Jump to content

Tekker

Samplitude Members
  • Posts

    838
  • Joined

  • Last visited

Posts posted by Tekker

  1. Is there a dedicated 'midi mixer' on Samplitude for mixing volume pan changes etc or is it a matter of going into the midi editor and changing values there.

    Even a VST midi volume plugin?

    Hi Brian,

    You should be able to pan the midi track with the normal mixer, but there is a little trick to get the volume fader to work... Switch the midi track to an "audio track" (select "yes" when asked if you want to reset the MIDI CC7 control before changing volume fade mode), this will change the volume slider into a regular audio volume fader (instead of the midi controller) and you will be able to use it to change the volume of your midi track. You can even switch back to a midi track now and it will leave the volume controls the same as on the audio track. So you can now do everything you need to do, adjust volume, pan, and even add audio effects right from the mixer.

    Hope that helps. :blink:

    -tkr

  2. When doing automation also check out the object based automation. Any automation you do on an object is like making changes via wave editing (only non-destructively!) as it will be locked to the object no matter where you move it, either within the track or to a completely different track. You can even cross fade this object with other objects (which can have their own automation as well). Object based automation is absolutely brilliant! :blink: I find I use object based automation more than anything I do a lot of performance correcting with volume automation (such as softening loud notes, making soft notes louder, fading into and out of notes to smooth them out, etc.) and all of this type of editing I want to stay in perfect time with that object no matter where I move it to later.

    There is nothing like Samp's object based editing in any other DAW and once you get a good handle on it, you will wonder how on earth you EVER lived without it! :)

    -tkr

  3. I don't have V11 yet, so I can't test most of your issues, but here are a few things that might help...

    - The monitoring with ASIO some time works, some time doesn't work on track with VST intruments. There is no rule. Hmm. I'm working on Economy Software Monitoring.

    The next time you don't get sound, first make sure your routing is correct (ie. the output is going to the correct output on your interface so sound goes to your speakers). If the mixer routing is correct and you are using the ASIO driver for your audio interface, then make sure the following are also in use:

    Asio software monitoring or Fx monitoring:

    Select the Play/Rec menu, then go to Monitoring and make sure Mixer FX Monitoring / Hybrid Engine is checked.

    Input monitoring (Rec M):

    This option is also in the same menu as the last one.

    Play/Rec --> Monitoring and make sure Input Monitoring is checked.

    If those are all correct and you still don't get sound, then it is definitely a bug.

    - The volume fader is depend on volume curve. How switch off it on track? I can not turn up volume with fader, only by edit the curve (if automation volume is active on track of corse)[/b]

    This is the same in V10 (because they were asked to change the old behavior), but they made an INI tweak so you can use the volume fader after automation has been done. I prefer using this also. :)

    [Factors]

    ScaleVolumePanAutomationInReadMode=1

    - If I select a few objects, and I want to apply the various parameters (like EQ, VST, Time Shifting ect.) The parameters are not apply for selected objects. My parameters are apply only for first object. Not for all. That function was working good in the SAM8. Why we can't use here??? Now I have to set parameters each time for all objects separately. It's not good.

    Did you use the "APPLY TO ALL" button in the object editor?

    -tkr

  4. I just tried messing with it and I can't figure it out either. It seems like the key element that is missing is having the solo/mute buttons in the routing channel routing so that you could put the aux send before the solo/mute buttons. But currently it appears that the solo/mute buttons are the first thing in the routing so they apply even to the pre-fader send. I also tried the monitor section and could get the solo button to work, but not the mute button.

    Looks like TotalMix is going to be your best bet.

    -tkr

  5. Hey Bill95,

    Here's how to check each of those options:

    Asio driver system:

    Press the Y key on your keyboard to open the System Options dialog box

    Select Audio System (on the left hand side) and then choose ASIO (on the right hand side) and select your sound card from the drop down list.

    Asio software monitoring or Fx monitoring:

    Select the Play/Rec menu, then go to Monitoring and make sure Mixer FX Monitoring / Hybrid Engine is checked.

    Input monitoring (Rec M):

    This option is also in the same menu as the last one.

    Play/Rec --> Monitoring and make sure Input Monitoring is checked.

