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Everything posted by Tobben

  1. Hi DB, There are several approaches to this (and often in general) in Samplitude. Instead of chosing object as source - use range and the fades are rendered. And while you're at it, you might want to save a bounce preset for later use. Assuming you're using Universal Mouse Mode - simply draw a range in the upper part of the object and select 'Only marked range' in the source options. I'd recommend assigning a hotkey for the command 'Range > Edit range > Range over all selected objects' in the Range menu for easy range selecting of the selected object(s). This method also has the advantage of not being limited to the object borders. IOW, no need to edit objects/lengths if you just draw a manual range over the part you want to render. There are several options here as well. You're correct about the object being added to a single wav file each time you select 'Edit copy of wave project'. Just use that command the first time to get a copy of the object/wav. Next time, choose 'Wave Editing' instead and you'll edit the copy (without creating multiple appended regions). Edits are transferred when you close the editor. A note about the takes that are impossible to delete from the Take Manager: I've been requesting an option to delete unwanted takes in the Take Manager for a long time, and we finally got it in version 10.2. Please note that takes are just deleted from the list in the Take Manager (and the Ctrl + right click object context take selection menu) so they're still present in the wav files. Hope this helps. Regards, Tobben
  2. There's a waveform generator in Sequoiatude (Tools menu). Don't know if you've tried that one..? Regards, Tobben
  3. Hello Tobben, I switch off Look Ahead and crackling don't disappear in multiband dynamics, I listen the same noise with / without look ahead in multiband dynamics. I have increased buffer, and other parameters in setud and they do not eliminate the noise. Please some other solution? have more users with this problem, I think that multiband dynamics has a bug or internal error code because I have tested same in other equipment with other configurations and sound cards and in multiband dynamics always appears that noise when modifying the bands, is listened much when it is modified with the band in solo mode. . Thanks On my system it's excusively related to any adjustment that shifts the plugin latency in Multiband Dynamics. The only other thing I know may cause clicking in dialogs (with some graphics cards) is the "Semi transparency view" in the Colors options. Other than that I have no idea what could cause the clicking. Sorry.. Regards, Tobben
  4. The noise/crackling happens when you adjust a parameter that shifts the amount of plugin latency. Example: switch off Look Ahead and there shouldn't be any artifacts when adjusting i.e attack and release. Regards, Tobben
  5. Yes, that's correct but you can also link the object and fade handles temporarily and do relative edits on multiple objects in one go. Simply hold ALT while dragging one of the selected object handles. You can let go of the ALT key once the handles are linked, and you can optionally use Shift for finetuning. Regards, Tobben
  6. This is solved in v9.1 but you need to create an environment variable for previous versions due to a conflict between Samp and Melodyne. (They both use some Intel optimization libraries but the versions don't match) Have a look at Melodyne's host FAQ here: http://www.celemony.com/cms/index.php?id=faq_plugin Yes, it's flakey when using the Hybrid modes. There are lots of similar issues reported by users of other low latency hosts. It should work just fine with Samplitude's Classic engine though. Works flawlessly in Track FX monitoring mode (and other classic monitoring modes) here at least. Regards, Tobben
  7. I've ripped out mixer presets so I can't check that. However, here's what I do: -Load the same audio file(s) in two separate tracks -Open/rightclick Pan in the tracks and use the Mid signal preset for one track and the Side signal preset for the other track. Can't remember if those M/S presets were default so here's the manual settings just in case: -Set the stereo width in one track to mono and the other track to enhanced. Set the center damping to -6.02 dB in both tracks to balance the volume. Additionally, you can always load the file(s) to a third track as well if you want to compare M/S processed tracks to standard stereo processing. Regards, Tobben
  8. The color for the selected track rectangle is in the VIP.ini: trackselectcolor=255,255,255 The values are from 0 to 255 in RGB (Red, Green and Blue) so anyone can adjust to taste. The example above is pure white...lower values=darker and higher values=lighter. Regards, Tobben
  9. VariVerb is zero latency so there's nothing to compensate. Regards, Tobben
  10. Most of that were just tips for those who might want to dig a little deeper. Ok, here's the easy way in loop mode: Draw a range and hit play. That's two steps vs three. And when you're in playback you can skip the play step as Samp *always* loop ranges automatically in loop mode. That is one step for what you want to do... I might add that I mostly use loop mode myself so there's no "conflict of interests" here. It's just way faster to draw a range in the track you're working on and have it looping instantly. Regards, Tobben
