
For this example, we'll start with some pitch expression points in a single
audio event.
Note that the POINT section of the Inspector Panel allows you to see
and type the Spread value, or to use the Histogram when multiple values
are selected (see section 10.4.2.2).
While interacting with expression points, the black horizontal dashes are
shown above and below, clearly indicating the extremities of the range.
When no points are selected, the highlighter-style gradients remain.
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When the parent clip begins playback, the values selected for playback
during that cycle will all be visualized immediately.
And new random values will be selected for the next cycle (assuming
the clip loops), or the next time the clip starts to play again.
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› As these values are randomized, they are tied to the clip's Seed setting
(see section 5.4.7). If Seed is set to Random, then new values will be
selected each time the clip restarts, which includes each loop cycle. If
a Seed value is set, then the random pattern produced will repeat for
each playback.
› If you want to print the randomness into a clip, you could try the
Consolidate function (see section 12.2.3). And if you want to generate
new and/or longer clips from the original, you could try the Expand
function (see section 12.2.2).
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To define a comp region: click and drag over a portion of any take lane.
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Once the click is released, the region will be shown as active in its take
lane and painted into the composite lane at top.
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To change the gain of a comp region: mouse over the top of the region's
waveform in the composite lane. Then click and drag up or down.
To adjust a comp region border: mouse over the boundary and then click
and drag. This moves both adjacent regions together, and it can also be
done on the edge of a region in any take lane.
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Or when a comp region is already selected, you can press the [UP
ARROW] and [DOWN ARROW] keys to activate one of the nearest
take lanes. The [LEFT ARROW] and [RIGHT ARROW] keys also move
selection to the previous or next comp region. So once your comp
regions are defined, a lot of auditioning and editing can be done with
just the arrow keys.
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When the click is released, the excluded portion will be deleted from the
composite.
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While slide is available for single comp regions, it is also available for a
full take, or even to shift all takes.
To slide a take: hold [ALT] and drag any part of the take lane
horizontally. In this example, the red take lane is being dragged to be
later.
To slide all takes: hold [SHIFT]+[ALT] and drag any take lane
horizontally. In this example, all take lanes are being dragged to be
earlier.
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To copy the current composite as a unique take: click the plus (+)
button.
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And finally the Fold to Takes… function for wrapping an audio clip into
successive take lanes (see section 5.3) is available on take lanes as well.
Start by right-clicking on the take you want to divide.
After selecting Fold to Takes… and filling out the dialog as desired,
successive takes will be placed at the top of the comp.
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To switch between object and time selection (or vice versa): choose
Switch between Object and Time Selection in the Edit menu. Or press
[CTRL]+[T].
Note
Key commands mentioned all thru this section (including the one
above) reference Bitwig's Default keyboard mappings (see section
0.2.2.5).
To move selected audio events by the current beat grid value: press
[LEFT ARROW] or [RIGHT ARROW].
While action is the default behavior in the Detail Editor Panel, events
can be selected as well.
To make the selected audio events shorter or longer by the current beat
grid value: press [CTRL]+[LEFT ARROW] or [CTRL]+[RIGHT ARROW].
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To adjust gain for the selected audio events by ±6 dB: press [ALT]+[UP
ARROW] or [ALT]+[DOWN ARROW].
When an event already contained one of these expressions, all points are
shifted when these functions are used. And when an event contained no
expression points, one is created at the beginning of the event and then
set accordingly.
To select the previous or next expression point within the current audio
event: press [LEFT ARROW] or [RIGHT ARROW].
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› Pan expressions: ±1 %
When the Detail Editor Panel in Clip editing mode, additional items in
the header of the panel can also be selected and moved.
To move the clip's loop Start time by the current beat grid value: select
the clip loop indicator, and then press [LEFT ARROW] or [RIGHT
ARROW]. This will preserve the loop's length.
To move the clip's loop Start time by one bar: select the clip loop
indicator, and then press [SHIFT]+[LEFT ARROW] or [SHIFT]+[RIGHT
ARROW].
To move the clip's Offset time by the current beat grid value: select
the clip start indicator, and then press [ALT]+[LEFT ARROW] or
[ALT]+[RIGHT ARROW].
To move the clip's Offset time by one bar: select the clip start
indicator, and then press [SHIFT]+[ALT]+[LEFT ARROW] or
[SHIFT]+[ALT]+[RIGHT ARROW].
When Looping is disabled, the same commands can move the clip end
marker (representing the clip Length).
To move selected cue markers by the current beat grid value: press
[ALT]+[LEFT ARROW] or [ALT]+[RIGHT ARROW].
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› Onsets positions (if the Intensity is above the set Onset Threshold [see
section 10.4.1.2])
› Arranger Cue Marker positions (if cue markers are visible in the current
editor)
And again, an alternate gesture allows for a different idea — in this case,
moving relative to the current beat grid interval.
To move using the editor's current beat grid marker value: press
[ALT]+[LEFT ARROW] or [ALT]+[RIGHT ARROW].
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Note that this is useful, even when only a single point in time is selected.
Various functions available in the Time menu (or the context menu)
support quick editing in this fashion.
› Set Clip Start slides the audio event so that its current time is now
aligned at the beginning of the parent clip.
› Set Object Start ([SHIFT]+[8]) makes the current time the new start
time for the event happening here, removing any earlier material.
› Set Object End ([SHIFT]+[9]) makes the current time the new end time
for the event happening here, removing any later material.
› Fade In to Here ([SHIFT]+[7]) makes the current time the end of a fade
in for the audio event happening here.
› Fade Out to Here ([SHIFT]+[0]) makes the current time the end of a
fade out for the audio event happening here.
› 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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› 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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› Content Scaling > 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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› Content Scaling > Scale Each 50% is similar to Scale 50%, except the
start time of each selected audio event is preserved.
› Content Scaling > Scale 200% doubles the length of the selected
event, effectively causing it to play back half as fast. All onset and beat
markers are also proportionally shifted.
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› Content Scaling > Scale Each 200% is similar to Scale 200%, except the
start time of each selected audio event is preserved.
› Quantize > Quantize… moves the start and/or end times of selected
events in relation to a beat grid.
› 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
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The dialog's left section sets the beat grid interval to aim for. The
options here are identical to other quantization functions, choosing
between the current Editor grid interval or definable Custom grid
settings.
If the Detail Editor Panel is onscreen, it will stay bright even when the
dialog is open to visualize which onsets will be used. If the dialog's
Onset Threshold is changed — by adjusting the numeric control or
dragging the vertical slider within the histogram representation — the
shown/dimmed onsets in the Detail Editor Panel will update.
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And the option to Keep Existing Beat Markers partially overrides the
quantize process, preserving any present beat markers in their current
place.
The dialog's right section offers similar Humanize, Shuffle, and Amount
controls as other quantize functions.
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› Slice / Fold > Slice 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.
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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.
› Slice / Fold > Slice At Repeats splits any selected audio event using
the Repeats Operator into individual events (see section 12.2.1). When a
selected event does not have Repeats enabled, no change is made.
› Tempo > Detect Event Tempo… runs the tempo- and beat-detection
analysis on selected audio clips, with additional parameters.
Note
› Tempo > Set Event Tempo… sets a fixed tempo for the contained audio
events, which is one way to "unstretch" audio you have worked with.
Note
› 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.
› Loop Selected Region both enables the parent clip's Loop setting and
sets its time range to match that of the currently selection.
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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.
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› 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.
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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› 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 interesting 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.
› 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:
› Formant offers two controls for shifting the formants of the affected
audio:
Note
› 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.
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clip length and anything else, the audio event will not play beyond this
point. (Setting the value in time keeps tempo changes from interacting
with this playback value.)
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.
This value can be corrected at any time, but changing it will impact the
placement and timing of the audio event.
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 5.1.7).
Unlike the other sections in the Inspector Panel, the section displaying
Operators is only shown when events (and not clips) are selected.
Operators are covered extensively in their own chapter (see chapter 12).
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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.
The Gain value listed of -0.58 dB is an average of the five points defined
in this audio event expression.
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This method will work for any expression in this section, whether it is
defined by a curve or a single value.
This provides a way to both see the average Spread value for all
selected points, and a way to adjust them relatively.
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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.
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 all across this chapter.
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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.
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.
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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
by an identical amount keeping them the same. So I will click the Chaos
control and drag it upward.
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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).
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.
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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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11. 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. Next we'll get
our note-specific helping of keyboard workflows and available functions.
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 9.2.1), and the Clip Editing button (see section
9.2.2), as well as this panel's own beat grid settings (see section 3.1.2),
snapping settings (see section 5.1.2), 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.
The view we are seeing above is the piano-style view. Clicking the drum
pads icon will switch to a drum-style editor. 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.
If the track's primary instrument is Drum Machine, then all notes with
populated drum cells will be shown.
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Three other new buttons have also 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.
› 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.
Note
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.
Chance expressions represent the likelihood that any note will be played
(see section 12.1.1).
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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 9.1.2).
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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 9.1.2).
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.
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 9.1.2).
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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 16.2). Mapping is done with the TMB modulation source, which is
available on any device or plug-in via the Expressions modulator device.
See section 16.2.1 for information on using the modulator devices and
section 19.27.6.2 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.
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 9.1.2).
When working with external MIDI via the HW Instrument device (see
section 19.11.5), any pressure expressions are directly transmitted as
polyphonic key pressure MIDI messages.
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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.
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.
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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,
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
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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.
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
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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.
On the top left edge of the Detail Editor Panel are two buttons — the
Track 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 5.1.2).
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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 5.1.2).
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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All composite tracks will be shown up top (three in this case), with the
takes visible for only one of the comps.
To edit only one comp while in layered editing mode: hold [CTRL]
([CMD] on Mac) and start your edits on the desired comps.
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remember that you are free to switch back and forth between your
selection type.
To switch between object and time selection (or vice versa): choose
Switch between Object and Time Selection in the Edit menu. Or press
[CTRL]+[T].
Note
Key commands mentioned all thru this section (including the one
above) reference Bitwig's Default keyboard mappings (see section
0.2.2.5).
To move selected note events by the current beat grid value: press
[LEFT ARROW] or [RIGHT ARROW].
While action is the default behavior in the Detail Editor Panel, events
can be selected as well.
To make the selected note events shorter or longer by the current beat
grid value: press [CTRL]+[LEFT ARROW] or [CTRL]+[RIGHT ARROW].
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To adjust gain for the selected note events by ±6 dB: press [ALT]+[UP
ARROW] or [ALT]+[DOWN ARROW].
When an event already contained gain expressions, all points are moved
by the prescribed amount when these functions are used. And when
an event contained no gain expression points, one is created at the
beginning of the event and then set accordingly.
To select the previous or next expression point within the current note
event: press [LEFT ARROW] or [RIGHT ARROW].
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› Pressure expressions: ±5 %
› Timbre expressions: ±2 %
› Pressure expressions: ±1 %
› Pan expressions: ±1 %
When the Detail Editor Panel in Clip editing mode, additional items in
the header of the panel can also be selected and moved.
To move the clip's loop Start time by the current beat grid value: select
the clip loop indicator, and then press [LEFT ARROW] or [RIGHT
ARROW]. This will preserve the loop's length.
To move the clip's loop Start time by one bar: select the clip loop
indicator, and then press [SHIFT]+[LEFT ARROW] or [SHIFT]+[RIGHT
ARROW].
To move the clip's Offset time by the current beat grid value: select
the clip start indicator, and then press [ALT]+[LEFT ARROW] or
[ALT]+[RIGHT ARROW].
