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Apeirofobia

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Posts posted by Apeirofobia


  1. 39 minutes ago, bitflipper said:

    A "glitch" is a buffer-starvation issue. IOW, your computer isn't able to fill the output buffers fast enough to maintain uninterrupted output. That's because it's busy doing something else.

    If you can't get around it by increasing the buffer size, you need to figure out what other process is monopolizing your CPU. Unfortunately, that can have a great many causes. However, because your project played fine yesterday but not today, you have an important clue. Namely, something is different today. Determine what that is and you've solved the mystery.

    Start with Task Manager and see if there are any background processes eating up CPU. If Microsoft is force-feeding updates to your computer, that can certainly do it. If there's a scheduled backup or defrag going on, that'll do it too. Anything that keeps the network interface or your disk drives busy can do it. A program that uses large amounts of RAM, perhaps due to a memory leak, can slow you down.

    Always start with a reboot. Sometimes that's all it takes, especially if the issue is memory. If not, start looking for processes that are running that aren't as important as your DAW but think they are.

     

    Thank you for your reply!

    I tried a lot of things but what fixed the problem was to plug the laptop power supply in. Anyways, it's strange cause I've always worked with the laptop battery.

     


  2. Thank you! In fact now I realized that they're groove clips cause when I select them, the help module it showed me groove clips information.

    Now the strange thing is that Cakewalk says that when I open one of these files, the software is supposed to match the tempo automatically.  But now I see that the info displays this, that the clip is 116.9 BPM and the project is still on 120bpm.  And this files comes from a FL Studio project that was 160BPM.

    Finally, I realized that unchecking the "Looping" option on the groove clip info stopped the audio stretching. ¿Does someone know what exactly does that function? ¿How did it stop the audio stretching?

     

    Thanks in advance!

     

     

    groove.jpg

    bpm.jpg


  3. 55 minutes ago, David Baay said:

    Then I would go with Mike's suggestion that they were already REX/Groove-enabled before you imported them, and need to be bounced. But they'll automatically take on the project tempo when imported, which could already be different from the native tempo of the clip(s).

    Thanks

    How can I verify if the wav file has tempo information included?

    Anyways, its strange because when I import the file it is still on the original tempo (160bpm) but when I see the groove info it displays 116.xx Bpm(Inside Cakewalk).

     


  4. 1 hour ago, David Baay said:

    Have you confirmed the audio actually plays at a different tempo? The M:B:T timeline is the fixed reference in Cakewalk, and the Now cursor just travels faster or slower at different tempos. As a result, when you change tempo, the displayed length of audio clips will change, but they aren't actually being 'stretched'.

    Yes, I've played the file and it actually changes its tempo.  I don't know what could be causing this. 


  5. 21 hours ago, msmcleod said:

    There must be tempo information in the wav file you're importing.

    After importing, select the clip, then right click and select "Bounce to Clip(s)". This will remove the tempo information and stop it from stretching when you change tempo.

    Thanks. I'll try that. 


  6. Hi guys

    Ive been experiencing some trouble everytime I import wav audio files. When I change the tempo of the project it automatically stretches the audio clips. 

    I changed their "time base" in properties to "absolute" (it used to work that way) but its still stretching them.

     

    Thanks in advance

     


  7. 9 hours ago, Noel Borthwick said:

    Are you sure about this? Perhaps you changed your latency settings to make it lower - if so bounces would be slower.
    If anything startup is slightly faster in this release if you have lots of 32 bit plugins. How many plugins do you have installed?

    Update: It was just a coincidence. I've been working perfectly fine with CbB today.

    • Like 1

  8. I would like to rescue the themes that were in the old forum.

    I haven't made any of these. It just a reminder that they exist, if someone wants to try them. (Most of them are not updated)

    DOWNLOAD LINK

    THEME PICTURES

     

    I don't know if Elffin is still around. So thank him.

    Greetings!

    • Like 2
    • Great Idea 1

  9. On 8/30/2019 at 2:04 PM, msmcleod said:

    @Felipe Andrés Riquelme Gonzále - if you want to look at the CAL route, here's my old script for splitting up drum tracks.

    Before running it, you need to create 6 new midi tracks (for  bass drum, snare, toms, hats, cymbals & other percussion) - although you could alter the script to create these for you.

    This is mapped to GM notes.

     

      Reveal hidden contents

     

    
    
    	 
    ; clean up errors in sequence
    (do
      (forEachEvent
        (if (== Event.Kind NOTE)
          (do
             (if (< Note.Vel 15)
              (do
                (delete)
              )
            )
          )
        )
      )
    )
    	; remove repeated notes
    (do 
      (int noteTime 0)
      (int noteKey 0)
      (forEachEvent 
        (do 
          (if (== Event.Kind NOTE)
           (do
            (if (&& (== Event.Time noteTime) (== Note.Key noteKey))
              (do 
                (delete)
                (= noteTime 0)
                 (= noteKey 0) 
               )
               (do
                 (= noteTime Event.Time)
                 (= noteKey Note.Key)
               )
             ) ; if
           ) ; do
          ) ; if
        ) ; do
      ) ; forEachEvent
     
