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David Baay

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Everything posted by David Baay

  1. Dragging and hearing the note replay sounds like you're getting the Velocity adjustment tool which activates when hovering at the upper edge of a note., and replays the note as you raise or lower the velocity so you can hear the result. Sizing and zooming the PRV view to make the notes a little taller will help distinguish the hotspots. The second part about superimposed notes isn't clear to me. Normally it's not necessary to have a new event start at the same pitch before the previous one ends. That musical effect is usually accomplished by using Sustain or Sostenuto on plucked/hammered string instruments or using legato samples/modes on bowed sting instruments. But maybe I misunderstood...?
  2. I generally resist the urge to comment on posts here, but sometimes the rest of the forum is so quiet, it's hard to resist. ;^) Ultimately these suggestions are intended primarily for the Bakers' eyes, but that doesn't mean other users aren't welcome to weigh in with their opinions about the value, necessity or implementation details of a suggested feature/change. It can happen (and has happened) that a suggestion gets accepted and implemented in a way that really screws up the workflow of long-time users, so they have right to register their concerns in advance. And, as you say, there appear to be many cases where a user isn't aware of an existing feature that offers most or all of what they want.
  3. Right-click deletes. Also not previously mentioned, I believe, is that left-click and drag draws a note of any desired length, and a very short drag before release draws another note of the last-used duration - effectively giving you a note with a single-click, no modifier, and no tool-swapping. Since it's difficult to make music of any interest using only a single duration (one-shot drum sample triggering excepted, of course), I would think a lot of note entry would involve this click-and-drag gesture.
  4. Just say "no" to My $.02: If you're writing enough music in the PRV to get a repetitive stress injury, it's time to start recording the old fashioned way... using a MIDI keyboard. Even if you have to use Step Record mode rather than real time recording, it should be significantly more efficient and ergonomically friendly than drawing notes with a mouse. And if you can manage even a rough real time performance, correcting the mistakes will probably require less clicking. And the more you do it, the fewer mistakes you'll have to correct.
  5. That was my first thought as well, but the screenshot shows that track with the active audio meter is not focused, and not echoing.
  6. A tick equals a millisecond only at exactly at 62.5 bpm. Your first post indicated you know the required offset in milliseconds, so nudging it by milliseconds would be the easiest way to do it. If you want to know how many ticks that's going to be, the formula is: Ticks = Milliseconds/1000/60 x Tempo x 960 (assuming default 960 PPQ Clock setting)
  7. Hard to tell without being able to see the inputs of the synth audio parts of the Instrument tracks. My first guess would be that an instrument track was cloned which creates linked tracks associated with the same synth . Split the instrument tracks, show the I/O widgets, and let us see that along with the synth rack if you can't see the problem immediately. EDIT: Actually, a quick double-check shows that issue with duplicating instrment tracks was fixed some timte ago as I thought it might have been. Nevertheless, you'll need to check the routing, and let us know how what steps were used to create the tracks.
  8. David Baay

    Audio stretching

    I don't actually work much with 'looped' audio . So far as I know, just having looping enabled makes a clip follow project tempo. I'm not sure why there's a separate 'Stretch to Tempo' option. If you imported the clip into an existing project, it should have taken on the project tempo, but as long as it is, there may have been an error when the tempo was set on export from FL Studio. Loops typically aren't that long. If you just want to work with this audio in Cakewalk at the original tempo, I suggest you go back to the source, and make sure it exports as an ordinary .WAV file. If it's not a loop, it won't matter whether you set the Cakewalk project to 160bpm before or after importing it
  9. David Baay

    Audio stretching

    The Groove Clip section of the Clip tab in the Inspector has an 'Original Tempo' field.
  10. David Baay