To move the clip's Offset time by one bar: select the clip start
indicator, and then press [SHIFT]+[ALT]+[LEFT ARROW] or
[SHIFT]+[ALT]+[RIGHT ARROW].
When Looping is disabled, the same commands can move the clip end
marker (representing the clip Length).
To move selected cue markers by the current beat grid value: press
[ALT]+[LEFT ARROW] or [ALT]+[RIGHT ARROW].
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› Arranger Cue Marker positions (if cue markers are visible in the current
editor)
And again, an alternate gesture allows for a different idea — in this case,
moving relative to the current beat grid interval.
To move using the editor's current beat grid marker value: press
[ALT]+[LEFT ARROW] or [ALT]+[RIGHT ARROW].
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Note that this is useful, even when only a single point in time is selected.
Various functions available in the Time menu (or the context menu)
support quick editing in this fashion.
› Set Object Start ([SHIFT]+[8]) makes the current time the new start
time for the event happening here, removing any earlier material.
› Set Object End ([SHIFT]+[9]) makes the current time the new end time
for the event happening here, removing any later material.
› Make Legato adjusts the length of each selected note event so that it
(or the chord it is a part of) ends immediately before the next event
begins, creating a continuous series of events.
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› 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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› Content Scaling > 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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› Content Scaling > Scale Each 50% is similar to Scale 50%, except the
start time of each selected note event is preserved.
› Content Scaling > Scale 200% doubles the length of the selected event,
effectively causing it to play back half as fast. All expressions are also
proportionally adjusted.
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Note
› Content Scaling > Scale Each 200% is similar to Scale 200%, except the
start time of each selected note event is preserved.
› Quantize > 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.
› Grid Mode: Determines whether to adopt the grid settings from the
current Editor or to allow Custom grid settings.
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› Custom Grid: Exclusive beat grid resolution and beat grid subdivision
settings (see section 3.1.2) for the quantize function.
Note
Note
› Transpose > Transpose an Octave Down slides the selected event down
12 semitones (in musical notation, 8vb). This function is also available
by pressing [SHIFT]+[DOWN ARROW].
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› Slice / Fold > Slice In Place… divides the selected event into multiple
events at a selected regular note interval (on Beat Grid).
› Slice / Fold > Slice At Repeats splits any selected audio event using
the Repeats Operator into individual events (see section 12.2.1). When a
selected event does not have Repeats enabled, no change is made.
› Loop Selected Region both enables the parent clip's Loop setting and
sets its time range to match that of the currently selection.
To select multiple notes: click a blank area and drag a rectangle around
the desired notes.
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› Click a note on the piano keyboard to select all displayed notes of that
pitch.
› With the Time Selection tool, click and drag over the time area for
which all displayed notes should be selected.
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(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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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 A3 is
440 Hertz. Adjusting this value is the same as moving the note higher
or lower.
› 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
11.1.2.1).
› Vel Spread sets the bipolar spread range for the note (see section
10.1.3). So if a note has a Velocity of 78.7 % and a Vel Spread of 10.0 %,
the note will trigger with a velocity between 68.7 % and 88.7 % each
time it plays.
› 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.
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Unlike the other sections in the Inspector Panel, the section displaying
Operators is only shown when notes (and not clips) are selected.
Operators are covered extensively in their own chapter (see chapter 12).
This section exposes five of the expressions we have covered: Gain (see
section 11.1.2.3), Pan (see section 11.1.2.4), Pitch (also known as the Micro-
pitch expression; see section 11.1.3), Timbre (see section 11.1.2.5), and
Pressure (see section 11.1.2.6). While these expressions have completely
different functions, they are programmed in the same fashion.
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.
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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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 10.4.2.2). The Histogram can be useful in the
note context, for example, when notes were programmed without much
diversity in their velocities.
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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.
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
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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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Sequences
Music is normally conceived in a rough, fuzzy way and then programmed
into the computer as an expression of stark certainty. If only some of the
composer's thought process could be entrusted to the computer, so that
changing circumstances might yield different, symmetric results. And
this is why Bitwig has Operators.
Operators change when or how notes and audio events are triggered.
In other words, Operators allow you to take sequenced events and
animate them with randomness, cycle-aware logic, performance
controls, and other interrelationships that expand what a clip is capable
of.
Let's spend a moment with this pile of various and sundry ideas.
› Even the simplest idea — turning a single event into countless, ramping
retriggers — multiplies your sound design possibilities while keeping
the mayhem manageable.
We'll start by examining each of the four Operator modes. Then we'll
look at a few functions that relate to Operators in one way or another.
And after you've played with the Operators one at a time, do try them
together (maybe Chance on one event, followed by without Previous on
the next). Because while each mode has its charms, simple combinations
can yield exquisitely musical results.
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But note that mode icons also double as toggles. So if you try something
new with Occurrence settings, you can always click the if button to
temporarily bypass just the Occurrence behaviors for the selected
events. By default, all of these modes are enabled, which means that
trying out any Operator is as simple as selecting some notes or audio
events, and setting a value in the Inspector Panel.
12.1.1. Chance
Chance sets the likelihood that any event will occur, adding a mercurial
element to your events.
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Chance is visualized on each event like the face of a die (dice). The
number of dots or spots shown represents the current setting:
› 4 dots - 60 % to almost 80 %
› 3 dots - 40 % to almost 60 %
› 2 dots - 20 % to almost 40 %
› 1 dot - 0 % to almost 20 %
For example, the following series of notes goes from high to low
probability, and then back up again.
And when working with notes, the Chance expressions have their own
editor, appearing right after the velocity expressions (see section 11.1.2.2).
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All this talk of "most likely" and what is "probable" reminds us that
Chance is random. So other than its default value (a neutral 100 %,
meaning always) or a setting of 0 % (read: never), every other value is
perfectly unpredictable for any single moment.
And if only using the Chance Operator on an event, you will see at the
start of each clip cycle whether that event will play or not. For notes,
a full stroke around the note shows that it will play this time. For audio
events, a normal, bright color stripe in the audio event header indicates it
will trigger.
Note
12.1.2. Repeats
Repeats causes retriggers within the original event, letting any single
event create (and control) myriad more.
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› Repeat Velocity End sets the target velocity for the end of the repeats.
Since velocity is only used at the beginning of each note, this level may
never be reached, but the curve will be maintained if the rate or timing
of repeats is changed. The parameter range is a bipolar percentage,
mapping the end point relatively across the full velocity range.
› Repeat Velocity End is found at the right end of the Repeats line in
the Inspector Panel, beside the vertical velocity pin icon (when notes
are selected). It is also visualized in the velocity expressions lane as a
draggable handle at the end of the note.
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One final note. Any note or audio event using the Repeats Operator is
still a single event — at least until you choose to Slice At Repeats (see
section 12.2.1). And as a single event, expressions can be draw across the
length of each event, including across repeats.
12.1.3. Occurrence
Occurrence sets conditions for each event. The choice of Condition is
presented in a single menu.
For any event using Occurrence, the icon for the selected Condition is
shown on the event. And as we go thru each Condition, keep in mind
that they are each self-contained with no additional parameters.
› Always - The event will play every time. This is the default, neutral
state.
› never First - Plays every time except on the first pass (including
retriggers) of the clip
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› with Prev Key [note events only] - Plays if the immediately previous
note on this key did
› without Prev Key [note events only] - Plays if the immediately previous
note on this key didn't
› with Prev Chan. [note events only] - Plays if the immediately previous
note on this channel did
› Fill on - Plays when Fill mode is on, in the global transport (see section
2.3.2)
› Fill off - Plays when Fill mode is off, in the global transport (see section
2.3.2)
So thinking of the list from the start of this chapter, Occurrence includes
cycle-aware options (the two First modes), interrelationships (all modes
using the Previous idea), and performance controls (Fill on and Fill off).
Note
Of the Occurrence modes, only the two First modes provide playback
visualization.
12.1.4. Recurrence
Recurrence gives each event its own looping timeline.
As shown above in the Inspector Panel, there are two parameters along
with one visualization element that make this work.
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› Recurrence Length sets the number of loops per cycle for this event.
This can be set between 1 (the default, neutral value, shown as Off) and
8.
› You'll also notice an underline beneath one of the step toggles. This
little indicator tells you which loop of the cycle is currently playing
back.
This pattern is also shown on the right edge of events themselves, with a
series of shaded (on) and empty (off) rectangles.
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To turn an event's Repeats into individual events: select the event and
then choose Event › Slice At Repeats .
This is the same as if you had taken the knife tool and manually sliced
the event at each repeat — except each new region has Repeats turned
off. But all other expressions and Operators will be preserved in each
new event, potentially changing the playback (for example, Chance in
the above image).
The Expand function takes any Launcher clip and supports printing out
two, twenty, or however many cycles of the original as a new clip (with
all possible Operators removed and printed as permanent events). And
unlike "bounce" functions, Expand outputs the same kind of clip you
started with — note clips remain note clips, audio clips remain event-
based audio. This lets you see all the nested patterns and relationships
that Operators can bring to a "simple" loop, or even start a precise edit
without the randomness.
For this example, here is a one-bar note clip as our source material.
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› Number of repeats represents the number of cycles of the clip that will
be printed. So if our example is one-bar long, setting a value of 8 will
create a new eight-bar clip on the next available clip slot.
And if I try expand with exactly the same settings, the presence of
Chance may take things in a different direction.
Only a few things remain unchanged (for example, events without any
Operators, and events that can't be known ahead of time, such as events
that rely directly or indirectly on a Fill mode state). Some things come
and go depending on the loop count (like the blue-ish notes on the
top row, which only use Recurrence settings). Other events are purely
randomized (like the yellow note within beat one of each bar). And other
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events are chained together (notice that the early beat-one yellow note
OR a green note appear, due to an Occurrence of without Previous on
that first green note; never both).
12.2.3. Consolidate
The clip Consolidate function has come up in previous chapters as a way
to lock in or solidify a clip. So Consolidate is also an option to flatten
settings. Where Expand is oriented toward taking a Launcher clip and
making something much bigger, Consolidate can flatten any clip at its
current size, which makes it particularly useful on the Arranger where
looping clips of defined length might live.
And just as Expand had options for how to handle the randomized
Chance and expression Spread elements, Consolidate can either flatten
or preserve these as well. It just depends on whether the clip in question
is behaving randomly on each pass, or if it has a consistent Seed value
(see section 5.4.7).
For this example, I've taken the same clip we were using to look at
Expand in the previous section. I've just dragged it to the Arranger and
set it to loop three times.
This clip's Seed value is currently set to Random, which means Chance
and expression Spread elements will be freshly randomized at the
moment this clip starts playing. And this is preserved if Consolidate is
used on this clip, as shown below.
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So the looping regions have become real copies, as is always the case
with Consolidate. And Operators that are unpredictable remain on their
events. Only settings expressing certainty (like cycle-aware Recurrence
settings or First-related modes used in isolation) will be flattened to
regular events with the original Operators removed.
If the clip has a replayable Seed value, then that seed will be used to
permanently print all randomized Chance and expression Spread values.
So fewer notes exist now because of the direct and indirect random
relationships, and the only Operators that now remain are those
considering the Fill mode state (and any following events tied to those
with Previous logic), and events using Repeats, which are never touched
by either Expand or Consolidate.
And if a new Seed value is requested for the original clip, using
Consolidate again might yield a different result.
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358
13. 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
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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 Editorand 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 11.1.4).
Otherwise, hybrid tracks work the same as instrument and audio tracks.
Note
The primary exception to this rule are devices using The Grid, which
have some routing parameters for defining their "thru" behaviors (see
section 17.2.1).
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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 13.2.1).
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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).
