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Everything posted by brundlefly
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I was just in the process of writing the following when you posted: My guess would be that your keyboard controller has a physical problem that's causing spurious Note events to be generated on that one key, possibly due to the slight vibraiton of the keybed when you release other keys. Does it happen when playing other ranges of the keyboard?
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@King Burton Check how sends from tracks to buses are set up. By default Sonar does not mute prefader sends when a track is muted, either directly or by soloing some other track. So there can be situations where soloing a track mutes other tracks but not buses that have sends from those tracks. You can change this behavior by setting LinkPFSendMute to True in Preferences > Audio > Configuration File (or editing AUD.INI manually to set LinkPFSendMute=1).
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Did this ever go anywhere? I've also seen "phantom" transients come and go in waveform drawing when zooming for years. It was never a huge deal for me, but it would be nice to have it eliminated as visual glitches of any kind detract from the overall user experience and confidence that WYSIWYG and vice versa.
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The inexplicable wretchedness of trying to use the drum pane
brundlefly replied to Starship Krupa's topic in Feedback Loop
Actually the word "Create" is not included; it's just "New Drum Map", and the idea is that you're adding a new map to the project that can contain multiple maps - just like adding a "new" track, folder, bus, marker, etc. It has to be applied to the Output because it's actually a realtime "mapper" that can rewrite note event numbers, channels and velocities on the fly and send them to different outputs according to input pitch, not just re-labling pitch names in the PRV. As designed, the drum pane depends on drum maps to work. I guess this boils down to a Feature Request to be able to add labels to the drum pane without invoking a drum map, but it may be that the mute/solo functions of the drum pane also depend on the map, and you might lose that; I don't know. All I know is that the existing impementation has always worked for me when I needed it with a minimum fuss and mystery. Maybe the problem is better addressed by determing exactly how the basic process falls down for you in particular situations (e.g. default output assignment, blank drum pane) and having the Bakers find ways to cure those particular issues. And possibly they could put a menu option in the PRV to "Add Drum Map" that opens the pick list and applies the selection to the output of the current track under the covers. I think this would be a better approach than adding a "labeling-only" feature. -
When you open a .MID file, the first CC7 event in the first measure of each track is used to set the MIDI Volume widget in the track and is removed from the Event list. When you find/replace all the values, that Volume widget level remains unaltered, and when you re-save as MIDI, that value is written back to the file at the front of the event list. I don't believe there's an option to override this behavior. You just need to set the Volume widget in each track to the desired initial value before saving.
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I'm not sure how this happened in your project, but I can't reproduce the doubling in a new step sequencer clip created from scratch. I think something must have happened in the editing process. So far as I can tell, the numerical range of the Flam control is just mis-documented and 1.0% to 50.0% is the intended range; in other words, the flammed sound can only be delayed - not advanced - relative to the initial hit which makes sense. In any case, Flam was not enabled on any of the hits so it shouldn't have any bearing.
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Those velocity settings are working here; the snares at beats 4 and 8 are inaudible over the tambourine hits on the same beats. But I noticed when muting the tambourine row to better hear the soft snares that the tambourine just became a little quieter (Dim Solo disengaged). So I bounced the SS clip to a regular MIDI clip, and found that both the tambourine hits and snare hits were duplicated - two events with the same timing and velocity for each. Did these clips start out as MIDI clips converted to Setep Sequencer clips or were they SS clips from the get-go? As I said, the velocity settings seemed to be working here, but if there is underlying duplication of hits, that might interfere with the velocity response. I suggest you bounce to clips, remove the duplicate hits and convert back to SS. P.S. I thought this might be related to the Flam control. It was centered which should be 0.0, but was showing 25.0 and goes from 1.0 to 50.0 instead of -50.0 to +50.0 as the documentation says it should. Also, when I double-clicked it to re-center, it defaulted to 25.5 instead of 25.0, adding to my suspicion that it's not behaving correctly.