    That should do it. :blink:

    -tkr

  6. thanks for your help so far. workflow is coming along. i still cant quite manage a way to affect changes within an object globally for all instances or copies of that object. im talking about midi data now. if i have a pattern that i want to use throughout a project, is there a way for each copy of it to reflect changes, such as a note change in the pattern, in every instance of the same name?

    Sorry, I don't know of any way to do that. But here are a few ideas you could try.

    Since the other MIDI objects are copies, you could simply delete the older copies and replace them with the new one.

    Glue all of the MIDI objects together (as one MIDI object) this way you can select all of the MIDI notes you want to change at the same time, then your change will be made to all of the selected MIDI notes.

    Also, if the MIDI objects are right next to each other you could set the first MIDI object as a loop, then changes in the first one will automatically be made in all of the looped objects.

    also, is there a quick way to slide over crossfades as a whole without having independently adjust each end of them?

    Select all of the objects you want to adjust the crossfades for, then press and hold the Alt key while you drag one of the crossfades over. This will make the same changes on all of the selected objects.

    -tkr

  7. sweet. auto crossfade was the ticket! thanks!!

    You're welcome.

    well this is a long shot but do you know of any way to make the mousewheel zooming more smooth? it works in determined increments, which is too fast and imprecise. especially since my mousewheel is not the 'clicking' kind. then im pretty much good to go....

    Unfortunately, I don't think you can change the zoom increments.

    I know what you are referring to though because I'm running into that same problem on the Mac's at school (which have a tiny little mousewheel and the zooming is super fast and erratically). I have a 'clicking' mousewheel and the zooming seems very comfortable to me. So unless you are very attacked to your mouse, you may consider getting another one that has clicking mousewheel.

    no wait theres one more thing. ;) when i perform 'remove audio gaps' from the quantizer on a short section that was formerly of a longer section, it adds some long 'wings' of unwanted audio, instead of keeping it the length i chopped it to. how can i avoid this?

    What you described is the purpose of the remove audio gap feature. After quantizing there will be gaps left from shifting the audio over, so the remove audio gap takes parts from the objects on both sides of the gap to fill them in so the audio is continuous and you don't hear the edit points. If there is a section that you don't want to have the audio gap removed from, then you would have to select everything and un-select the two objects on both sides of the audio gap you want left alone. Then it will only only remove the gap from the selected objects leaving that one (or several) gaps unchanged.

    Hope that helps.

    -tkr

  8. ok my first wtf award goes to the object property which makes it impossible to drag the right end of an object after splitting it. in fact even though i can drag the left end of the new right side object, pulling it to the right doesnt even separate the objects, as i would reasonably expect. to do that i have to drag that over and then, and only then, the right side of the left object can i move, thereby separating the two split objects. is this some purposeful nonsense designed to make a simple edit a tedious chore? i dont understand and pray there is a hidden option somewhere to turn it off.

    Yes, there is. :P

    When there is a crossfade between the two objects moving the object's edge over moves the entire crossfade while keeping the two tracks together (it won't separate them). This is good if you are trying to edit together two separate objects and want to find the best place to have them crossfade. It would be a pain for them to keep separating every time you tried to move the crossfade point.

    To get the functionality that you want, you need to turn off automatic crossfades. This way when you split the object, they won't be crossfaded together and you will be able to do both of the functions you want (separate them and move the right edge of the left object). You can use the icon in the toolbar to disable the automatic crossfades or you can assign it to a keyboard shortcut. This option is called "auto crossfade active" and it's located at the bottom of the Edit menu.

    but even more irritating is the mousewheel behaviour. for instance, im listening, but want to move my screen back a little bit for something that i just heard. so i have the mousewheel set to scroll horizontally, but the moment i touch it, suddenly im back at the point from which i started playing, and now have no idea where that spot was i just wanted to examine.

    What I found is that it won't jump to another location as long as you don't have one of the play cursors in the window when you zoom (either the cursor where you started playback or the current position). If either one of those are on your screen when you zoom then it will keep the cursor centered in the screen as you zoom.