Additionally, if the Detail Editor Panel is onscreen, it will stay bright even
when the dialog is open to visualize which onsets will be used. If the
dialog's Onset Threshold is changed — by adjusting the numeric control
or dragging the vertical slider within the histogram representation — the
shown/dimmed onsets in the Detail Editor Panel will update.
The final option in the dialog is to Limit number of slices or not. This
does not alter the Slice at setting, but simply stops slicing if the
maximum slice count has been reached.
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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14. 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,
MIDI, and even your entire project content 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
Projects setting under the Template heading. Then click on the ellipsis
(…) button and select the template file to be used.
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The purposes it serves are divided over five tabs and a special pane.
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This starts with the Defaults for the Clip Launcher. These settings
represent this project's configurations for both the Main and ALT trigger
actions. All clips are initially set to trust these project-wide settings,
representing the same functions described earlier (see section 6.2.5.2
and section 6.3.2).
In contrast, the default ALT settings offer a legato jump into the new
clip: the Launch Quantization is set to Off so the change happens
immediately, with the new clip taking over from the previous clip's
relative position (as the Launch Mode is set to Legato from Clip (or
Project)), and when the trigger gesture is released, the Release Action
causes playback to Return to whatever was happening before this clip
was triggered.
While these two behaviors can be quite expressive, you can of course
change these project settings and quickly redefine performance of this
song, even while it is playing back.
To swap the project's Main and ALT trigger behaviors: click the stacked
arrows icon between the Main and ALT labels.
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A final Post Record Action options are available as well, and how long to
Delay the selected action after a Launcher clip recording has stopped.
Then in the Remotes & Modulators section are a few settings related to
track-level modulators and remotes, including:
› The number of Track remotes shown in mixer, in case you'd like to limit
that section's space or pick a number that matches your controller, etc.
To show the Project Remotes pane: click the Project Remotes icon at the
bottom of the Project Panel.
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This special Project Remotes pane can also be used for mapping or
editing your project remotes, and it will stay visible regardless of which
tab you are on in the Project Panel.
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Selections made in this tab act the same as when actual Arranger
cue markers or Launcher scenes are selected. For example, pressing
[RETURN] triggers whatever is selected. Or right-clicking selected
Arranger cue marker(s) allows you to Loop Selected Region, setting the
Arranger Loop Selector to match the selected marker range.
Additionally, the Launcher and cue marker icons on the left edge can
be clicked to toggle their visibility in the panel. And the 'text bubble'
icons on the right of each section expand the entries to include space for
showing their comments.
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When comments are shown, clicking in each entry's header line selects
that scene/cue marker. Clicking in the space below allows text entry of
new comments, or even dragging to make text selections and edits.
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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 browsers (see
section 4.2.4.1).
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
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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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This tab is laid out very similarly to the Files tab. In this case, the central
focus of the tab is the list of 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 0.2.2.6 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 5.4.6),
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 thru 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).
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› The Tracks section lists all activated tracks in the project. Select each
track that you want to separately exported. Note that group tracks
are shown as folders that can be select, and/or they can be unfolded
to access individual child tracks. And if you want to export the entire
project (a completed song, for instance), check the Project Master from
the top of the list.
› The Time Range section determines what portion of the project will
be exported. Both the From and To parameters are set using song
positions. If a time selection is present in the project, that period is used
by default. You can also click to select the full Arrangement, or the
Arranger Loop Region.
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› After bouncing, Open target folder when done will point your file
manager application to the folder where files were written.
Note
The Export Audio function dialog uses a 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... .
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generic project data into a file, which can be opened by any other music
software that supports the format (more information here [https://
www.bitwig.com/support/technical_support/dawproject-file-format-
faqs-62/]).
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15. 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.
Note
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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The colored interface items represent the eight current soft control
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.
The Remote Controls paneshows the soft control assignments that come
with being the currently selected device. Each assignment is represented
here by a color-accented controller. And since your controller's eight
hardware controls will be used over and over again, they are always
colored in rainbow order (red, orange, yellow, green, cyan, blue, indigo,
and violet) to help you mentally connect each particular hardware
control with its ever-changing software assignment.
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Note
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› 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.
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.
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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
controls, 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 control. 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 controls.
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 control 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 controls, 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 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 control 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.
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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We have talked about and dealt with devices all thru 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 19.
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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Note
When using devices in the layer and selector families, you can always
right-click on the device header for various convert options, as shown
here on the header of Instrument Layer.
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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.
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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.
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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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
16.1.2.3. FX Layer
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› 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.
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.
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› 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, 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
routings). It also preserves parameter control as often as possible (so
the modulated parameter's knob can still be used, allowing you to easily
shift the modulation range). Even the current value of a modulated
parameter is visible with this Unified Modulation System.
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› Methods for using incoming MIDI and note messages, such as Keytrack,
MIDI, and Note Sidechain.
Note
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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
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Note
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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 2 kHz. 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 cyan markers showing the current state
of things. (In an auditory sense, these parameter adjustments narrow
and focus the frequencies being passed thru.)
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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
modulation routings between different modulators. Additional options
for dragging and copying modulation routings are available from the
Inspector Panel (see section 16.2.4.3).
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Some modulators contain editable playback data. And this data can be
as important as your automation, notes, or audio. For this case, certain
modulators (and some modules) have their own resizeable Pop-out
Editor.
A special case is the Curve Editor for the various curve-based devices
that read and write BWCURVE files. All manner of drawing and editing is
supported here.
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Note
› Pointer [1] - For selecting and adjusting points and their curvature, etc.
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› Step [3] - A shape for creating flat lines within each grid step.
› Half Step [4] - A shape for creating flat lines that spend the first 50% of
each step at the level set (the second 50% at 0 [zero]).
› Saw Up [5] - A shape for creating a ramp within each step from 0
(zero) to the level set.
› Saw Down [6] - A shape for creating a ramp within each step from the
level set to 0 (zero).
› Triangle [7] - A shape for creating a ramp within each step from 0
(zero) to the level set, and back to 0 (zero).
› The numbers shown above represent the key command for switching
to that tool while the Curve Editor is open.
Set the grid for drawing, with the 4 x 4 type control in the bottom left.
› The Larger Beat Grid command (default mapping: [.]) also applies to
the curve editor with the nearest duplet values.
With a value of 8, this moves the beat grid to 16, then to 32, etc.
› The Smaller Beat Grid command (default mapping: [,]) also applies to
the curve editor with the nearest duplet values.
With a value of 8, this moves the beat grid to 12, then to 24, etc.
› All of these key commands can be used even while the mouse is held
down, adjusting the grid while drawing, for example.
SNAP toggle visually hides the grid lines and disables all snapping with
the Pointer tool.
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› Even when SNAP is off, all shape drawing tools continue to use the
horizontal division to determine their drawing size).
› The Toggle Snap command (default mapping: [S]) also applies to the
curve editor, and can be used even while the mouse is held.
› Selecting any point shows both that point's Value and its Curvature (to
the next point) in the Inspector Panel.
› To bend a segment: hold [ALT] and drag the area between two points
up or down.
› To draw inverse curves (like an S-curve) around a point: hold [ALT] and
drag up or down on the point.
› To move a point as well as all points follow it: hold [CTRL] ([CMD] on
Mac) and drag the point.
The folder icon at the top left of the window switches to the curve
browser for loading other content. The save icon beside it allows saving
your current curve by giving it a name, description, category, and any
tags you care to use.
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› All available mixer controls (Volume, Pan, Mute, FX send levels, and
Crossfade Mode), which can all be mapped in the Mixer Panel (and
mostly in the track's Inspector Panel as well).
› All device parameters on that track, and those within any child track.
› All available mixer controls on that track, and those within any child
track
Available modulation targets at the project level (via the master track)
include:
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The modulator panels for tracks are available in the Device Panel via the
track headers there (see section 8.1.3), with the destinations available in
the various places listed above.
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Note
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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.
Note
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This also engages voice management, which means that each voice is
only active from the time a note-on signal triggers it until the voice is
considered finished. So the Active Voices readout above is showing that
zero out of twelve (0 / 12) potential voices are currently engaged, and it
will remain so until a new note successfully triggers the instrument.
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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 Bitwig's Voice Stacking,
which simply multiplies each engaged voice with additional voices
(see section 16.2.5).
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.
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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.
Now back to those faint graphs, which are shown for each modulation
and do become a bit brighter when hovered over.
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The two new listing in the Inspector Panel indicate that a modulation
scaling is taking place. And if the ADSR was then used to modulate
a different parameter, that new connection would not be scaled by
Vel(ocity) as these scalings can be done per-modulation.
Note
The modulation destinations tab is the second tab. Its icon suggests a
parameter that is being modulated.
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Similar options are also available in this tab for moving or copying
modulation routings from one destination to another (see section
16.2.4.3).
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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 up to 16 voices for each note played (or, in the case of audio
effects, for each channel activated). 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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Note
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To solo an individual voice within an active voice stack: click the voice
solo menu (S), and then select which voice to temporarily solo.
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When a voice is being soloed, only audio for that individual voice will
sound, and the voice solo menu will show yellow with the voice number
that is currently heard.
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To disable voice solo within an active voice stack: click the voice solo
menu (S), and then select the Disable Solo option at the top of the list.
All voices will immediately be heard again.
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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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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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16. MODULATORS, DEVICE NESTING, AND MORE
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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16. MODULATORS, DEVICE NESTING, AND MORE
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 16.2.4.2).
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17. 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 dragging-and-dropping of items across any project, or
even 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
180+ modules (see chapter 19 for short descriptions), the intuitive
editing gestures (spread across this chapter), and the twin supports
of interactive help (see section 17.1.2.1) and direct module scopes (see
section 17.1.2.2), 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, and
Note Grid patches present a mixed bag of some note processors, some
note generators, etc. etc. So at minimum, The Grid provides additional
sources of sound content.
Note
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 8.1.4). You can also interact with the overview display
at the center of each Grid device.
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17. WELCOME TO THE GRID
To open the Grid editor: click on the Grid device's overview display
within the Device Panel.
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17. 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.
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 8.1.4).
Now that we can open the editor, let's take a look around.
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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 Filter 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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17. WELCOME TO THE GRID
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17. 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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17. 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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17. 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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17. 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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17. 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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17. 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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17. WELCOME TO THE GRID
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17. WELCOME TO THE GRID
Note
To delete a module: select the module in the Grid editor, and then press
[DELETE] or [BACKSPACE].
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17. WELCOME TO THE GRID
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.
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
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17. WELCOME TO THE GRID
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.
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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17. WELCOME TO THE GRID
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.
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17. WELCOME TO THE GRID
Note
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
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17. WELCOME TO THE GRID
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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17. WELCOME TO THE GRID
Instead of dragging to a particular port, you can also drag to the left or
right edge of a module.
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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17. WELCOME TO THE GRID
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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17. WELCOME TO THE GRID
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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17. 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.
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17. WELCOME TO THE GRID
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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17. WELCOME TO THE GRID
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.
Once the click/touch is released, the module will be rerouted within the
patch.
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17. WELCOME TO THE GRID
Grid devices are a bit unique here, as we expect you may use these
devices in ways we do not expect. Accordingly, Note Grid, Poly Grid,
and FX Grid all have Inspector parameters for whether received note
signals (Note Thru) and non-note MIDI messages (Control Thru) should
be passed on to the output, in addition with any signals that might be
created by the device via Note Out and CC Out modules.
