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David Baay

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Everything posted by David Baay

  1. Are you saying it started in 120 and persists in the current release 141, or have you not updated to the final release...? I'm familiar with the bus-soloing issue, but am not seeing any problem soloing a track with external insert in 141.
  2. That's working as designed. By default the control is disabled as indicated by parentheses around the value, and will have no effect. Moving it enables it, and then the value you set will be sent to the synth every time the project is opened, and every time playback is started.
  3. Right-click the Volume control in the MIDI track, and choose Disable.
  4. I actually had to Google 'snare drag' when I first saw your post, and a video I watched showed it involved using both hands/sticks with the right hand playing a quick two-hit 'diddle' before the primary hit with left (though it can be done the other way around). So it makes some sense that the MIDI would have the 'diddle' notes on D3, which I assume is an alternate snare articulation. But I know some drum synths have the multi-hit 'diddle' sound recorded as a single sample, requiring only a single note to trigger it. So it's not clear which implementation is used in this case.
  5. Noel has implicitly recommended staying under 50ms unless you know all your plugins are compatible with large buffers. I have run mine at 20ms (960 samples at 48kHz) for years without a problem.
  6. In the event list, I see a lot of D3s with what looks like 0 duration, and I think these are corresponding to the fast sequence of notes for the drag. Try Select by Filter, and raise their duration to 15 or 30 or whatever will fit without overlap. EDIT: I also see some of those D3s are on the same timestamp, e.g. 2:02:244 - not good.
  7. Don't have MODO Drum (yet), but... is the MIDI using controllers or key switches to generate the drag or is it just done with note events?
  8. This looks like what happens when rendering MIDI through a 32-bit VSTi using Bitbridge at higher buffer settings. An empty buffer of audio is prepended to the rendered wav. It's not noticeable at lower playback buffer sizes, but gets to be a problem when using high offline buffer sizes. This is a longstanding problem with Bitbridge. The 3rd party JBridge does not have this issue.
  9. I do this as well, and tested an old project in all three of: the last release of Platinum 17.10, CbB EA build 137, and the final release build 141. All three took the same 47-49 seconds to complete. So your issue may be project-specific. I don't really notice that it makes a big difference in most cases, but what is your Bounce Buffer size? I have mine set at 20ms - carried over from when it was only accessible via the parameter in AUD.INI.
  10. Nah, just an old-timer. ;^) Glad to help. Tell all the kids on Facebook that the most experienced and knowledgeable guys (and a few gals) are all over here on the CW forum. 😎
  11. Insert the Event Filter MIDI FX in the bin of each MIDI track with appropriate min and max 'key' settings. Keep in mind that the default octave numbering in Cakewalk designates Middle as C5: https://www.cakewalk.com/Documentation?product=Cakewalk&language=3&help=EditingMIDI.64.html
  12. I prefer to just zip the project folder; zip files are generally quite a bit smaller than bundles, and they can include Audiosnap edits. Also, a zip gives a collaborator direct access to the audio files even if he/she isn't using CW.
  13. Region muting documentation showing the dotted waveform outline: https://www.cakewalk.com/Documentation?product=Cakewalk&language=4&help=Arranging.49.html
  14. As noted, region muting/umuting requires dragging across the region to be muted/unmuted, not just clicking as you would to mute/unmute the whole clip
  15. Thanks, Jackson. I got some things figured out over the weekend, but the template will still be helpful.
  16. Poor CPU performance should not not change latency, it just leads to pops, crackles, gaps, and eventually a complete dropouts of the audio engine. The issue with the guitar synth was probably Plugin Delay Compensation (PDC). I posted in a thread a while ago about some acoustic guitar synth that had 50ms (!) of latency built-in. I guess you were supposed to record the MIDI using some other synth sound (or sequence it), and then substitute the guitar synth...? Some guitar sims will add some latency, but not usually so much that they become unplayable. In any case, when you start getting latency, you should check for plugins that need PDC - typically these are intended to be used at mixing/mastering phase of production, and not while tracking. Synths/samplers that stream samples from disk (or use up all your RAM) or use physical modeling can also overwhelm an under-powered machine, especially a laptop that has both a slow CPU and a single, slow, spinning drive). Raising disk buffers, and making sure that all CPU 'throttling' and power-saving functions are disabled can help, along with other common optimizations like disabling virus scanning of audio-related folders, and turning off WiFi and Bluetooth in BIOS. Optimizing Deferred Producer Call (DPC) latency (not to be confused with audio latency or PDC, but the ability to run small ASIO buffer sizes to get low audio latency is dependent on low, stable DPC latency) is a good place to start: https://www.resplendence.com/latencymon
  17. Thanks for the guidance, Jackson. Any chance you could save a Track Template of one of your setups using an included kit and share it to give me a head start? Appreciate the overview in any case.