    I posted in the registered section not long ago how much I love Samp zooming to the cursor position (because I'm currently using Logic at school and it doesn't do this and it's been driving me up the wall! ;)) and someone there brought up another instance where this is not desirable (they stretched the VIP window over two monitors and zooming with the cursor in the center of the screen put the cursor in between the two monitors). I mentioned then that locking the center of the screen to the cursor could be added as an option that can be activated/deactivate so that you can use either option and it's worth repeating again. So with any luck it'll be added in one of the menus in the not to distant future.

    not to mention that i have to hit that scroll lock key four times after i manually scroll to get the autoscroll going again. i cant think of a single advantage to that!!

    I don't think it has anything to do with the scroll lock, once you disable the scroll lock you just have to get the playback cursor inside your screen and then it'll lock onto it and autoscroll will get going again. So if you have the zoom set to the mousewheel also you can zoom out till you see the cursor (or you could scroll over to catch up to it). This behavior actually works without using autoscroll at all. With playback going you can zoom in (and let the playback cursor keep going) and it essentially turns off autoscrolling so you don't loose the position you're in. But simply bringing the playback cursor into view re-enables the autoscrolling. So I think that may be what's happening in your situation.

    Hope that helps.

    -tkr

  9. If any users and potential users think this is a good idea, please join me on my campaign to encourage Magix to include these features in Samplitude! :(

    It is not just a good idea, it's a great idea!

    Sure. The details you mentioned would however take away all the (meaningful) functional differences in that field between Sequoia and Samplitude. Having the video track with multiple references implies editing. The capturing parallel with audio is certainly not a mainstream targeted function given the momentary ressources on a typical workstation, let's forget about that.

    I don't think that it makes much sense in respect of differentiating the product. In respect of offering more features for less money, it is obvious that it would be desireable for you. On the same account, it also would devaluate the product for the existing Sequoia users, generating the need to compensating them with even more features the Samplitude users won't get, and that leads certainly to the next request like yours.

    I kind of find it hard to believe that Samplitude getting a simple video track is going to undermine a 'major feature' in Sequoia. If it is, then maybe they need to reconsider that $2k price difference. ;)

    -tkr

  10. My main issues with EA was not with the sound, I just cannot stand the interface in EA.

    Samplitude's algorithms are better quality, but in Melodyne it is much easier to get things on pitch and to flow smoothly from one blob (as they're called in Melodyne) to another and overall it results in a better sound. I have also noticed Melodyne adds a little more color, but only when the vocal is soloed does it make much of a noticeable difference. In a mix the vocals sound great and you can't even tell they've been altered... But I guess this depends on how much you had to alter the vocals as the more you shift the vocals the more artificial it sounds, which is true for any pitch editor. So far, I've been much happier with my finished results in Melodyne compared to in EA.

    The best thing to do would be to try the demos for Samplitude and Melodyne and see which one you like.

    -tkr

  11. i ask because i'm thinking of either upgrading to samplitude (but read that there the elastic audio editor seems to be the same) or eventually getting melodyne.

    After spending a lot of time with EA, I tried the Melodyne demo and it was love at first sight. :unsure: What used to take me hours to do in EA I could literally do in minutes with better results in Melodyne. I now do all of my pitch correction in Melodyne.

    With the Direct Note Access feature coming in the next version of Melodyne, it's a no brainer.... Get Melodyne! :lol:

    -tkr

  12. OK, if they are not already there then you can copy the lines you want to use and paste them into your ini file.

    So for example, say you wanted to set shift+mouse wheel to zoom horizontal and ctrl+mouse wheel to scroll horizontal, you would add the following anywhere under [Factors]

    MouseWheelAction1=2

    MouseWheelAction2=1

    -tkr

  13. I don't think the mouse wheel manager came until v8 or v9 (can't remember which now). So you will probably have to do an ini edit.

    To do this, open Sam7_E.ini in notepad and under [Factors] you can add/change the following options:

    available actions are

    =0 do nothing

    =1 scroll horizontal

    =2 zoom horizontal

    =3 zoom vertical

    =4 zoom wave form display

    =5 scroll vertical

    =6 move active track (includes vertical scrolling if necessary)

    ;mousewheel without modifier keys

    MouseWheelAction0=1 <---- change this number to a number from above list

    ;shift+mousewhhel

    MouseWheelAction1=4

    ;ctrl+mousewhhel

    MouseWheelAction2=2

    ;shift+ctrl+mousewhhel

    MouseWheelAction3=5

    ;alt+mousewhhel

    MouseWheelAction4=0

    ;alt+shift+mousewhhel

    MouseWheelAction5=0

    ;alt+ctrl+mousewhhel

    MouseWheelAction6=0

    ;alt+shift+ctrl+mousewhhel

    MouseWheelAction7=0

    Hope that helps.