     
     
    ; split drums into tracks
     
     (int bassDrum1 36)
     (int bassDrum2 35)
     (int rimShot 37)
     (int snare1 38)
     (int snare2 40)
     (int lowTom2 41)
     (int lowTom1 43)
     (int midTom2 45)
     (int midTom1 47)
     (int hiTom2 48)
     (int hiTom1 50)
     (int closedHat 42)
     (int pedalHat 44)
     (int openHat 46)
     (int crash1 49)
     (int ride1 51)
     (int china 52)
     (int ride2 53)
     (int splash 55)
     (int crash2 57)
     (int ride3 59)
     (int sourceTrack 0)
     (int destTrack 0)
    	
    ; =====================================
    ; Prompt for source / destination track
    ; =====================================
    	 (getInt sourceTrack "Source Drum Track: " 1 255) 
     (-- sourceTrack)
     (getInt destTrack "First Destination Drum Track: " 1 255) 
     (-- destTrack)
    	; =====================================
    ; Set destination track numbers
    ; =====================================
    	 (int bassDrumTrack (+ destTrack 0))
     (int snareTrack (+ destTrack 1))
     (int tomsTrack (+ destTrack 2))
     (int hatTrack (+ destTrack 3))
     (int cymbalTrack (+ destTrack 4))
     (int otherTrack (+ destTrack 5))
     
    	; ===============================
    ; Clear Other Tracks
    ; ===============================
     
     (int curTrack bassDrumTrack)
     
    (while (<= curTrack otherTrack)
      (do
        (TrackSelect 0 -1)
        (TrackSelect 1 curTrack)
        (forEachEvent (delete))
        (++ curTrack)
      )
     )
     
    ; ===============================
    ; Name tracks
    ; ===============================
     
    (TrackName "Bass Drum" bassDrumTrack)
     (TrackName "Snare Drum" snareTrack)
     (TrackName "Toms" tomsTrack)
     (TrackName "HiHats" hatTrack)
     (TrackName "Cymbals" cymbalTrack)
     (TrackName "MiscDrums" otherTrack)
     
    ; ===============================
    ; Copy events to tracks
    ; ===============================
     
    ; bassDrum
     (TrackSelect 0 -1)
     (TrackSelect 1 sourceTrack)
     (ResetFilter 0 TRUE)
     (SetFilterRange 0 0 TRUE bassDrum2 bassDrum1)
     (EditCopy From Thru TRUE TRUE FALSE FALSE FALSE)
     (EditPasteToTrack From 1 1 TRUE FALSE FALSE FALSE bassDrumTrack)
     
    ; snare drum
     (SetFilterRange 0 0 TRUE rimShot snare1)
     (EditCopy From Thru TRUE TRUE FALSE FALSE FALSE)
     (EditPasteToTrack From 1 1 TRUE FALSE FALSE FALSE snareTrack)
     (SetFilterRange 0 0 TRUE snare2 snare2)
     (EditCopy From Thru TRUE TRUE FALSE FALSE FALSE)
     (EditPasteToTrack From 1 1 TRUE FALSE FALSE FALSE snareTrack)
     ; Toms track
     
    (SetFilterRange 0 0 TRUE lowTom1 lowTom1)
     (EditCopy From Thru TRUE TRUE FALSE FALSE FALSE)
     (EditPasteToTrack From 1 1 TRUE FALSE FALSE FALSE tomsTrack)
     (SetFilterRange 0 0 TRUE lowTom2 lowTom2)
     (EditCopy From Thru TRUE TRUE FALSE FALSE FALSE)
     (EditPasteToTrack From 1 1 TRUE FALSE FALSE FALSE tomsTrack)
     (SetFilterRange 0 0 TRUE midTom1 midTom1)
     (EditCopy From Thru TRUE TRUE FALSE FALSE FALSE)
     (EditPasteToTrack From 1 1 TRUE FALSE FALSE FALSE tomsTrack)
     (SetFilterRange 0 0 TRUE midTom2 midTom2)
     (EditCopy From Thru TRUE TRUE FALSE FALSE FALSE)
     (EditPasteToTrack From 1 1 TRUE FALSE FALSE FALSE tomsTrack)
     (SetFilterRange 0 0 TRUE hiTom1 hiTom1)
     (EditCopy From Thru TRUE TRUE FALSE FALSE FALSE)
     (EditPasteToTrack From 1 1 TRUE FALSE FALSE FALSE tomsTrack)
     (SetFilterRange 0 0 TRUE hiTom2 hiTom2)
     (EditCopy From Thru TRUE TRUE FALSE FALSE FALSE)
     (EditPasteToTrack From 1 1 TRUE FALSE FALSE FALSE tomsTrack)
     