  11. Oh, I didn't read your post as a suggestion to get rid of anything. And I fully understand that you miss some familiar features that you're used to from the workflow in SX. What I'm trying to say is that I know from personal experience that it's easy to think that this could be solved by removing the cursor and range dependancy. It would solve the "range is inactive when setting a new start point" issue, but it would break far more than it really solves IMO. Just throwing out some thoughts here: Try thinking of a range as left/right locators. It's very much the same thing as it defines an area to play once or play in loop... -You click within a range and drag to expand or contract. Just as easy as moving the left and right locators - and you're not limited to the timeline. -Drawing a new range is faster than moving both locators. -Hold Shift and move the range in one step. Also faster than moving both locators - and you keep the current range length. (Shift is also for adding to a range by clicking outside the range) -Flip range left/right commands which is very handy if you (loop) record in sections step by step. -The "Range over all selected objects" command is handy in many situations, also if you should need to re-record a part later on. -Range recall history with the last 5 ranges is useful when you find the need to go back and recall a certain range (that you may forgot to store) -You *never* need to stop playback for any range operation. A couple of other range tips: -Doubleclick the upper part of the timeline to range between two markers -Doubleclick the lower part of the timeline to toggle range between active track, all tracks and no tracks. -Ranges are also selections. Draw a range over any number of tracks to export or bounce that spesific section. -Expand ranges vertically by clicking within the range and drag upwards or downwards. As for the lost range after setting a new play start point: The range is never lost, it's inactivated and it needs to be recalled by a hotkey (or doubleclicking the range in the timeline which is the hard way). Now..unless I'm missing something this is usually no harder to fix than it is with locators (with one exception). Any program needs different instructions to separate between playback using the locators and when the locators should be ignored. In Samp you press a shortcut to recall the range and it can't be faster than that as far as I can see. Anyone feel free to correct me should I miss something...that's totally fine. The exception: This is when you have an active range/loop and place the cursor *inside* the range. This would require a recall step that AFAIK isn't necessary when using locators. However, this can never work when cursor is tied to the range start, and therefore a separate playback mode is required to get it all and not break anything. There's only one way I could imagine using locators with the current scheme: I believe it should be possible if Samp automatically created a range inside the locators and started playback based on that range. That would be similar to the approach that Samp uses for playing selected object(s) in solo (Ctrl + Spacebar). This wouldn't be more efficient for realtime operations as there's only one command to automatically recall last range in realtime. It would save one step if you set a new start point and then stop playback though... It wouldn't make any difference to playback starting within a range either, unless the range is automatically re-created for looping when the cursor hits the right locator. Lastly, the range is still not separated from the cursor, and it's only specualations as I don't know which obstacles there are code-wise... Regards, Tobben
  12. Personally I would never switch the current behaviour with traditional locators/timeline operations for looping. A possible alternative locator mode perhaps... The way it works now is that the cursor is locked to range. A range can be drawn in any track's upper waveform (and also in the timeline of course). With loop mode actived - just draw a range and you're done, both for recording and playback. Ranges can be saved and recalled. Set up hotkeys for this and you can instantly jump around in the VIP and loop/audition various ranges in realtime. Same thing with objects. You can use hotkeys to navigate between objects and range/loop them with a single hotkey. The 5 last used ranges are always in memory so you can always recall (without storing) by pressing Shift+Backspace. I'd recommend assigning a single hotkey (I use F5 for this). That brings us to the downside with the "cursor locked to range" behaviour. The range is deactivated when you place the cursor at a new spot so you have to recall it with the hotkey (or doubleclick it in the timeline) if you want to keep using it. Of course, storing the range is better if you need it later on. All in all, I find this method to be far more efficient than any other DAW I've tried. All the above examples can be executed without ever stopping playback. So..I could imagine an optional/additonal locator mode for some scenarios but I'd never want to lose the current scheme. Regards, Tobben
  13. Kontakt, TruePianos and impOSCar work fine here. That's the ones I have from your lists but I believe it's safe to say that all Native Instruments, Korg, Arturia and Spectrasonics products should work fine. I have some friends/colleagues who use VSTis from those manufacturers and I haven't heard of any problems. Regards, Tobben
  14. Hi Jamie, I haven't tried SX much so I can't really compare SX to Samp when it comes to details. I have "some" experience with a few other DAWs though (Digi, SADiE, Logic, Cakewalk etc) but this is definitely the place where I feel at home. Some things I like about Samplitude/Sequoia: I never have to leave the program to get the job done. I can do everything from recording to burning a master without leaving the program. Flexibility. There are almost always many ways to approach tasks and this makes room for very different workflows. Samp can be used straight forward, but it can also be very deep for those who want to explore and "tailor" the program to their particular workflow. Personally I use the program without a single toolbar open. Sascha's plugins and the other internal effects are of very high quality. I do use quite a few third party plugins but I'd have no problem doing a project from A to Z just with the native fx. Audio editing in general, and especially the object based editing. Every single object have their own fx inserts for DX, VST and internal FX. There are also object aux sends and a bunch of other stuff that's still completely unique AFAIK. Multiple engines. You can use the Hybrid engine which