    -tkr

  14. A couple of things I've noticed with Samp and Sonar (I have an older Samp v7 and Sonar 6)...

    5. both programs have some nice plugins, it's difficult to give one an edge over the other but Sonar probably wins out with Dimension LE.

    IMO, the really good plugins didn't start coming in Samp until v8 when they first implemented Sascha's AM Suite plugins. Variverb, Munition, and Phibia are my personal favs. :)

    -tkr

  15. I don't even get where to plug the headphone in to be honest. The desktop speaker or the interface.

    The interface. Use the headphone output on the front of the unit.

    There are a lot of choices for input, These are the little boxes on each track:

    Which input you select depends on which input on your interface the mic is plugged into.

    On the back of the unit you can see the ADAT connectors (right next to the SPDIF connections on the right hand side).

    rme_fireface400_fr.jpg

    If you are not plugged into the ADAT connectors then you should disable them in Samplitude so you don't see them. To do this open Samplitude and press the "Y" key on your keyboard. This will open the System Options. You should be able to find a list of all your audio devices like what you posted with a check box next to each one.... I don't have v8 installed anymore, but I think this is the first thing that shows up when you press the Y key.

    Devices you'll want to disable ("uncheck") for both the inputs and outputs

    ** NOTE: ONLY disable them IF you're not using them:

    - ALL of the FIREFACE ADAT

    - FIREFACE SPDIF (this is another connection on the back of the fireface)

    - REALTEK AC97 audio (this is your onboard sound from the motherboard)

    - MODEM LINE #0 record (you will never use this for recording (EVER) so go ahead and disable this one)

    ** If you decide later on that you want to use one of these other inputs/outputs, you can re-enable these devices at any time.

    Once you disable all of these devices your choices for inputs and outputs in Samplitude will show only the analog inputs and outputs. So your menus will be greatly uncluttered. The analog inputs and outputs are your regular input/out connections. 8 of the analog inputs in Samplitude correspond to the 4 inputs on the front of the Fireface (labeled 1-4) and the 4 "Balanced line inputs" on the back (labeled 5-8). The analog outputs correspond to the 6 "Balanced line outputs" on the back of the Fireface and probably the headphones as well. Analog 9 and 10 may correspond to the SPDIF so you can ignore those two (or disable them as mentioned above if you don't want to see them).

    (CHECKED)Stereo

    Mono

    Mono (Mix)

    Checking the "Stereo" option will group the inputs in pairs of two, like you posted above:

    FIREFACE ANALOG (1-2)

    FIREFACE ANALOG (3-4)

    FIREFACE ANALOG (5-6)

    FIREFACE ANALOG (7-8)

    Checking the "Mono" option will show each input individually like below.

    FIREFACE ANALOG (1)

    FIREFACE ANALOG (2)

    FIREFACE ANALOG (3)

    FIREFACE ANALOG (4)

    etc....

    Check the Mono option, since you are using "one" input for your mic.

    ** An example of when you'd use the stereo inputs is when recording a stereo (right and left) source like a keyboard, you could plug the left and right output into inputs 1 and 2 and record this as a stereo pair so both of the right and left keyboard outputs are recorded onto one stereo track.

    All of the inputs and outputs are numbered on Fireface, so all you have to do is choose the number of the input that you plug your mic into as your input in Samplitude. The same applies to the outputs. Whichever outputs your speakers are plugged into, you just choose those as the output in Samplitude. To do this open the mixer in Samplitude (open a project and press the mixer button at the bottom of the screen) then on the far right of the mixer under the two master faders you will see a place do choose your sound card output.

    It does not matter which analog input or outputs you plug into just as long as you choose the correct input/output in Samplitude.