    ; Hats track 
     (SetFilterRange 0 0 TRUE closedHat closedHat)
     (EditCopy From Thru TRUE TRUE FALSE FALSE FALSE)
     (EditPasteToTrack From 1 1 TRUE FALSE FALSE FALSE hatTrack)
     (SetFilterRange 0 0 TRUE pedalHat pedalHat)
     (EditCopy From Thru TRUE TRUE FALSE FALSE FALSE)
     (EditPasteToTrack From 1 1 TRUE FALSE FALSE FALSE hatTrack)
     (SetFilterRange 0 0 TRUE openHat openHat)
     (EditCopy From Thru TRUE TRUE FALSE FALSE FALSE)
     (EditPasteToTrack From 1 1 TRUE FALSE FALSE FALSE hatTrack)
     
    ; Cymbals track 
     (SetFilterRange 0 0 TRUE crash1 crash1)
     (EditCopy From Thru TRUE TRUE FALSE FALSE FALSE)
     (EditPasteToTrack From 1 1 TRUE FALSE FALSE FALSE cymbalTrack)
     (SetFilterRange 0 0 TRUE crash2 crash2)
     (EditCopy From Thru TRUE TRUE FALSE FALSE FALSE)
     (EditPasteToTrack From 1 1 TRUE FALSE FALSE FALSE cymbalTrack)
     (SetFilterRange 0 0 TRUE ride1 ride1)
     (EditCopy From Thru TRUE TRUE FALSE FALSE FALSE)
     (EditPasteToTrack From 1 1 TRUE FALSE FALSE FALSE cymbalTrack)
     (SetFilterRange 0 0 TRUE ride2 ride2)
     (EditCopy From Thru TRUE TRUE FALSE FALSE FALSE)
     (EditPasteToTrack From 1 1 TRUE FALSE FALSE FALSE cymbalTrack)
     (SetFilterRange 0 0 TRUE ride3 ride3)
     (EditCopy From Thru TRUE TRUE FALSE FALSE FALSE)
     (EditPasteToTrack From 1 1 TRUE FALSE FALSE FALSE cymbalTrack)
     (SetFilterRange 0 0 TRUE splash splash)
     (EditCopy From Thru TRUE TRUE FALSE FALSE FALSE)
     (EditPasteToTrack From 1 1 TRUE FALSE FALSE FALSE cymbalTrack)
     (SetFilterRange 0 0 TRUE china china)
     (EditCopy From Thru TRUE TRUE FALSE FALSE FALSE)
     (EditPasteToTrack From 1 1 TRUE FALSE FALSE FALSE cymbalTrack)
     
    	 ; Other Track
     (ResetFilter 0 TRUE)
     (EditCopy From Thru TRUE FALSE FALSE FALSE FALSE)
     (EditPasteToTrack From 1 1 TRUE FALSE FALSE FALSE otherTrack)
     
    ; delete notes that are present in other tracks
     (TrackSelect 0 -1)
     (TrackSelect 1 otherTrack)
     (forEachEvent 
      (do
          (if (== Event.Kind NOTE)
            (do
               (if (== Note.Key bassDrum1) (delete))
               (if (== Note.Key bassDrum2) (delete))
               (if (== Note.Key rimShot) (delete))
               (if (== Note.Key snare1) (delete))
               (if (== Note.Key snare2) (delete))
               (if (== Note.Key lowTom1) (delete))
               (if (== Note.Key lowTom2) (delete))
               (if (== Note.Key midTom1) (delete))
               (if (== Note.Key midTom2) (delete))
               (if (== Note.Key hiTom1) (delete))
               (if (== Note.Key hiTom2) (delete))
               (if (== Note.Key crash1) (delete))
               (if (== Note.Key crash2) (delete))
               (if (== Note.Key ride1) (delete))
               (if (== Note.Key ride2) (delete))
               (if (== Note.Key ride3) (delete))
               (if (== Note.Key splash) (delete))
               (if (== Note.Key china) (delete))
               (if (== Note.Key closedHat) (delete))
               (if (== Note.Key pedalHat) (delete))
               (if (== Note.Key openHat) (delete))
             ) ;do
           ) ; if
        ) ; do
      ) ; forEachEvent
     
    ) ; do
     
    	

     

     

    Wow, thank you! I'll give it a try.


  10. 12 hours ago, David Baay said:

    Similar to what Steve suggested, I would put put a drum map on the MIDI track, allowing you to solo each kit piece (or groups of relate pieces in the Drum Pane  of the PRV before bouncing. Saves creating a bunch of different MIDI tracks, but still has to be done as individual bounces.

    That seems one of the easiest ways to do this in Cakewalk. Thanks!


  11. 8 minutes ago, David Baay said:

    Maybe I'm misreading the OP, but to get individual MIDI drum parts (and overhead/room mics if the synth has them) rendered as independent audio tracks for each kit piece:

    - Choose to create a separate MIDI track and  'All Audio Outputs -  Mono' when inserting the synth.

    - Freeze the synth, and each part will be rendered to its corresponding track.

    - For stereo room mics, you can reset the input of one of the mono tracks to the  appropriate stereo input, and delete the extra one.

    - And you can save the whole setup as a Track Tmeplate, including a Drum Map on the MIDI track ouput(s) so you don;t have to go through the setup again.

     

    I tried this method but some VST's dont allow multiple outputs, so when I choose "All audio outputs" I only get a few tracks(mono and stereo) that contain the full drum kit pattern.

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