Note Grid has an additional option for Audio Thru as well, but it is
slightly different since merging audio doesn't always end well. When
enabled, audio reaching the device is simply passed thru — and any
Audio Out modules used by the patch are suspended. When Audio Thru
is disabled, audio routed thru or generated inside the Grid patch will be
passed on, but audio reaching the Note Grid device is not automatically
passed thru. (Poly Grid automatically passes audio thru, where as the
audio effect-oriented FX Grid relies on its Mix parameter [and any
manual configurations you may patch] to blend between dry and wet
signals.)
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17. WELCOME TO THE GRID
All of these parameters are on by default, except for Note Grid which
has Note Thru disabled (since the default preset of Note Grid is already
passing all notes thru with any processing you may add). But defaults
are meant to be broken, especially when a Grid patch takes you in a new
direction.
For example, the default Poly Grid patch contains three pre-cords.
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17. WELCOME TO THE GRID
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17. 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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17. 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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17. 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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17. WELCOME TO THE GRID
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17. WELCOME TO THE GRID
Note
While pitch signals in The Grid are generally used as is, outputting
notes via the Note Out module only allows the permissible MIDI note
range (see section 19.28.1.14).
Note
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17. WELCOME TO THE GRID
own oscillators with other Phase and Data modules) also has this same
option.
› The S/H LFO (under Random) as well as LFO, Curves, and Wavetable
LFO (under LFO) all 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 Mix category, Stereo Split and Stereo Merge allow you to
separate and reconstruct a signal as left–right and/or mid–side pairs.
› 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.
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17. WELCOME TO THE GRID
Note
A few modules have in ports that flatten any incoming stereo signal
to mono. This is often because the result has to be mono (such as
CC Out, Note Out, and Modulator Out [I/O]), or because stereo
operation would be unnecessarily complicated (Sampler [Oscillator]
and Recorder [Delay/FX]). Specifics can be found within Bitwig in
each module's in-app help entry (see section 17.1.2.1).
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 17.3.2), 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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17. WELCOME TO THE GRID
for whether each voice is still sounding and should be kept alive.
Modules that have this parameter include:
› AR, AD, ADSR, and Pluck (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 — or, in the case of Pluck, whichever gets to zero first. Affect
Voice Lifetime is enabled for these envelopes by default, making them
the first determinant of how long to keep voices alive.
› Gate In (I/O). Identical to the behavior of Note In, Affect Voice Lifetime
will keep any voice on while its note gate signal is on. For Gate In, this
parameter is disabled by default.
› 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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17. 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.
Note
As a note effect, Note Grid is also unique in a few ways. Like FX Grid
among Audio FX devices, Note Grid is the only Note FX device that
can work polyphonically. Said another way, all Note FX devices handle
notes individually, but only Note Grid allows modulators to work in a
per-note (or polyphonic) fashion. And with Note Grid, you can also make
polyphonic Grid patches where you act on each note individually.
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17. WELCOME TO THE GRID
As a polyphonic device, all of the same voicing options are available (see
section 16.2.4.1), and they are worth revisiting in a few potential contexts
of Note Grid.
› True Mono, on the other hand, does not require note input to stay alive.
This makes it ideal for "note generator" patches, where internal triggers
generate notes via one (or more!) Note Out modules. This mode is also
ideal for systems driven by control change messages (CC In) without
notes.
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18. 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 thru 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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18. 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 18.1.1).
› Panel icons. Mingling with the window controls (see section 2.1.3) 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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18. 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.
› 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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18. 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 14.4.2).
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18. 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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18. 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 11.5).
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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18. 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 7).
The main difference here is that the optional Device Panel is shown
above the Mix Panel instead of below it.
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18. 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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18. WORKING ON A TABLET COMPUTER
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18. 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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19. 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 8, and chapter 16 provides an
explanation of more advanced device concepts.
Note
19.1. Analysis
Each analysis device merely visualizes the signals that reach it. It makes
no effect on the audio chain it is a part of.
19.1.1. 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.
19.1.2. Spectrum
A dual-trace spectroscope, providing a frequency-domain
representation of incoming and/or external audio signals. Various
visualization controls are available for the Frequency Scale and Range,
the Minimum and Maximum Amplitude, and the painting Style of each
trace. And the persistence of all signals can be adjusted by the Fall Rate.
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19. DEVICE DESCRIPTIONS
19.2. Audio FX
Each audio FX (or audio effect) device manipulates incoming audio
signals before passing them onward. Incoming note signals, etc. may be
used as triggers but are passed thru without change.
19.2.1. Blur
A comb-filter diffusion effect where each stereo channel has two comb
filters, each with two feedback controls.
19.2.4. 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.
19.2.5. 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
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19. DEVICE DESCRIPTIONS
19.3. Clap
Clap drum element instruments that use incoming note signals to
synthesize audio.
19.3.1. E-Clap
A monophonic electronic clap instrument made from noise, a low-pass
filter, and repetitions.
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.
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19. DEVICE DESCRIPTIONS
19.4. 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 16.1.2.)
19.4.1. 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 Wet Gain control offsets the level of the dry
signal only (it is not applied before processing).
The L button beside Wet Gain triggers a Learn Wet Gain function. Once
the button is clicked, the learn function runs, adjusting the Wet Gain to
roughly match the incoming, dry audio level. This places the Mix knob
in a balanced position for fading between two level-matched signals,
and it can be used for any nested audio effect chain, including normal
Bitwig devices and plug-ins. The learn function will run for 25 seconds, or
shorter if you click the L button again to turn it off.
Any note messages that reach this device are passed out "dry," without
adjustment.
19.4.2. 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 16.1.2.3.)
19.4.3. FX Selector
(Audio in, Audio out) A container that houses multiple audio chains. Only
one audio chain at a time receives the incoming audio, but any chain
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19. DEVICE DESCRIPTIONS
that was previously receiving audio remains active until its output is
silent.
› Round-robin - New note triggers the next layer (for notes in series, or
individual notes within a chord)
› Free Voice - New note uses the first free layer. Always starts with the
first layer for more predictable results. (Also ideal for loading multiple
layers with HW CV Instrument to create polyphony with Eurorack
hardware.)
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19. DEVICE DESCRIPTIONS
› Keyswitches - Designated notes set the target layer (you define the
lowest keyswitch; so if set to note C2 and the Selector has 3 layers, C2
switches to layer 1, C#2 switches to layer two, and D2 switches to layer
3). Good for film scoring with different sounds and articulations.
Other than Manual, all other modes are aware of the layer count. So
adding or removing layers will just work without additional configuration.
Note
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19. DEVICE DESCRIPTIONS
19.4.11. 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
Generator device chain.
19.4.13. XY FX
(Audio in, Audio out) A container that loads up to four audio effects in
parallel and allows you to crossfade their outputs.
19.4.14. XY Instrument
(Notes in, Audio out) A container that loads up to four instruments in
parallel and allows you to crossfade their outputs.
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19. DEVICE DESCRIPTIONS
19.5. 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.
19.5.1. Delay+
Delay+ is an all-purpose delay with a fluid structure and some choice
character options, making it good for most any delay situation.
The icons along the left side of the device define the available Pattern
options:
Standard delay options are available for delay time (either in seconds,
or beats plus offset for triplet, dotted, or things in between), Feedback
amount, low- and high-pass filters for controlling feedback, and a dry/
wet Mix control.
The Feedback parameter controls the level that output signal is scaled
before it is sent back into the delay line. This setting goes from no
feedback (0.00 %) up thru attenuated values, to full unity gain (100 %),
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19. DEVICE DESCRIPTIONS
› Level Control keeps signal in the feedback loop from exploding, offer
both a Level Control Threshold for when level control starts, and three
Level Control Modes:
Note
Finally, the Ducking knob helps incoming sounds to be heard. It does this
by using an envelope follower to reduce the Feedback amount and the
internal wet gain level by the relative Ducking amount.
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19. DEVICE DESCRIPTIONS
19.5.2. Delay-1
A tempo-syncable delay with uniform delay time, offset, and feedback
settings for the left and right channels.
19.5.3. 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.
19.5.4. 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.
19.6. Distortion
Each distortion device is a shaper or other mangling processor that
operates on its incoming audio signals.
19.6.1. Amp
A processor that applies the character and idiosyncrasies of various
instrument amplifiers to the incoming signal.
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19. 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
thru 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.
19.6.2. 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. The device's final output
offers a Mix knob for the dry/wet blend, a Wet FX chain for inserting
devices or plug-ins to process only the wet signal, an Anti-alias option
for using using alternate processing techniques, and a stereo Width
control.
19.6.3. Distortion
A distortion effect based on hard clipping, with a peak EQ before the
clipping is applied, and high- and low-pass filters after.
19.6.4. Over
Anti-aliased clipper, with multiband options and more.
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19. DEVICE DESCRIPTIONS
› Threshold defines the base level above which clipping is applied (or in
Delta mode, the level above which signal is heard)
›e
› Also has a Wet FX chain for processing only the wet signal, as well as
Wet Gain and Mix controls
19.6.5. Saturator
A logarithmic shaping effect. The top-level panel controls for Drive,
Normalize, low-pass filter (both cutoff and slope/model), and Makeup
Gain options. The full curve editor panel offers quiet and loud settings
for Threshold, Amount, and Knee controls, as well as bipolar Skew
controls for all three on the loud side, for treating positive and negative
excursions differently.
19.8. Dynamics
Each dynamics device is a processor that operate on its incoming audio
signals, based off of those signals' amplitude levels and trends.
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19. DEVICE DESCRIPTIONS
19.8.1. Compressor
A compressor with standard threshold, ratio, gain, and timing settings.
19.8.2. De-Esser
A de-esser with a variable high-pass filter and monitoring option for the
detection circuit.
19.8.3. 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.
19.8.4. Gate
A noise gate with sidechain input and an FX device chain for the control
signal.
19.8.7. Compressor+
A compressor that takes a different approach. This includes three modes
of operation, Character options for different styles of compression,
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19. DEVICE DESCRIPTIONS
› Release is the base time when transitioning from full gain reduction to
no compression (when input falls below Threshold)
› Relax bends the compression curve toward 1:1 (no gain reduction),
starting with the loudest signals
Gain Reduction Mode offers three options, determining how the device
operates:
› Dual is a dual compressor option, replacing the Knee control with a Lift
parameter, which smoothly moves thru custom curves for bumping the
signal below the Threshold
The device's central display shows the current compression curve based
on the above parameters, which is filled from the bottom to represent
the current status of applied gain.
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19. DEVICE DESCRIPTIONS
› The central display also shows the history of both the incoming audio
signal (post Input gain) as filled gray, and the output level (pre Mix
and Make-up gain) as a white line, as well as an interactive blue line for
adjusting Threshold
› The size of the display adjusts for the Beyond and Dual modes, where
gain increase is possible
› The special Auto Timing control is the amount that timing parameters
(Attack, Release, and more) are automatically adjusted to suit the
incoming audio
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19. DEVICE DESCRIPTIONS
Timing Offset relatively adjusts the timing parameters for this analysis
band. Positive settings represent longer times, and negatives settings
are shorter than the base settings. Timing changes are only visualized
in the gain reduction (and in the audio).