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The inexplicable wretchedness of trying to use the drum pane
brundlefly replied to Starship Krupa's topic in Feedback Loop
The main difference with CW is that the "button" for setting maps is the Output widget of the MIDI track (or MIDI tab of an Instrument track). You can't get to it from the PRV so it's not as intuitive, but the procedure is no more complicated if you have the Inspector showing. This where CW's track templates come in. Again, different, but equally simple after you've done the initial setup and saved the template - or acquired one that someone else created. As mentioned, I've always recorded drum parts in real time from the keyboard, and having a map in the PRV doesn't really facilitate that, which is why I don't use them all the time. But I've been at this game long enough that I've had quite a bit of experience even with features I don't use frequently. For me the usefulness of drum maps is more in their ability to map different keys to different instruments/channels and to allow muting/soloing individual notes in the PRV. I more often use them for atypical purposes like routing different note ranges to the different horns by channel in a multitimbral synth when composing for a horn section or blocking the passage of notes that don't correspond to the pitches available in a physical music box or tongue drum so that I don't compose something it can't play. I wouldn't have as much use for a "map" that just shows names without offering actual "mapping" functions. -
The inexplicable wretchedness of trying to use the drum pane
brundlefly replied to Starship Krupa's topic in Feedback Loop
I also use the PRV, and generally don't need to reference kit piece names. Since I mostly play the drums in from the keyboard in real time, I learn the mapping by feel and have a limited amount of editing to do after the fact. If it's not obvious what's what from the pattern of notes and my memory of where they are on the keyboard, a quick click on a note or swipe of the PRV keyboard tells me what/where a kit piece is. That said. I just loaded the AD2 drum map and did not have any issues; just make sure to have the instrument loaded before instantiating the map in order for the output port to default correctly. The page where the map is shared also has project and track templates that will take care of the output assignments and speed the setup of multitrack outputs: https://legacy.cakewalk.com/Support/Knowledge-Base/2007013364/Setting-up-a-Drum-Map-for-Addictive-Drums-2-in-SONAR No doubt Sonar's implementation of drum maps is a bit antiquated, not very intuitive, and can be awkward in a number of ways, but I've never found it to be so bad that it's actually frustrating. Like a lot of MIDI-related processes, it can be tedious, but no more than that. -
A simple project with a virtual instrument and no audio tracks should be small enough to link to a post. If you don't want ot share it that widely, you can PM me the file or share it via OneDrive or some other sharing service.
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Maybe share that project with just the offending track to see if the problem is reproducible for others. I don't use Step Sequencer that much but have not had issues like that in the past. I would not expect a problem with track mute/unmute to be related to the SS content. Possibly these issues are related to the instrument it's driving; is it SI Drums?
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Can I see the Drum Map notes while editing another (bass) midi track?
brundlefly replied to Roy Slough's question in Q&A
It's possible to see notes in both the drum and notes panes simultaneously, but only while the drum track has focus in the PRV. As soon as you focus something in the Notes pane to edit it, the drum pane will go blank because the PRV is using the output assignment of the focused track to determine where to send the auditioning output. I suppose the developers could jump through some hoops to preserve the visual display of the drum map in this scenario; it just wasn't in the design requirements and probalby wasn't noticed or realized that this might be useful. -
What part of "This is not a workaround" didn't you understand? A workaround is a way of overcoming a bonafide software defect or a significant omission in functionality. Moreover a workaround is typically awkward, requires more steps to accomplish and/or yields a result that is not completely satisfactory. None of that is the case here. In fact your "solution" is arguably more awkward, requiring that you enable/disable snap or use modifiers, depending on the situation, that you drag and drop the node with sufficient precision to ensure that it snaps to the correct target, and potentially has an unsatisfactory result (duplicate nodes) unless programmers add logic to eliminate it... oh, wait, that would be just like deleting it in the first place! P.S. If you want to have a discussion about which of us has contributed more to the development and success of Cakewalk and its user community, come back in 30 years and we'll compare notes.
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As pointed out, all you need to do is delete the redundant node and (if necessary) change the segment type to something other than Jump. This is not a workaround; this it how it's intended to be used. Creating a new type of snap object to facilitate stacking redundant nodes is not a feature anyone should support.
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Add Split command to Track View Clips menu
brundlefly replied to Starship Krupa's topic in Feedback Loop
Personally, I almost always check context menus first when using new software, but I agree Split should be in the Clips menu along with Bounce to Clip(s) which I use frequently enough that I have it in the Custom module. -
I quickly got over being distracted by them but am generally in agreement that they add unnecessary clutter to the UI.
