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David Baay last won the day on March 9
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As others have indicated, Mute and Echo only affect the output of the track and Sonar doesn't care whether you can hear output from a synth; it will still record incoming MIDI regardless. The only thing that would prevent that is if the assigned input channel doesn't match the transmit channel of the controller. Not sure how this relates, but there's no obstacle to that. Each VSTi precsents a dedicated virtual MIDI port to the DAW and each port's channels are independent of the others, just like hardware ports.
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Soft synth switching pitch on re-opening
David Baay replied to Marc St-Jacques's topic in Cakewalk Sonar
It depends on the driver and the state of the Sonar project. Many simply won't allow it while Sonar has control. Others will signal that the rate has changed, and Sonar will either complain about a mismatch if the project has recorded audio in it or tell you it's switching the project rate to match the device if the project is all live synths. In any case, when the two get out of sync, I'm inclined to blame the driver for allowing its rate to be changed without properly signaling that to the app that's using it or not responding to the app's request to change rates. -
So are you still questioning why you see a slight load? As I said, I see no difference in Audio Processing or Engine Load between CbB and Sonar, and Platinum only showed the lower Audio Processing number that you might be used to. It was never zero with the Audio Metronome enabled in any release.
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Move existing tempo track events 4 measures right.
David Baay replied to Ray Yates's topic in Cakewalk Sonar
I haven't used it for a long time, but Ripple Edit was introduced partly because Insert Time/Measures by itself would not consistently move everything as expected. -
Soft synth switching pitch on re-opening
David Baay replied to Marc St-Jacques's topic in Cakewalk Sonar
Sample rate mismatch. 48/44.1 is inbetween a half and a whole tone. Make sure your interface's sample rate is matching Sonar. This won't usually happen if the interface is dedicated to Sonar using ASIO. If it's onboard audio and/or it's the default device for Windows audio, this is more likely to happen. -
You have Metronone set to Use MIDI? If it's set to Use Audio, the plugin that drives it will be active and using CPU.
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In Sonar the plug-in-powered audio metronome causes a 3-4% Engine Load on my laptop. SONAR Platinum, which used a less 'critical' load-measurement algorithm, shows only a tenth of a percent. I don't have CbB on this machine to check. I believe it used the same performance measurement algorithm as Sonar so should show the same idle load with the audio metronome enabled. If not, this might be something the Bakers should invetigate. I'll check my other machines that do have CbB. EDIT: I verified Sonar and CbB show roughly the same numbers on my desktop DAW: Audio Processing: 0.1 to 0.2% Engine Load : 1.5-2.5% And Platinum only shows the Audio Processing measurement at about the same level. Switching the Metronome to MIDI zeros the load in all of them.
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Move existing tempo track events 4 measures right.
David Baay replied to Ray Yates's topic in Cakewalk Sonar
The better approach would be to Undo and enable Ripple Edit All before inserting/moving; tempo/meter changes, automation, markers, etc. will all move together. -
By "v17", I presume you mean the last release of SONAR Platinum, 2017.10. In any case, the new Sonar will install to its own subdirectory of Cakewalk, just sharing plugin and utility directories with old SONAR which will remain independent and run just the same so you won't have to migrate projects if they don't open and run the same or better in Sonar, though they absolutely should. Different users have had more or less success embracing the 'flatter' look and theming/colors/contrast of the new scaleable UI. Aside from that, I think Sonar is inarguably superior to SONAR in features, performance and stability. Very few users have had any issue running old projects in Sonar. The only other potential issu I can think of is that the sizing of various view and panes, track/lane heights and plugin UIs may change, depending on your specific display scaling, but that's fairly easily corrected on a per-project basis, or globally if you use Workspaces. Bottom line: It will take some time to get used to all the changes and get all your preferences synced up, but it won't 'break' anything and you can transition gradually. And you can try the free tier to start; it actually has very few feature omissions vs. the subscribed version,
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Support for GS Wavetable was deliberately removed some time ago for compatibility reasons. I subsequently discovered a that it's still available if you set MIDI driver mode in Preferences to UWP instead of the default MME. But I can't say how long this workaround will persist, and I've seen flaky behavior using UWP mode with the one interface I have that supports it for hardware outs so I'm back to MME.
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I'm not exactly sure what you have going on because Sonar wouldn't allow sending or outputting the reverb bus back to any source track as that would create a feedback loop, but the Reverb bus should Output to Master. EDIT: I should add that when using an FX on a bus as a Send FX, the FX should be set to 100% wet. The dry signal gets to the Master directly from the track/bus that's the source of the Send, and the wet signal gets there from the FX bus. Dry/Wet mix is controlled by a combination of the send levels and the FX bus Volume.
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Not in my experience. NDME overrides Blend and will force a new clip to be created.
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No, becasue Blend does not alter any notes in the target clip as Replace and Move do.
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Recording from Line 6 Helix LT sums to mono in Sonar CW
David Baay replied to Matt Rowson's topic in Cakewalk Sonar
I would think the stereoization of the (presumably) mono input from the guitar is happening at the output. So, you're recording a dual mono dry signal and it's getting stereoized on playback (and when monitoring, whether direct or via Input Echo) through the Helix. If the Helix doesn't offer an option to record from the output via internal loopback in the console app, you're going to have to setup a manual loopback. -
Yes, I intended to mention that all the Melodyne (i.e. pitch correction) work should probably be done first since it's optimized for working on raw audio and might be negatively affected by any stretching artifacts introduced by Audiosnap. And it should (and must) be rendered before Audiosnap can be enabled.
