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David Baay

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Everything posted by David Baay

  1. Insert an audio track and assign its Input to Superior Drummer's main outputs. If you still don't hear anything, verify that Superior's UI is responding to the MIDI input and you can hear it when you click to audition drum sounds in its UI.
  2. +1 I frequently forget that I've left it unusually high or low for some purpose, and wouldn't mind having it front and center somewhere (Transport module?) or even just included in the Tool Tip when hovering over the Performance module - probably be the easiest to implement as there would be no UI work needed.
  3. Ref. Guide does Bounce to Track(s) will also generate a preview file because it uses mostly the same code as Export. I have not seen a preview be available in the absence of one of those two events. A lot of my projects continue to be MIDI only while in progress and don't have previews until I bounce the Master bus to a 'Master Bounce' track.
  4. Confirmed. Also, Ctlr+Alt+V (paste special) is not working to paste another linked copy of a previously linked copy, and 'Use Paste Special Options on Paste' is not honoring the linking option in the Paste Special dialog.
  5. Mono Inputs are always shown; the option is for Outputs.
  6. I thought it might also give a more persistent solution if you actually move it and re-save the project. Have you done that and still see the problem intermittently?
  7. Whether a track records in mono or stereo is determined by the Input selection. Interleave determines how playback is processed. When you add a track, the Input defaults to None. If you then arm it without selecting an Input, it wil default to the first stereo pair.
  8. @msmcleod I can confirm there's an issue with sync of wheel events when recording soft synth audio with count-in engaged. For me it's more than a simple offset of the timing by a measure. I'll PM a demo project.
  9. Some specific hardware setups have exhibited issues like this in the past related to count-in being enabled, and in at least one case, it affected all users. Whenever things are exactly a measure off, it's always a good idea to check whether count-in makes a difference. This might also be related to inserting soft synths in FX bins rather than in the Synth Rack.
  10. In short, if a plugin adds delay to track or bus, other tracks/buses need to have a compensating delay added to remain in sync, and this delay necessarily affects live input being echoed through a track as well. But if the live signal is all there is on a track and the performer is playing along with the delayed output of other tracks, that delay can be overriden on the input-monitored track by the PDC button.
  11. See Go to From and Go to Thru in global bindings. I have them bound to the original keys F7 and F8.
  12. It may not make a difference, but FWIW, my intent was to force a redraw of where the track/clips pane divider is since the "truncated" tracks are behaving as if the pane divider is further to the left than it is.
  13. Read up on Plugin Delay Compensation. There's a PDC [Override] button in the Mix Module that will allow you to temporarily eliminate delay compensation on Input-monitored tracks while rehearsing/recording so long as the offending plugin isn't on the track in question or in its path to Main Outs. If it is, disabling it is the only option. It's best to simply avoid using plugins that use lookahead buffers that make PDC necessary until you're done tracking.
  14. Okay, I stand corrected, and apologize for questioning your memory when mine was the faulty one. I should have searched more diligently (as I usually do) before posting that. Looking through my collection of old Ref. Guides, I see that the "Stop at End" and "Loop Continuously" options actually persisted from at least Pro Audio 9 through Sonar 8.5 but were dropped with X1 - I presume deliberately, but maybe not...? Loop Continuously was on by default, and I never had a reason to disable it so I didn't really register it. Unless there's some conflict with the current implementation of some related functionality, I guess it might make sense to just restore those options as they were originally implemented.
  15. I think you are mis-remembering the existence of such a feature. I have pretty good recall for changes in Cakewalk/Sonar going back to v2.0 for DOS and didn't recall this, so I Googled "Loop once" against the old forum, and found only your own thread from 2015 (!): http://forum.cakewalk.com/Play-loop-region-once-and-stop-m3272980.aspx Anderton and others in that thread seemd to have much the same response as I do, not seeing the great benefit vs. just using punch by itself. The only thing a "Loop once" feature would save you is having to hit Stop (Spacebar) which does not require a great amount of effort and isn't time critical as the project is just playing back once it passes the punch region. I would also agree with Anderton's conclusion that what you want isn't even really about "looping" it's more like "auto-stop-and rewind" from the punch out point. I wouldn't be opposed to having that feature added as Punch option. To be thorough, I should mention that looping was implemented differently in very early DOS versions, letting you specify to loop a section some number of times before playback would continue, but that was the MIDI-only era and it was only a playback feature, not a recording option. Possibly that's what you're remembering...?
  16. It's the control at the upper right corner of the Track View that currently says "Off", so that's probably not the cause, and might actully be the solution. If you enable Ripple Edit - All, closing the gap on any clip/track will automatically close the others, keeping all automation, tempo changes, etc in sync with the move. But do it on a copy of the project as suggested, and be sure to disable it after the project is fixed so you don't get in more trouble!
  17. MIDI buffering issues generally manifest simply as dropped or stuck notes (more often the former) which shouldn't really affect how a plugin behaves unless maybe you're automating synth parameters via MIDI controllers or key switches. It would be really nice to at least know what specific plugins are implicated. I understand the OP doesn't have time to investigate thoroughly but we're not likely to get to any diagnosis without more detail.
  18. Zero is the default that tells Sonar to use the real-time buffer size for Fast Bounce. After encountering problems with rendering of some synths at very low buffer sizes I long ago raised it to 20ms and have had very few Fast Bounce issues since. Would be interesting to see a project with one particular track and FX that reproduces the issue. Are you seeing this with any super-common plugins?
  19. I would try: - Set Workspaces to None if it isn't already. - Make sure any screenset in use isn't locked. - Drag the tracks pane completely closed and back open to force a redraw. - If that doesn't get it, remove each group of problematic tracks from its folder and move them back in with or without re-creating the folder depending on whether the problem persists. If that fixes one project but others continue to have a problem, I would suggest you abandon any old templates you may be using and re-create them from scratch, starting with a Basic or Empty one. In the past, I've had templates that continued to have issues around new features that didn't exist when they were created.
  20. I agree this is likely system-specific, maybe related to the interaction of the display driver with a specific combination of Windows and Sonar scaling. Is Windows at a standard scaling increment and Sonar at 100%? I have encountered one specific, reproducible case where I get blank space to the right of the Prochannel tab in the Inspector with a custom Windows scaling setting. Otherwise I haven't really ever seen blank space anywhere in the UI except when the app was in a bad/hung state.
  21. Bounce or Freeze? If freezing, getting tails rendered properly is just a matter of enabling it and setting the time in Freeze options. When bouncing, you have to deliberately select a longer time range to include the tail. The quality issue may be due to particular plugins not playing nice with Fast Bounce or in combination with a low ASIO buffer size which is the default for offline rendering. Try setting BounceBuffSizeMsec in Config File to 20 (milliseconds).
  22. I don't recall that feature, and maybe I'm missing something in the workflow, but... why enable looping at all if you only want a single pass? Just enable "On Stop Rewind to Now Marker" in Track View options, and start recording (and performing) as many bars before th punch point as needed to get in sync. When you hit Spacebar to stop, the transport will return to wherever it was started. If your really want to use a loop marker to define that start point, you can just put the end of it further out in the timeline to give yourself time to hit spacebar after the punch out before it loops back.
  23. More likely just an issue with the that particular project's internal referencing of the plugin, but for good measure you might want to re-register the dll which is the usual solution for this error: - Open a command prompt and cd to C:\Program Files\Cakewalk\Shared Dxi - Type regsvr32 GroovePlayer.dll and Enter.
  24. Inquiring minds want to know... what the heck kind of presumably-unrelated update caused that regression?
  25. Maybe share a copy of the project with just that one track in it.
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