  18. That's what needs to be verified, and shared with the Bakers if true. Push the button, Max!
  19. Now that you've got a good copy with everything intact and nothing extra, I'm curious to know of running Clean Audio on the 'cluttered' project will actually break it by removing files that are in use. I suggest you make a copy of that whole project folder in another location outside your normal projects path with Cakewalk closed, just using Windows Explorer, and if Clean Audio *does* in fact break it, zip up a copy of the original folder and send it to the Bakers as a bug. They will surely want to know about anything that can cause data loss, and they might also be able to discern how the extra files were created.
  20. Thanks for the tip, Steve. I guess that's worth registering on the forum and browsing posts for 10 minutes to get permission to PM. ;^)
  21. I also had a sense that the software might be going nowhere after reading about the acquisition and seeing that they are offering this bargain basement upgrade price from any previous release, including ECO, but went for it just to to replace the 32-bit ECO, and maybe get some new sounds and capabilities on the cheap. I had no trouble with auth process, but the download and installation of the sound library was extremely slow, and I eventually had to run the program installer directly from the downloads folder because the freshly installed auth manager was hanging in the middle saying it neede to update itself (?). Go figure. Beyond that, my first impression was not great when going to assign output channels to track inputs, and finding they don't have the friendly channel names that ECO did like OH, Room, Kick, Snare, etc. Instead you just get a long list of numbered stereo mono channels, and it's not immediately clear how the channel names shown as track inputs correspond to the output channel assignments you make for strips in the BFD console. Its been a while since I used ECO so maybe I customized something there that gave me the friendly names... ? It'll probably be easiest if I can get hold of a multi-out track template that someone else has already built.
  22. If you have the old BFD ECO version, I just discovered BFD is offering an upgrade to BFD3 for just $49.99. Just enter your ECO serial in the promo code box at checkout: https://www.bfddrums.com/drum-software/bfd3.html
  23. I would say step one is to set the Volume widget of the MIDI track (or MIDI side of the Inspector for an Instrument track) so that the VSTi will always be initialized to the same level (CC7 master volume is sent every time you open the project, and every time you start playback). By default the MIDI Volume widget will show (101). The parens indicate that it's disabled. Moving it automatically enables it, and you should see the level control in the VSTi's UI follow its movement. Depending on what synth you're using, and what tracks/channels you have set up it may be the volume of a single channel or the volume of the instrument's main output. If you have more than one MIDI track riving the synth, you should enable the Volume widget on only one track (right-click and Disable the others as necessary). If more than one MIDI track has volume enabled, the level of the highest numbered track will supersede earlier ones. Beyond that you would need to give us a run down of you track/bus/send routing, what drum plugin you're using and how it's configured, how you're entering MIDI (drum controller, keyboard controller, PRV or Step Sequencer) , and let us know what export options you're using. I generally recommend exporting with source = buses, and unchecking everything but the Master bus. This generally ensures the level of the resulting audio file is the same as what you see in the Master bus meters, and what you hear while playing/recording. My standard workflow is to bounce the Master bus to a 'Master Bounce' track in the project that routes directly to the main hardware outs in parallel with the Master bus, and group the mute on that track in opposition with the Master bus mute so I can A/B between them. Once I'm confident the rendered bounce is an accurate representation of the live mix, I'll export just that track.
  24. Right-click a clip that you think is using a file that Clean Audio is going to delete, and choose Associated Audio Files to verify the path and name it's referencing. My guess is that Clean Audio is not wrong, and either the content is in one of the four remaining files or the clip is referencing a file in the original source location. Regardless of what you find, the easy way to clean it all up wiithout risking data loss will be to Save-As the project to a new folder with 'Copy All Audio' enabled. Only needed files will be copied, and any files referenced from another location will also be copied to the new audio folder as needed.
  25. Ha! You got me. I know Adventure and Lunar Lander, but not the hardware. For the uninitiated/curious/nostalgic, I Googled up this: https://www.pcmag.com/news/the-forgotten-world-of-teletype-computer-games Fond memories. Apologies to the OP. Your thread is now well, and truly, hijacked.
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