is basically a low latency engine (as most other hosts have) + the economy part which separates Samp from other hosts. I'm personally a big fan of the "classic" engine in Samp due to it's efficiency and ability to process lots of high latency plugins without choking the ASIO stream. The classic engine will get multi CPU support in V9.1 (hybrid engine is already supported) and then we'll get an engine that'll smoke everything in terms of efficiency on a dual/multi core setup. The universal mouse mode. It works as a range tool on the tracks upper part and as a select/move tool on the tracks lower part. No need to go to the timeline when drawing ranges, and all handles and curves can also be grabbed with the same tool. I basically only switch tools when I need to draw curves. I can't remember how this works in SX but I always feel lost when I'm navigating in other programs. The developers. I have to mention the devs as they're very forthcoming and open for inputs. And perhaps some of the most important - when they implement something, they really *want* to do it right. Of course, everything won't be perfect for all users at all times, but they really work hard to deliver solid features without compromising the core engine. I may be a little partial here as I'm on the beta team but at the same time it puts me in a situation where I see how they approach features and issues. There's a bunch of other stuff that I could mention but I'll just say that for me there's really no alternative out there when it comes to audio and editing. The midi side is relatively new, but I personally have no problems doing all the midi stuff I need. V9.1 will also bring some nice midi enhancements AFAIK. Regards, Tobben
  15. You can monitor VSTi including additional audio fx in both 'Track FX monitor mode' and 'Mixer FX monitoring mode'. The Track FX mode is for track inserts only and it's a part of the economy engine. This engine is very efficient as it uses VIP buffers for "playback" tracks and ASIO buffers only for monitored tracks to keep low latency monitoring with fx. The Mixer FX mode is more flexible at the cost of higher CPU load. CPU load here is basically like other low latency hosts. An advantage over the Track FX mode is that you can also monitor trough the mixer, e.g Aux effects. And then there's the economy mode for individual tracks. "Playback" tracks can be set to use VIP buffers by setting them to Economy mode, and thereby get lower CPU load also in the low latency engine compared to other hosts. There are other pros and cons when comparing engines in Samp, but I'll skip that for now in order to keep it simple. Regards, Tobben
  16. My description was not for volume and pan curves. It's for automating VST/VSTi knobs/parameters. Regards, Tobben
  17. Do you have an English version 8.01? If so, there's a good change that the save function is broken. There is no English v8.01, just a cracked German version that is "translated" to English, and quite a few functions were broken during that "translation" procedure... If the studio owner is going mental I'd tell him to: 1 - update to v8.31 if he uses a legit version 2 - buy Samplitude if he uses the English version 8.01 Regards, Tobben
  18. I guess you're using V8.xx? Since V9 you have to use Shift when choosing the plugin you want to hide. Regards, Tobben
  19. Yes, you can automate VST and VSTi effects.. In the plugin GUI - go to the menu: 'Plugin' and choose 'Automate next parameter'. You can also hold Ctrl + ALT and click any button, fader etc to draw automation curves for that spesific parameter. Regards, Tobben
  20. Open the main plugin window in any track. Hold Shift while clicking on the plugin you want to hide. You can also do it manually in the DxPlugins.ini file, like this: -------------------- [DirectX_Hide] Plugin name=1 ---------------------- Plugin name = the name of the plugin/entry to hide. Regards, Tobben
  21. Track naming was an example of actions that are not added to the undo history. IOW, if you e.g split an object right after naming a track and then undo the split operation - then you'll lose the track naming as well. I've never seen anything like that. It's definitely not normal behaviour, and it's not a known issue. I'd try moving the file Sam9_E.ini out of the program folder. Samplitude will rebuild a fresh ini on next program start. If that doesn't help, I'd move the original ini file back and contact the support by email. Regards, Tobben
  22. Hi Dan, Some actions in Samplitude aren't added to the Undo history, such as naming a track, inserting a VST and some others. Whenever you need to keep what you've just done (provided it's something that isn't added to the history), just mute and unmute a track and you're set. This will add a 'Button/Fader' action to the undo history and you wont get any surprises. Yes, it is a workaround but it's fast if you assign a hotkey to the mute command, and it's of course *only* needed if you do some edits that may be undone directly after performing an action that isn't added to the Undo history. Regards, Tobben
  23. Ok, in that case I'd use 'Save projects as' to another folder. (You should get a warning about files outside the project folder) Next, copy or move the used files with the 'Collect project files' option in the Tools menu to separate them from the original project folder. Regards, Tobben
  24. You can use the 'Save complete VIP in...' command. That is what Phil referred to in his post and it gives you the option to save only samples that are used in the project. Regards, Tobben
  25. Update to v9.01 and see if that helps. This issue require several settings combinations to occur: Mono inputs (channels routed to individual tracks), inactive 'Update object during recording', and active 'Prepare all tracks for track punch record'. If updating to v9.01 doesn't help, activate 'Update object.....' (it's in the Record Options dialog) or disable 'Prepare all.......' (it's in the Extended Options in the Record Options dialog) Regards, Tobben
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