› The device has a special Expanded Device View, showing a display for
each of the four bands:
Each display shows only the gain change for that band, along with
that band's unique compression curve (along with the global curve
behind it, if different)
Each display retains the global Threshold control, as well as the audio
input and output meters for the unified signal
Controls for each band's Intensity Offset and Timing Offset are shown
in this view as knobs
The VCA Color Mode option determines the tonal character imbued
upon the compressed signal only. So only portions of the signal
experiencing gain change will be colored. The four modes are:
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19. DEVICE DESCRIPTIONS
› Input Gain at the left of the device provides gain for incoming audio
signal
› Learn Make-up Gain can be triggered via the little L button beside the
Make-up label
While running, this function listens to the incoming device level and
roughly matches that level at the output by adjusting the Make-up
Gain value
The learn function will run for 15 seconds, or shorter if you click the
trigger button again to turn it off
Blue gain meters for applied gain, showing the difference between
input and output (this includes Make-up Gain)
Flat (the default) applies the Stereo Inpedence setting equally to all
bands
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19. DEVICE DESCRIPTIONS
Air separates the highs more and the lows a little less
Max uses the stereo-channel with the strongest gain reduction for
each band
› If a project or preset uses the Compressor (no plus) device, you can
right-click the device header for a Convert to Compressor+ option
This will load Compressor+ with the settings that Compressor had,
including calculating an appropriate Make-up Gain setting when Auto
Makeup was used
These are very different devices and will not sound identical, but it will
give you a starting point for working with Compressor+
19.9. 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.
19.9.1. EQ+
A parametric equalizer of up to eight bands, with a unique, rainbow-y
graphical interface. There are fourteen available modes for each band,
global frequency Shift and Gain controls, an Adaptive-Q option (to
proportionately scale Q values as gain increases), an option to display a
Reference track within the spectrum display, and unique layouts in the
Device Panel, Inspector Panel, and Expanded Device View.
There are also a number of mouse gestures for adding a band with a
specific mode:
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19. DEVICE DESCRIPTIONS
› Notch filters are added by dragging the lower edge of the EQ graph.
19.9.2. EQ-2
A two-band parametric equalizer with resonant filter modes and a
graphical interface.
19.9.3. 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.
19.9.4. EQ-DJ
A three-band equalizer with definable crossover frequencies and kill
switches for each band.
19.9.5. Focus
A component-model of the renowned Pultec MEQ-5, but with variable
Color options and other modern niceties. A good mid-focused EQ with
pre-set frequency choices in a sound's power regions.
› Low Boost Frequency selects the frequency for the low boost filter
Low Boost Amount sets the gain amount for the low boost filter
Cut Amount set the gain amount for the dip filter
› High Boost Frequency sets the gain amount for the high boost filter
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19. DEVICE DESCRIPTIONS
High Boost Amount selects the frequency for the high boost filter
19.9.6. Sculpt
A component-model of the renowned Pultec EQP-1, but with variable
Color options. A broadband EQ good for bass sweetening and more,
using pre-set frequency choices to quickly dial in magic.
› Low Shelves Frequency selects the base frequency for both low filters
Low Boost Amount sets the gain amount for the low boost filter
Low Cut Amount sets the gain amount for the low cut filter, which
becomes more of a detail control when Low Boost is active
› Peak Frequency selects the frequency for the peak boost filter
Peak Boost Amount sets the gain amount for the peak boost filter
› High Cut Frequency selects the frequency for the high cut filter
High Cut Amount sets the gain amount for the high cut filter
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19. DEVICE DESCRIPTIONS
19.9.7. Tilt
A classic tilt equalizer, putting twin shelving filters under one set of
controls. Good for a simple tone shift (brighter or darker), or to add
some stereo diversity to any track.
› Gain sets the amplification for the dual shelf filters. Positive values
amplify the upper band, and attenuate the lower band by the same
amount. Negative values quiet the upper band, and boost the lower
band by the same amount.
› Frequency freely sets the center frequency for the dual shelf filters
› Slope sets the roll-off for the dual shelf filters. Lower values are a
gradual ramp, and higher values go toward an S-curve.
19.10. Filter
Each filter device is a frequency-specific processor that operates on its
incoming audio signals.
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19. DEVICE DESCRIPTIONS
19.10.1. Comb
A comb filter effect with frequency and bipolar feedback controls.
19.10.2. Filter+
A dead-simple FX box, for deploying any waveshaper and filter from The
Grid directly onto a track
Fizz - A nested filter circuit that can sparkle, shimmer like a phaser,
or bump
Heat - S-shaped clipper that starts soft but can drive hard
Soar - Soft wave folder that makes the quietest parts loud
Howl - Wave folder that puts different parts of the signal into loud
focus
› Pre FX and Post FX chains are also available, for nesting other devices
or plug-ins
A stereo LFO module gives four waveshapes with sync-able Rate and
Timebase controls
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19. DEVICE DESCRIPTIONS
Both LFO and Audio Mod sources are normalled to the filter's cutoff
buss, with attenuators on the filter
LFO Skew (to bend the shape), Phase, Phase Offset (R) (for the right
channel, controlling the stereo effect), Bipolar, and Sync to Global
Transport toggle (on by default)
Pitch Buss toggle (with = icon) to not attenuate the audio mod
source, giving it a ±10 octave range
Convert to Sweep, for bringing all settings into that device (see
section 19.10.6)
19.10.3. Filter
A multimode filter with pre- and post-gain.
19.10.4. Ladder
A multimode ladder filter with a built-in LFO, envelope, and envelope
follower to modulate the filter's frequency.
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19. DEVICE DESCRIPTIONS
19.10.6. Sweep
A performable effect device, combining and blending a waveshaper and
two filters from The Grid
An Invert option flips the direction that the Joint Frequency Control
applies to filter B, allowing you to move their cutoffs in opposite
directions
19.10.7. Vocoder
Imposes the timbre of one sound onto another. Has separate chains
for the Modulator (sound source) and Carrier (affected sound), but the
incoming audio signal is also used as the modulator. Allows being 8 and
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19. DEVICE DESCRIPTIONS
80 filter bands for each section (optionally stereo), along with Slope
and Bandwidth controls. Also provides Formant and Brightness controls
for the modulator signal; Attack, Release, and Freeze controls for the
analysis bands; and Ceiling and Floor controls, for limiter-/expander-type
behaviors.
19.11. Hardware
Each hardware device sends signals and/or messages to devices beyond
Bitwig Studio (such as hardware synthesizers and effect units). This can
include transmitting and/or receiving audio signals, control voltage (CV)
signals, and clock messages.
19.11.2. 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.
19.11.3. 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.
19.11.4. HW FX
A router that sends the incoming stereo audio signal out of the track and
system, and then returns another stereo signal back.
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19. DEVICE DESCRIPTIONS
19.11.5. 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 11.4.2.4) to appropriate channel voice messages,
dynamically allocating channels as necessary, and providing a pitch-
bend range parameter. And a toggle is available in case you want to
send MIDI Clock messages to this MIDI port.
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.
19.12. Hi-hat
Hi-hat drum element instruments that use incoming note signals to
synthesize audio.
19.12.1. 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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19. 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.
19.13. Kick
Kick drum element instruments that use incoming note signals to
synthesize audio.
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19. DEVICE DESCRIPTIONS
19.13.1. 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.
19.14. Modulation
Each modulation device is a processor that manipulates incoming audio
signals with an LFO, etc., influencing its function.
19.14.1. Chorus+
Chorus, with four different Character modes, each with its own DSP
architecture and different X + Y controls:
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19. DEVICE DESCRIPTIONS
19.14.2. Chorus
A chorus effect with an adjustable LFO with phase offset for the right
channel (R Phase).
19.14.3. Flanger+
Flanger, with four different Character modes, each with its own DSP
architecture:
19.14.4. 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.
19.14.5. Phaser+
Phaser, with four different Character modes, each with its own DSP
architecture:
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19. DEVICE DESCRIPTIONS
19.14.6. Phaser
A phaser whose Frequency setting is controlled by an LFO modulator
module by default. Separate phase (ø) controls exist for the frequency
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).
19.14.7. Rotary
A rotary-speaker emulation that modulates the signal's placement in the
stereo field.
19.14.8. 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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19. DEVICE DESCRIPTIONS
19.15. 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.
19.15.3. 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.
541
19. DEVICE DESCRIPTIONS
19.16. Note FX
Each note FX (or note effect) device manipulates incoming note
messages before passing them onward. Incoming audio signals are
passed thru without change.
19.16.1. Arpeggiator
An MPE-friendly arpeggiator, which cycles thru the notes being held in a
set order. Timing is set rhythmically or as milliseconds. For each step, the
specified note(s) is output for a set duration with a scaled velocity and
pitch offset amount, as well as a global Randomize option for velocity,
timing, and duration. 17 note patterns are available, in addition to three
different Octave Behavior modes:
› Thin flattens & sorts all notes into one linear shape. (This was the
Arpeggiator behavior in v3.1.x and earlier.)
19.16.2. Bend
A Micro-pitch expression generator, bending from a relative Starting
Pitch to the note's original pitch. Bend Shape sets the curve for the pitch
glide. Duration of the bend can set it either real time or tempo-relative
th
16 notes. A Pre-delay setting is also available, for postponing the pitch
bend (the same as on most of the envelope modulators, etc.).
Useful for:
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19. DEVICE DESCRIPTIONS
19.16.3. Dribble
A note repeater that bounces each note until gravity wins. First Bounce
th
time (set in real time or tempo-relative 16 notes) is the time that the
initial bounce will last if maximum velocity is played. Damping controls
the speed/height loss for each successive bounce; at 0.00 %, bounce
height remains the same. Shortest Bounce is a time threshold for ending
bounces before they become too close together — or not. Hold Last
Note optionally keeps the final bounce note held out (as long as the
triggering note is still held).
Useful for:
19.16.4. 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).
19.16.5. Harmonize
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.
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19. DEVICE DESCRIPTIONS
19.16.6. Humanize
Randomizes aspects of notes. Chance sets the likelihood that each
arriving note will be sent on. Timing defines the maximum lateness that
can be randomly selected for each note. If Allow Early Notes is on (±),
then delay compensation is used to make the Timing range either late or
early. Velocity sets a bipolar amount of randomization applied at each
note on.
Useful for:
› Randomizing any triggered note clip, where the Allow Early Notes
option can feel right
› Randomly spreading note timing for FX that care about note order (like
Strum, or Arpeggiator using the Flow pattern, etc.)
19.16.8. 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.
19.16.9. 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
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19. DEVICE DESCRIPTIONS
19.16.10. Multi-note
A chord builder, allowing up to eight notes to play for each received
note message. Each note unit is defined relative to the incoming note's
pitch and velocity, with an additional velocity Spread amount (for
randomizing each note unit's velocity output) and Chance (to set the
likelihood that each note unit triggers). And when Live Note Updating
is on, modulating each unit's Enable or Pitch parameters produce
immediate updates, even for trigger notes that are already being held.
The device also has a Learn Chord function. Once the Learn Chord
button (in the Inspector Panel) is clicked, the device is programmed
with the next played "chord" (of up to eight notes), setting Note and
Velocity parameters for each note, and then enabling those note units
(and ending Learn) when those notes are released. Each note is set
relative to the first note played, so playing the same initial note will
trigger the same chord. Chance and Velocity Spread parameters are
disabled during learning, then are used again when regular functioning
resumes.
Realize that if you want the original incoming note to be passed thru
unaffected, one of the eight note paths must be used for that purpose
(with pitch and velocity offsets of 0).
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19. DEVICE DESCRIPTIONS
Two Pattern modes are available for organizing note repeats into larger
forms:
› Euclid tries to evenly space the note repeats, which can be rhythmically
satisfying
Useful for:
546
19. DEVICE DESCRIPTIONS
› Giving life to long chords with a low Chance setting but the Hold until
Next Trigger option on, keeping each note sustained until the eventual
retrigger arrives
› All manner of note pattern fun, for drum parts or anything else
19.16.16. Quantize
Shifts notes toward the next Timing Interval, with an option to follow the
global Groove or not. Amount sets how far each note is moved from its
original position toward the next grid line. Forgiveness is a threshold for
how late notes can be before they are held until the next beat, setting a
percentage of the time range to not be quantized at all.