    That should do it for getting your Fireface connected. :lol:

    Not really sure how to use the Fireface Mixer.

    Sorry, can't help there as I don't have the Fireface.... But hopefully the rest will be enough to get you going so you can test it out. :o

    -tkr

  16. for speed = hotkeys!

    Ditto on the hotkeys. One of the main things that I love about Samp is how customizable it is. Any function that you see in the menus can be set to keyboard shortcuts of your choice using the keyboard shortcut editor (Options --> Program Preferences --> Edit Keyboard Shortcuts and Menu).

    This way you can set Samplitude up to work for "you" instead of having to conform to the programmer's way of working. :wub:

    Acid files (wav's) - you can fly the loops in just fine in Samplitude. You can't 'draw' them in like in Acid, but you can bulk-copy along the time line - and it's all non-destructible.

    Another way is to open the object editor and under the Pitch Shift/Time Stretching dialog check the box that says "Loop On". Now when you move the object node on the right hand side of the object that changes the end of the object and move it to the right, it will create loops which works just like "drawing" them in Acid. Moving the node to the right adds loops and to the left removes loops.

    -tkr

  17. Still screwing with this for FAR too long. Everything I've tried deletes the entire track. If someone could lay this out in 3rd grade terms, I'd really appreciate it.

    There's lots of ways to do it, but the way I do all my editing is to place the playback cursor at the beginning of the word you want to edit, and press the "T" key. Then move the playback cursor to the end of the word and press the "T" key again. Now select the word you want to delete and press the delete key. B)

    -tkr

  18. The pre setting places the plugin before the volume fader and the post setting puts the plugin after the volume fader. Where you put the plugin depends on the effect/plugin and the kind of control you want.

    For example, say you have a brick wall limiter on the master channel in the pre fader position that limits the ouput to 0dB. If you raise the master volume faders by 3dB, the signal will now be limited at 3dB because you are boosting the signal by 3dB "after" the limiter plugin. However, if you put the limiter in the post fader position then no matter how much you raise the volume faders, the limiter will hold the ouput to 0dB since it is the last thing in the chain. So you always want to have the limiter last in the chain in the post fader position.

    However, certain effects such as compressors will usually go in the pre fader position so the volume fader does not affect the input of the compressor. Otherwise the amount of compression would be affected everytime you changed the volume level. Raising the volume fader would cause the compressor to compress more because the signal would go farther above the threshold (causing more compression).

    Other effects like chorus, delay, etc won't really matter which one you put them into as these effects don't change their sound based on the level of the input going into the plugin.

    The only one of these that I would consider a "hard fast rule" is to always have the limiter last in the chain, otherwise you could get clips and therefore the limiter is useless. Everything else is purely subjective and depends completely on the situation and how you want your sound to be affected when you change the volume fader. Experimentation is the key here.

    Hope that helps. :D

    -tkr

  19. To me, the reverb sounds too metallic.

    Very probably you have tested the very old inbuild Echo/Reverb fx. Check the RoomSim (convolution reverb) or variverb (section "MAGIX Plug-ins") - these sound terrific.

    I don't know why that old "reverb" thing is even still present in Samplitude.... It's not worthy to be in the presence of Ecox, Room Sim, and especially Variverb. <_<

    -tkr

  20. it lacks some essentials like folder tracks, group tracks, auto global fadesand crossfades, limited amounts of audio tracks etc...

    I don't know what all has been taken out for the SE version, but all of these are in the Professional version. The only one I know of for sure is the limited track count in the SE version.

    For the others, this is how you do them in the Professional version and you can check and see if any of these work in SE also.

    Track Folder: Track menu --> Insert New Tracks --> New Track Folder

    Group Tracks: In the mixer there is a button titled "Link" that links all functions of the tracks together that have the link button activated. You can also group individual track controls by using the shift (or ctrl) button to select multiple controls and going to Track menu --> Track Properties --> Group Controls.

    Auto Global Crossfades: Open the object editor for any object, then go to the crossfade editor. Set the fade in and fade out faders for the setting you want to be the default and then click on the menu button above the fader (for either the fade in or fade out) and select "Set Global Crossfade". This crossfade setting will now be used whenever you make a new edit.

    -tkr

×
×
  • Create New...