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Can I see the Drum Map notes while editing another (bass) midi track?
brundlefly replied to Roy Slough's question in Q&A
I agree, just remove the drum map assignment and do it all in the PRV with both tracks showing. For a simple drum pattern like that, it's generally pretty obvious which rows are kicks and snares without having the drum map labels. Alternatively, you could copy the drums to a lane of the Bass track, mute the clips, and disable Hide Muted Clips in the PRV View menu. This will give you grayed-out drum notes in the Bass track as a timing reference. Or, better yet, play it all in live from a MIDI keyboard to get a natural interplay of drum and bass rhythms. ;^) Time spent learning to play in real time is more productive, more fun and yields better-sounding music than drawing notes with a mouse. -
CAL/macro to enable groove clip and extend to now marker?
brundlefly replied to GreenLight's topic in Cakewalk by BandLab
The concepts of clips and groove clips hadn't yet been implemented when CAL was developed; it can only operate on individual events. CAL could be made to do it by Copy-Paste with the known From and Thru values of the selected clip. Groove Clip Looping is sort of aimed at users who prefer to edit with the mouse. If you prefer to use keyboard shortcuts, there is already Duplicate and Copy-Paste with Repetitions that will get the job done in short order. Or you could go to clip properties and change the length of the Groove Clip - e.g. if you quaduple the length, you get 4 repetitions. -
Only if the transport is restarted in between takes. With loop-recording, it works more like Comping; try it. I just checked back to the last release of Sonar Platinum, and it behaved the same.
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How do I add swing from the Control Bar?
brundlefly replied to MoeShinola1's topic in Cakewalk by BandLab
Yes, it's still included and that's the only way to apply swing to MIDI non-destructively. To my mind it doesn't really make sense to apply some fixed amount of swing to a whole project as swing is only really meaningful in the context of an even (or at least closer to even) rhythm in some other part. -
Overwrite only applies when you restart the transport in between takes. Loop-recording in Overwrite mode is similar to Comp recording - each pass gets a new lane, and the clip in the last pass is left unmuted while all others are muted. The main difference is that the penultimate take will be entirely muted in Overwrite mode even if the final pass is only partial; in Comping mode, the un-overlapped part of the penultimate take will be split off and left unmuted so you have something sounding throughout the looped region on playback. In either case you can unmute any clip by selecting it and hitting K on your PC keyboard. Or, if you only want to hear one at a time, you can click in the bottom half of any take where the Comp tool is active which will automatically unmute that take and mute all others.
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In my 35 years I have encountered this issue many times, and it's come up on the forum many more times. As a result, I've always advocated selecting a specific channel of a specific port for Input to avoid duplicate/truncated notes and related issues.
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Instrument Track View Controls: Velocity vs. Gain
brundlefly replied to murat k.'s topic in Feedback Loop
Personally, I prefer having Velocity Offset (a.k.a MIDI Gain) widget in the track header, and use it frequently, because it essentially gives the ability to "tell the performer to play more aggressively" with the resultant change in attack/loudness/timbre/etc. response programmed by the synth developer. To me it's more useful to have ready access to a control that does something very different to the sound than audio gain/volume. Conversely, I seldom have a need to alter audio Gain on an Instrument track. I prefer to control the input level to the track by MIDI Volume (CC7) controlling the output level of the synth. This is an old habit based on the the fact that you can't control audio Gain on a live input from a hardware synth, but I see no reason to treat soft synths differently just because I can. I think it could be argued that Velocity Offset should never have been conflated with 'Gain' in the first place, and it might be useful to have ready access to both controls in Instrument track header as you suggested. But if I can only have one, I'll take Vel+. Ulitmately, I'm satisfied with having access to all the controls via the Inspector. -
I do this all the time: - Create at track named Master Bounce, set the ouput direct to Main Outs, mute it and and group its mute in opposition with the Master bus mute. - Tracks > Bounce to Tracks - Set Destination to Master Bounce, Source = Buses, and check only the Master bus. - OK - Toggle the mute to choose whether you hear the bounced master or the live master bus.