Useful for:
19.16.17. Randomize
A randomizer of any/all expressions at the start of each note, including:
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19. DEVICE DESCRIPTIONS
› Velocity, randomized around the current value (taken from the note
source and used wherever velocity is mapped, including from the
Expressions modulator)
› Pressure, randomized around the current value (taken from the note
source especially for MPE controllers, and used wherever mapped from
the Expressions modulator)
Useful for:
› Turning any note clip into an 'anti-loop,' with different parameters for
each note that plays
19.16.18. Ricochet
Treats notes as bouncing balls in a room. When balls collide with each
other (or with the room's walls), a new note is triggered at that velocity.
Ball Speed scales the speed of each ball (relative to its velocity).
Ball Radius sets the size of the balls. Ball Damping is the amount of
slowdown applied after each collision.
Ball Launch Mode determines the direction in which new balls are fired:
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19. DEVICE DESCRIPTIONS
› Bar Sync uses relative bar position, with bar start and end facing
straight up (at 12 o'clock)
› Manual gives control to the Ball Launch Angle parameter for manual
setting or modulation, etc.
Room Sides can be set anywhere between 3.0 and 8.0, including decimal
values for some asymmetry. Room Orientation turns the room position
or spins it. Room Spatialization uses each ball's position to effect that
note's panning (↔) and timbre (↕) expressions. And Sound on Initial
Notes sets whether the initial note being received triggers a note, or not
(which can be nice on a second layer, etc.).
Useful for:
19.16.19. Strum
Fragments your chords, playing them one (or more) note at a time.
Speed of strumming is set as a Timebase (either seconds or tempo-
relative units), multiplied by a Rate. Strum direction can be set to Strum
Up (playing lowest note first, then upward) or down. And Number of
Steps allows sequencing a pattern of up to four steps, so that the next
chord played can change strum direction. Stride sets the number of
notes that are output at a time, and Grace Period is the time window for
each chord to be collected before strumming begins.
Useful for:
549
19. DEVICE DESCRIPTIONS
› 'Smart' moving quantize, taking your playing and spreading each note
to this beat or the next
19.17. Organ
Each organ is an instrument emulator that uses incoming note messages
to synthesize audio.
19.17.1. 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])
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19. DEVICE DESCRIPTIONS
› Fader 5 - 12th, or one octave and a fifth above the fundamental (2 2/3')
› 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.
551
19. DEVICE DESCRIPTIONS
19.18. Percussion
Percussion instruments that use incoming note signals to synthesize
audio.
19.18.1. E-Cowbell
An electronic cowbell instrument with optional pitch control.
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.
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19. DEVICE DESCRIPTIONS
19.19. Reverb
Each reverb device is a time-based processor that tends to elongate the
incoming signal, producing distinct room effects or imbuing other tones
and sounds.
19.19.1. Convolution
Conceptually, real-time convolution is a continuous DSP method
for imprinting one sound onto another, running every sample of the
incoming signal 'thru' the loaded impulse (or impulse response) in its
entirety. This merges the two sound, effectively multiplying their spectra
together so that only frequencies existing in both signals make it to the
output — and in relative proportion. This can work for a real, captured
space, the tone of any equipment (like a particular amp or mix buss),
generated impulses (some of which are in the factory library under
Synthetic), OR with any audio (a long held piano note? a rhythmic
pattern that continues getting louder?) serving as impulse.
Note
Clicking the folder icon or impulse name in the top of the device loads
the impulse browser, which visualizes all factory impulses and those from
your library, making it easy to see the character of any file beside its
length, category, and channel count. The Import… button in the bottom
of the impulse browser allows the bulk import of audio as impulses,
converting them and placing them in your Bitwig user library's Impulses
folder.
The Start and End Time positions within the impulse can be adjusted
visually (similar to Sampler), or with numeric controls in the Inspector.
Toggling to the Volume Envelope mode switches the central graphic
section of the panel to controlling start and end gain values, as well as a
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19. DEVICE DESCRIPTIONS
midpoint's timing and gain (again, all shown on numeric controls in the
Inspector). A red dot is shown on the Volume Envelope toggle when any
gain changes are occurring, similar to how the presence of automation
marks parameters.
The Tune parameter resamples the impulse, changing its pitch and
length by the set semitone amount. Brightness offers a tilt EQ, which
favors the high end when turned to the right, or the low end on the left.
Pre-delay time, Wet Gain amount, and dry/wet Mix parameters are also
available, as well as a Wet FX chain for adding devices and plug-ins to
process only the wet output portion.
19.19.2. Reverb
An feedback-based 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 and uniquely
offers a Tank FX chain for inserting any Bitwig device or plug-in into the
feedback cycle of the effect, as well as a Wet FX chain for using devices
to process only the processed signal.
19.20. 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.
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19. DEVICE DESCRIPTIONS
19.21. Snare
Snare drum element instruments that use incoming note signals to
synthesize audio.
19.21.1. E-Snare
An electronic snare drum instrument made from two tunable oscillators,
a noise generator, and resonant high- and low-pass filters.
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)
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19. DEVICE DESCRIPTIONS
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.
19.22. Spectral
These spectral devices operate in the frequency domain, working with
hundreds of individual frequency bands. The current devices are all
audio processors that analyze the incoming signal to group them, then
putting the groups onto channels that work in the regular amplitude
domain.
The Frequency Split parameter sets the number of splits across the
frequency spectrum. Split Insertion Direction sets whether additional
splits are added from the right/high edge of the spectrum (←), from
the left/low edge of the spectrum (→), or in the middle (↔). Crossfade
Amount determines the overlap between splits. These three parameters
are the primary split parameters. So with the device's default settings, a
Frequency Split number of 16 with a Split Insertion Direction putting new
splits on the right/high end (←) means:
› The 1st, 5th, 9th, and 13th splits land in channel 1 (red)
› The 2nd, 6th, 10th, and 14th splits land in channel 2 (blue)
› The 3rd, 7th, 11th, and 15th splits land in channel 3 (yellow)
› The 4th, 8th, 12th, and 16th splits land in channel 4 (magenta)
› And if the Crossfade Amount was increased from 0.00 % (full isolation
between bands) to 50.0 %, then each split would spend its first 25 %
crossfading with the previous split, and its last quarter crossfading with
the next split.
556
19. DEVICE DESCRIPTIONS
Split Bend curves the frequency split pattern around a new midpoint,
either moving the midpoint downward and putting splits closer together
in the lower frequencies (negative values) or moving the midpoint higher
and having splits closer together in the upper frequencies (positive
values). Split Pinch kinks the frequency split pattern, either bunching
more splits around the midpoint (positive values) or putting more splits
into the sides (negative values). In the device's display, the interactive
white dot controls Split Bend when dragged left to right, and Split Pinch
when dragged up and down.
There is also a Spectral Limiter option (enabled with the Limiter toggle in
the output section). When enabled, this caps each individual frequency
band at the set Spectral Limiter Threshold so louder bands will be
capped and any band below this threshold will be unaffected. When the
Spectral Limiter is enabled, the Threshold is shown in the device's display
with a horizontal orange bar that can be dragged up or down.
There are two Spectrum Display modes: Pre shows the analysis data
(and no audio processing from the channel controls, unless the Spectral
Limiter is on); Post shows each channel's output audio, post-processing.
› A setting of 4, for example, would place the 1st, 5th, 9th, etc. harmonics
in channel A, and all other harmonics (2nd, 3rd, 4th; 6th, 7th…) into
channel B.
557
19. DEVICE DESCRIPTIONS
› In the device's display, the Detection Threshold and High- & Low-cut
Frequencies are interactive lines that can be dragged.
There are two Spectrum Display modes: Pre shows the analysis data
(and no audio processing from the channel controls); Post shows each
channel's output audio, post-processing.
A Higher Threshold (red) sets the level where stronger signals are
considered Loud. A Lower Threshold (green) sets the level where
weaker signals are considered Quiet. Any signal falling between the two
558
19. DEVICE DESCRIPTIONS
thresholds is considered Mid. And each threshold has its own Knee value,
for setting the transition (and effective crossfade) between adjacent
channels.
Rise Time sets the number of blocks before a softer signal fully
transitions up into a louder band, like a "resistance" parameter. Fall Time
sets the number of blocks before a louder signal fully falls down into a
quieter band, like a "decay" parameter. And Tilt is an analysis parameter,
favoring the high frequencies (when positive) or low frequencies (when
negative) before the channel splitting is applied.
There are two Spectrum Display modes: Pre shows the analysis data
(and no audio processing from the channel controls); Post shows each
channel's output audio, post-processing.
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19. DEVICE DESCRIPTIONS
opposite for the Tones channel. And the Tilt Mode Inspector parameter
changes the method of Tilt applied, between a Standard model that
favors the Transient channel's high frequencies (when positive) or its low
frequencies (when negative), or a Contour approach that subtly adjusts
the mid frequencies vs. the highs & lows.
There are two Display Style modes: Waveform shows a split amplitude-
domain representation of the two groups; Sonogram offers the recent
frequency-domain history for each group.
19.23. 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.
19.23.1. 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.
560
19. DEVICE DESCRIPTIONS
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 A3 (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.
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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19. DEVICE DESCRIPTIONS
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.
Modulation Sources:
562
19. DEVICE DESCRIPTIONS
19.23.2. 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
563
19. DEVICE DESCRIPTIONS
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 arrow 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
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19. DEVICE DESCRIPTIONS
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
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:
19.23.3. Polymer
A hybrid modular synthesizer with slots for selecting one oscillator, one
filter, and one envelope generator. The available modules are also used
in The Grid, but they are available directly from the Device Panel in
Polymer.
565
19. DEVICE DESCRIPTIONS
› A ↑SYNC↑ mode that hard syncs the primary oscillator to the sub
oscillator
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19. DEVICE DESCRIPTIONS
19.23.4. 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.
567
19. 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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19. 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.
The following row includes filter controls for the cutoff frequency (with a
horizontal arrow icon, suggesting frequency), the amount of resonance
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19. DEVICE DESCRIPTIONS
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 four knobs: controls for Vel(ocity
sensitivity), Gain, Pan(ning), and Output level.
Modulation Sources:
19.23.5. Sampler
A sampler that can handle single or multiple samples in zones (with
resizeable mapping editors) and has multiple play modes, a multimode
filter, and numerous modulation opportunities.
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19. DEVICE DESCRIPTIONS
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
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.
571
19. DEVICE DESCRIPTIONS
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
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.
572
19. DEVICE DESCRIPTIONS
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
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
573
19. DEVICE DESCRIPTIONS
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).
› Root key for this zone, or the note at which no transposition is applied.
574
19. DEVICE DESCRIPTIONS
› 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
to Cycles, and the Root key will use the appropriate value (which
determines the size of the wavetables in use).
575
19. DEVICE DESCRIPTIONS
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 indicate 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
› 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.
576
19. DEVICE DESCRIPTIONS
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:
› Release - A chain that receives a note on (of set Note Length) when
the Sampler receives a note off message. The velocity of this trigger
can either come from the original note On message, or the triggering
note Off.
577
19. DEVICE DESCRIPTIONS
19.24.1. FX Grid
A unique modular audio effect, including the option of Voice Stacking,
and the ability to create polyphonic effects with voice management (see
section 17.3.4.1).
19.25. Tom
Tom drum element instruments that use incoming note signals to
synthesize audio.
19.25.1. E-Tom
An electronic tom instrument with optional pitch modulation.
578
19. DEVICE DESCRIPTIONS
this oscillator is set by the Tune knob, and its level is controlled by an
AD envelope that has a short, fixed attack time and an exponential,
adjustable Decay time. The Click option adds impact to the sound by
doubling portions of it, and the Tone control sets the cutoff frequency of
a gentle low-pass filter.
The final section offers a control for the instrument's Vel Sens.(itivity)
and a level control for its Output.
19.26. Utility
Each utility device sports various, basic functionality.
19.26.1. DC Offset
A device to add DC offset to the incoming signal. (Yes, add.)
579
19. DEVICE DESCRIPTIONS
› Pink Noise - A 1/f ("one over f") distribution, producing audio with
equal power per octave
All modes respect the Gain setting for level and dry/wet Mix value.
19.26.5. Tool
A utility tool for signals that includes amplitude, volume, panning, and
width controls as well as channel invert switches and high-resolution
output level meters.
19.27. 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.
580
19. DEVICE DESCRIPTIONS
19.27.1.4. HW CV In
19.27.2.1. ADSR
581
19. DEVICE DESCRIPTIONS
19.27.2.3. AHDSR
19.27.2.5. Ramp
19.27.2.6. Segments
One-shot (⇀) - Plays thru the entire shape (while the voice is alive) at
note on
Hold (䷿) - Uses any one of the curve's points as the hold/sustain level,
which is also the release start
Looping (⥤) - Uses any two of the curve's points, and loops forwards
between them on sustain; the loop end point is also the release start
582
19. DEVICE DESCRIPTIONS
Ping Pong (⇌) - Uses any two of the curve's points, and loops
forwards and backwards between them on sustain; the loop end point
is also the release start
The hold point or loop region & start/end points are shown in blue
You can either drag one of these points to another point, or right-click
on any point and choose the appropriate option — either Set Hold
Point (when in Hold mode), or Set Loop Start / Set Loop End (when in
Looping or Ping Pong modes)
› A set Rate (from 0.2 to 50) with regard to the set Timebase (either
Minutes, Seconds, Milliseconds, Bars or other beat-time units, Pitch (of
current note), or Hold)
Both the Rate and Timebase can be modulated for each note, for
example by Velocity (from the Expressions modulator), or any other
source
The Curve Editor is scrollable and shows a time ruler in the primary
interval (1, 2… n), with the set number of grid units displaying within
each primary interval
Clicking and dragging in the ruler area allows for zooming and
scrolling, just as with the Arranger
› A Bipolar toggle (±) maintains the curve's shape but rescales it, so that
the minimum value is -1 and the middle value is now 0 (zero)
583
19. DEVICE DESCRIPTIONS
19.27.3.1. Button
19.27.3.2. Buttons
19.27.3.3. Globals
› Fill - A modulator signal reflecting the current Fill mode state (see
section 2.3.2)
The Fill and A◆B sources can be used as global control sources, routing
hardware controllers or automation (from Master > Transport) to any
and all tracks.
19.27.3.4. Macro
584
19. DEVICE DESCRIPTIONS
19.27.3.5. Macro-4
19.27.3.6. 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.
19.27.3.7. 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.
19.27.3.8. Vector-8
19.27.3.9. 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.
585
19. DEVICE DESCRIPTIONS
19.27.4.3. Curves
› A set Rate (from 0.2 to 50) with regard to the set Timebase (either
Hertz, Kilohertz, Bars or other beat-time units, Pitch (of current note),
or Hold)
Both the Rate and Timebase can be modulated for each note, for
example by Velocity (from the Expressions modulator), or any other
source
› Phase parameter allows for full control of the envelope's position, small
variations, or anything in between
› A Bipolar toggle (±) maintains the curve's shape but rescales it, so that
the minimum value is -1 and the middle value is now 0 (zero)
Note - Each voice resets to the current Phase when it receives a note
586
19. DEVICE DESCRIPTIONS
19.27.4.4. LFO
19.27.4.5. Random
19.27.4.6. Vibrato
19.27.5.1. Math
One control source derived from two continuous knob controls. The
output signal is a mathematical relation of the two signals, which is
derived either by MUL(tiplying), ADD(ing), or SUB(tracting) the two
587
19. DEVICE DESCRIPTIONS
19.27.5.2. 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.
19.27.5.3. Polynom
19.27.5.4. Quantize
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.
588
19. DEVICE DESCRIPTIONS
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.
19.27.6.1. Channel-16
Sixteen control sources, one for each MIDI channel received. With global
Amount and Lag controls, and an option to Release with Note Offs or
not (for per-voice uses).
19.27.6.2. Expressions
19.27.6.3. Keytrack+
589
19. DEVICE DESCRIPTIONS
19.27.6.4. MIDI
19.27.6.6. Pitch-12
Twelve control sources, one for each pitch class (C, D, E, etc.) received.
With global Amount and Lag controls.
19.27.7.1. 4-Stage
19.27.7.2. ParSeq-8
590
19. DEVICE DESCRIPTIONS
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.
19.27.7.3. Steps
› with Groove - Links to the global transport for play–stop status, tempo,
and beat position with groove
› 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
› Note / Random - Plays at the set rate, with new notes randomizing the
position
591
19. DEVICE DESCRIPTIONS
Offers 12 spread modes, for varying all voices in a stack with one
modulation mapping to any parameter(s). All modes visualize the
relative effect on each voice in the Inspector Panel.
The first four modes offer simple splits, most of which are evenly
distributed:
The middle four modes offer various defined distributions, all starting
with maximum modulation on voice 1, and then reflecting to smaller and
smaller values:
› Primes is the series of prime numbers, inverted [1, 1/2, 1/3, 1/5, 1/7,
1/11...].
› Golden provides the Fibonacci sequence [1, 1/2, 1/3, 1/5, 1/8, 1/13...].
Note
The bottom four modes offer unique kinds of randomization, relating all
the voices in any particular stack to each other. In this way, you'll either
592
19. DEVICE DESCRIPTIONS
get centered values that tend to peak on few voices each time (with the
first and third modes), or you'll get more pronounced values that extend
to the minimum and maximum each time (with the second and fourth
modes):
› Rand+ creates a unipolar random value for each voice (at note on),
with all values adding up to 1.
› Rand± creates a bipolar random value for each voice (at note on), with
all values adding up to 0 (zero).
Offers individual control of each voice with an active voice stack, with
individual modulators for Stack Voice 1 thru Stack Voice 16 directly in the
modulator square.
19.28.1.1. Gate In
593
19. DEVICE DESCRIPTIONS
19.28.1.2. Phase In
19.28.1.3. Pitch In
19.28.1.4. Velocity In
19.28.1.5. Audio In
Path to the device's audio output buss. Has an Output Clipping Mode
option (Off, Hard, or Soft) and an Output Clipping Level setting (0 dB,
+6 dB, +12 dB, or +24 dB) for how to handles overages.
19.28.1.7. Gain In
19.28.1.8. Pan In
594
19. DEVICE DESCRIPTIONS
19.28.1.9. Pressure In
19.28.1.10. Timbre In
19.28.1.11. CC In
19.28.1.12. CC Out
19.28.1.13. Note In
Provides gate, expressions, and channel of every incoming note. Its eight
out ports match the Note Out configuration (including the Enable All
Expressions […] toggle for unfolding and showing all ports), for easy
processor patching.
Creates output notes, with all expressions available via eight in ports.
› Pitch In, Velocity In, and Channel In can either be set with fixed values
on the module's face, or provided with signals
Note
The Pitch In port requires an input signal between note C-2 (-0.5)
and G8 (+0.558).
595
19. DEVICE DESCRIPTIONS
Only when these conditions are met will a high-logic signal at the
Gate In port create a new note on.
› When Enable All Expressions (… toggle) is on, Timbre In, Pressure In,
Gain In, and Pan In ports are available for signal control of all note
expressions
› As with any module, multiple Note Out modules can be loaded, helpful
for sequencer or "groovebox" style patches, or whenever you want to
group notes onto different MIDI channels, etc. etc.
19.28.1.16. HW In
19.28.1.17. HW Out
19.28.1.18. CV In
19.28.1.19. CV Out
596
19. DEVICE DESCRIPTIONS
19.28.1.21. Key On
Supplies current voice stack index (a polyphonic signal) and the voice
stack size
19.28.2.1. Label
19.28.2.2. Comment
597
19. DEVICE DESCRIPTIONS
19.28.2.3. Oscilloscope
Dual trace oscilloscope, with thru ports and controls for the Y Maximum
level, whether to paint Y Bipolar or not (for unipolar), and whether the
Voice Shown should be only the Last voice played or a sum of All voices.
19.28.2.4. Spectrum
19.28.2.5. VU Meter
Averaging meter
19.28.2.6. XY
19.28.3.1. Phasor
19.28.3.2. Ø Bend
598
19. DEVICE DESCRIPTIONS
19.28.3.3. Ø Pinch
19.28.3.4. Ø Reset
19.28.3.5. Ø Scaler
19.28.3.6. Ø Reverse
19.28.3.7. Ø Wrap
19.28.3.8. Pitch → Ø
19.28.3.9. Ø Counter
19.28.3.10. Ø Formant
19.28.3.11. Ø Lag
599
19. DEVICE DESCRIPTIONS
19.28.3.12. Ø Mirror
19.28.3.13. Ø Shift
19.28.3.14. Ø Sinemod
19.28.3.15. Ø Skew
19.28.3.16. Ø Sync
19.28.3.17. Ø Split
19.28.4.1. Gates
Event sequencer
19.28.4.2. Pitches
600
19. DEVICE DESCRIPTIONS
19.28.4.3. Slopes
› With all familiar data sequencer module controls, and their common
phase-driven approach
› A stereo Phase In port for controlling playback, along with a Use Device
Phase pre-cord
› A Bipolar toggle (±) maintains the curve's shape but rescales it, so that
the minimum value is -1 and the middle value is now 0 (zero)
› Mute when stopped option will force 0 (zero) output when the global
transport isn't running
19.28.4.4. Steps
Step sequencer
19.28.4.5. Triggers
19.28.4.6. Probabilities
19.28.4.7. Ø Pulse
19.28.4.8. Ø Saw
601
19. DEVICE DESCRIPTIONS
19.28.4.9. Ø Sine
19.28.4.10. Ø Triangle
19.28.4.11. Ø Window
19.28.4.12. Array
19.28.5.1. Pulse
19.28.5.2. Sawtooth
19.28.5.3. Sine
19.28.5.4. Triangle
602
19. DEVICE DESCRIPTIONS
19.28.5.5. Union
19.28.5.6. Wavetable
› Embedded graphic shows the full table contents with the current,
interpolated output on top
› All in ports are fully stereo including Table Index, so the left and right
channels can read different parts of the same wavetable
603
19. DEVICE DESCRIPTIONS
› Harmonic Phases option, with different modes for affecting the loaded
wavetable:
Aligned - All harmonics use the same phase (for a "focused" sound)
19.28.5.7. Sub
19.28.5.8. Bite
› Anti-aliasing and internal feedback allow for some very crisp, fresh,
and/or modular analog sounds
604
19. DEVICE DESCRIPTIONS
Like the Union oscillator, the oscillators exhibit some smooth analog
drift when Pulse Width, for example, is moved
Oscillator B also has its own Pitch Offset control, for setting (or
modulating) more interesting hard sync waveshapes
› A trio of mix controls set the output level for oscillator A, oscillator B,
and a ring-modulated mix (RM) of the two
› The Grid module version has a special Independent Mono Mode toggle
in the Inspector Panel
This also allows individual oscillator targeting via the in ports, routing
left channel inputs only to Oscillator A and right channel inputs to
Oscillator B
19.28.5.9. Phase-1
19.28.5.10. Scrawl
605
19. DEVICE DESCRIPTIONS
› The Grid module version of Scrawl also has standard oscillator module
options:
19.28.5.11. Swarm
Unison oscillator
19.28.5.12. Sampler
19.28.6.1. Noise
606
19. DEVICE DESCRIPTIONS
19.28.6.3. Chance
19.28.6.4. Dice
19.28.7.1. LFO
19.28.7.2. Curves
› A set Rate (from 0.2 to 50) with regard to the set Timebase (either
Hertz, Kilohertz, Bars or other beat-time units, or Hold)
Both the Rate and Timebase can be modulated for each note, for
example by Velocity (from the Expressions modulator), or any other
source
› Phase parameter allows for full control of the envelope's position, small
variations, or anything in between
607
19. DEVICE DESCRIPTIONS
› A Bipolar toggle (±) maintains the curve's shape but rescales it, so that
the minimum value is -1 and the middle value is now 0 (zero)
› A Phase Offset (R) control, for adjusting the right channel's phase in
relation to the general Phase value
19.28.7.4. Clock
19.28.7.5. Transport
19.28.8.1. ADSR
608
19. DEVICE DESCRIPTIONS
› Digital - Clean math with adjustable curves, for precise time segments
ADSR has the common Gate In port (for controlling the envelope), the
Envelope Out port (for the created envelope signal), and the Signal In
and Out ports (for attenuating any incoming signal via the envelope).
Additionally, ADSR also has a special Bias Out port. This port outputs
an offset version of the envelope signal that centers around zero in the
sustain segment. So if the Sustain level is set to 35.0 %, the Bias Out
signal will go from -0.35 to +0.65 in the attack segment, then coming
down to 0 (zero) in the decay segment. After holding at zero for the
sustain segment, the release will go from zero back down to -0.35. This
could be used for a pitch effect that stabilizes in the sustain segment, or
anything else you want to try.
19.28.8.2. AD
19.28.8.3. AR
19.28.8.4. Pluck
19.28.8.5. Segments
609
19. DEVICE DESCRIPTIONS
One-shot (⇀) - Plays thru the entire shape (while the voice is alive) at
note on
Hold (䷿) - Uses any one of the curve's points as the hold/sustain level,
which is also the release start
Looping (⥤) - Uses any two of the curve's points, and loops forwards
between them on sustain; the loop end point is also the release start
Ping Pong (⇌) - Uses any two of the curve's points, and loops
forwards and backwards between them on sustain; the loop end point
is also the release start
The hold point or loop region & start/end points are shown in the
inverse color of the interface
You can either drag one of these points to another point, or right-click
on any point and choose the appropriate option — either Set Hold
Point (when in Hold mode), or Set Loop Start / Set Loop End (when in
Looping or Ping Pong modes)
› A set Rate (from 0.2 to 50) with regard to the set Timebase (either
Minutes, Seconds, Milliseconds, Bars or other beat-time units, or Hold)
Both the Rate and Timebase can be modulated for each note, for
example by Velocity (from the Expressions modulator), or any other
source
This Rate –Timebase pair defines the primary interval of the whole
envelope, which defaults to a setting of 1 bar, and with a shape that
ends after one iteration
The Curve Editor is scrollable and shows a time ruler in the primary
interval (1, 2… n), with the set number of grid units displaying within
each primary interval
Clicking and dragging in the ruler area allows for zooming and
scrolling, just as with the Arranger
610
19. DEVICE DESCRIPTIONS
› A Bipolar toggle (±) maintains the curve's shape but rescales it, so that
the minimum value is -1 and the middle value is now 0 (zero)
› A stereo in and out port for an internal amplifier, under the control of
the envelope signal
19.28.8.6. Follower-RF
19.28.8.7. Slope ↗
19.28.8.8. Slope ↘
19.28.8.9. Follower
19.28.9.1. Low-pass LD
611
19. DEVICE DESCRIPTIONS
19.28.9.2. Low-pass MG
A Moog-inspired low-pass filter, with mix buss saturation via the Drive
control
19.28.9.3. Sallen-Key
19.28.9.4. SVF
19.28.9.5. XP
19.28.9.6. Comb
19.28.9.7. Vowels
612
19. DEVICE DESCRIPTIONS
i - As in “see” or “eat”
ɪ - As in “sit” or “hit”
ɯ - As in “hook” or “book”
u - As in “pool” or “cool”
e - As in “say” or “rain”
ɵ - As in “foot” or “would”
ə - As in “run” or “ton”
ɛ - As in “get” or “rent”
613
19. DEVICE DESCRIPTIONS
ʌ - As in “fun” or “come”
ɔ - As in “more” or “floor”
æ - As in “cat” or “hat”
ɑ - As in “far” or “star”
ɒ - As in “want” or “job”
Clicking and dragging on any position starts moving thru the vowels
sounds, for a quick workflow with audible results (if audio is passing)
In The Grid, a stereo in port (Vowel In) is available for adding to the
Vowel Blend value
› Profile selects which set of vowel data to use, with choices including:
Women 1 - an older data set, with average values from several women
Men 1 - an older data set, with average values from several men
Men 2 - a modern data set, with average values from several men
› The Topology chooser (on the right edge of the module) sets the
structure of the filter, from three choices:
Note: While this is like moving the cutoff of a normal filter up and
down, the result is different and you might want to start by disabling
pitch modulation
The Cutoff Frequency Offset (in the Inspector Panel or via right-click
context menu) allows linear frequency manipulation, which can be
interesting for formants
19.28.9.8. Fizz
Key Tracking Amount, for using incoming note pitches to affect the
cutoff buss
615
19. DEVICE DESCRIPTIONS
19.28.9.9. Rasp
Key Tracking Amount, for using incoming note pitches to affect the
cutoff buss
Gravity - Pulls and pushes toward the main cutoff with a bit of
magnetism
616
19. DEVICE DESCRIPTIONS
19.28.9.10. Ripple
Key Tracking Amount, for using incoming note pitches to affect the
cutoff buss
A Low Quality toggle (in the Inspector Panel or via right-click context
menu), for adjusting the filter's tuning and reducing the CPU load
617
19. DEVICE DESCRIPTIONS
19.28.9.11. All-pass
19.28.9.12. High-pass
19.28.9.13. Low-pass
19.28.10.1. Chebyshev
19.28.10.2. Distortion
19.28.10.4. Quantizer
19.28.10.5. Wavefolder
618
19. DEVICE DESCRIPTIONS
19.28.10.6. Diode
› One Drive parameter for going thru the module's unique path, with
optional high-order Anti-aliasing (AA)
19.28.10.7. Rectifier
19.28.10.8. Saturator
19.28.10.9. Transfer
› Modulatable Drive control that goes in both directions (±24 dB), for
pushing the incoming signal to interesting parts of the curve
› A Bipolar toggle (±) maintains the curve's shape but rescales it, so that
the minimum value is -1 and the middle value is now 0 (zero)
619
19. DEVICE DESCRIPTIONS
19.28.10.10. Push
A Character soft clipper with a detailed curve, using one Drive parameter
for going thru the module's unique path, with optional high-order Anti-
aliasing (AA)
19.28.10.11. Heat
A Character S-shaped clipper that starts soft but can drive hard, using
one Drive parameter for going thru the module's unique path, with
optional high-order Anti-aliasing (AA)
19.28.10.12. Soar
A Character soft wave folder that makes the quietest parts loud, using
one Drive parameter for going thru the module's unique path, with
optional high-order Anti-aliasing (AA)
19.28.10.13. Howl
A Character wave folder that puts different parts of the signal into loud
focus, using one Drive parameter for going thru the module's unique
path, with optional high-order Anti-aliasing (AA)
19.28.10.14. Shred
19.28.10.15. Curve
620
19. DEVICE DESCRIPTIONS
19.28.11.1. Delay
Simple delay
19.28.11.4. Chorus+
19.28.11.5. Flanger+
19.28.11.6. Phaser+
621
19. DEVICE DESCRIPTIONS
19.28.11.8. Recorder
19.28.12.1. Blend
19.28.12.2. Mixer
19.28.12.3. Pan
Panning control
19.28.12.5. Toggle In
622
19. DEVICE DESCRIPTIONS
19.28.12.7. Toggle
19.28.12.8. Crossover-2
Note
19.28.12.9. Crossover-3
Note
19.28.12.10. Select In
19.28.12.12. Merge
623
19. DEVICE DESCRIPTIONS
19.28.12.13. Split
Router with up to eight out ports, sending the incoming signal to one or
two adjacent out ports at a time
19.28.12.14. LR Gain
Modulatable processor to toggle the signal for each voice in the stack, at
any point within a patch
19.28.13.1. Level
624
19. DEVICE DESCRIPTIONS
19.28.13.2. Value
19.28.13.3. Amplify
19.28.13.4. Attenuate
Signal attenuator
19.28.13.5. Bias
Signal offset
19.28.13.6. Gain - dB
Velocity-controlled scaler
19.28.13.9. Average
Signal averager
19.28.13.10. Lag
Lag processor
625
19. DEVICE DESCRIPTIONS
19.28.13.11. Bend
19.28.13.12. Clip
Signal clipper
19.28.13.14. Pinch
19.28.13.16. AM/RM
19.28.13.17. Hold
Level sustainer
Level sampler
626
19. DEVICE DESCRIPTIONS
19.28.13.20. Bi→Uni
19.28.13.21. Uni→Bi
19.28.13.22. Poly→Mono
Flattens any signal, making it the same for all voices. With five modes:
19.28.14.1. Pitch
19.28.14.2. Octaver
19.28.14.3. Ratio
627
19. DEVICE DESCRIPTIONS
19.28.14.4. Transpose
19.28.14.6. by Semitone
› Inputs two to six also have a Thru (No Attenuation) option (a clickable
= icon) that adds that incoming signal without attenuation, good in the
case of actual pitch signals, etc.
628
19. DEVICE DESCRIPTIONS
19.28.15.1. Constant
19.28.15.2. Invert
19.28.15.3. Reciprocal
Gives a button to flip (1/x) the incoming signal, with Stereo-ness option
19.28.15.4. Add
19.28.15.5. Divide
19.28.15.6. Multiply
19.28.15.7. Subtract
19.28.15.8. Abs
629
19. DEVICE DESCRIPTIONS
19.28.15.9. Ceil
19.28.15.10. Floor
19.28.15.11. MinMax
19.28.15.12. Quantize
19.28.15.13. Round
Rounds all decimal values below '0.5' increments down and those at or
above '0.5' up
19.28.15.14. Product
19.28.15.15. Sum
19.28.15.16. Exp
x x x
Provides either 2 , e , or 10 of the incoming signal (x), depending on the
Base parameter
630
19. DEVICE DESCRIPTIONS
19.28.15.17. Exponents
19.28.15.18. Lin → dB
19.28.15.19. Log
19.28.15.20. Power
19.28.15.21. Roots
19.28.15.22. dB → Lin
19.28.16.1. Button
631
19. DEVICE DESCRIPTIONS
19.28.16.2. Trigger
19.28.16.8. Latch
19.28.16.9. N-Latch
19.28.16.10. =
632
19. DEVICE DESCRIPTIONS
19.28.16.11. ≥
19.28.16.12. >
19.28.16.13. ≤
19.28.16.14. <
19.28.16.15. ≠
19.28.16.16. NOT
Logic inverter
19.28.16.17. AND
19.28.16.18. OR
19.28.16.19. XOR
633
19. DEVICE DESCRIPTIONS
19.28.16.20. NAND
19.28.16.21. NOR
19.28.16.22. XNOR
634
19. DEVICE DESCRIPTIONS
635