    Audio stretching

    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).
  11. David Baay

    Audio stretching

    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'.
  12. In addition to Nudge, there is also Process > Slide or you can enter a number of ticks in the Time field of the Event Inspector with a '+' or '-' in front of it to indicate you want that offset added to or subtracted from the the current position of each note.
  13. Technically, it should probably be possible to to bounce only real-time audio input with Fast Bounce disabled, but it seems Cakewalk will not give you the option if nothing in the selection has existing audio or soft synth source to render. I found that you can fool it into giving you the bounce dialog by recording a short clip of any source, and muting that clip or muting the take lane. Then bounce as usual with Fast bounce disabled, and Live Input enabled. That said, since the bounce will have to be real time in any case, you might as well just set up aux tracks to route and process the left and right signals as desired, arm the final target track, and record it.
  14. I'm most impressed that Ramona was able to pull off that piece on a 2-1/2-octave, unweighted controller. Bravo! ;^)
  15. Ah, sorry. the routing probably reset to default when I loaded a drum program to replace the 3rd-party one I didn't have so I could hear what was going on. Still, the multiple aux tracks and sends seem unecessary.
  16. I don't really get this. Is it just that you want a sort of 'minihost' version of CbB that just hosts VSTis with recording capability, and nothing else? Or is there something here that CbB actually can't do with reasonable simplicity?
  17. I just looked at this again, and I have to say the routing for drums seems unnecessarily complicated. You have an SD3 output track named 'Kick', but it's actually getting all SD3 output because you haven't set individual outputs in the SD3 mixer. Then you have that going to a patch point that feeds two Aux tracks, one named 'FX' that outputs to a reverb bus, and one that outputs to the Drums bus with a send to the FX track. I think I got that right... ? Why not just have one track that takes the SD3 output to the drums bus, and then put a send on the drums bus to the reverb bus?
  18. Not a problem here, but I don't have all your plugins so that would be the place to look first. Start disabling/removing anything you're not sure is compatible with Dim Pro based on past projects.
  19. Bravo! My inner drummer wants to hear the rhythm of the spoken lyrics synced a little more tightly with the music at some points, and a melodic vocal chorus of some sort could help take it to the next level, but overall super-enjoyable. Thanks for sharing. But, hey Man, just look down there. You're flying! Like... how cool is that!?
  20. Yes, you don't need Groove Clip Looping enabled if you are going to paste copies, and vice versa. After enabling Groove-Clip Looping, and verifying/correcting the Beats in Clip value, you can just drag the edge of the clip out to create iterations.
  21. Yes. You might also want to check out the documentation on other soft synth insert methods and options: https://www.cakewalk.com/Documentation?product=Cakewalk&language=3&help=SoftSynths.04.html
  22. David Baay

    CAKEWALK & GARRITAN PO4

    I don't really understand the question. Every version has been graphical since Cakewalk 3.0 Pro for Windows 3.1, and the GUI has looked essentially that same since SONAR X1 in 2010. VST2 was introduced during a time that I wasn't doing much with music, so I'm not sure exactly when Cakewalk first supported it, but I would guess SONAR 1 or 2. And anything with VST2 support should be able to run the Garritan ARIA Player.
  23. FYI - Was browsing the new features section of online documentation, and noticed one of the first new CbB features in 18.04 was the dark PRV for Tungsten: https://www.cakewalk.com/Documentation?product=Cakewalk&language=3&help=NewFeatures.53.html My guess is they made a mistake with the highlighting at that time, and will need to fix it. Or you can likely fix it yourself with a little effort, using the Theme Editor. I've used it to modify a few things, and it's pretty straightforward if a bit 'fiddly'. You gotta really love messing with UI artwork in general or be really irritated with some aspect of the default themes to justify any major effort IMHO. ;^) I bet if you wait a little while, somebody who see's this, and is a whiz with the Theme Editor will jump on it.
  24. Yes, either drag the soft synth to an empty area of the Track pane below existing tracks or insert by Insert > Soft Synth. I believe that inserting synths in FX bins of audio tracks is still supported for compatibility with legacy projects from ancient versions of SONAR that used that method exclusively, but it's not the prefered method now, and can contribute to issues like this. EDIT: If nothing else, using the conventional MIDI Track > Synth Rack > Audio Track routing will make troubleshooting easier if there's still a problem.
  25. Yes, not two 'tracks' per se, but two paths. If a bus that you send to (from a track or another bus) at 0dB (i.e. same as the output volume) has no FX on it, and the Gain/Volume on the bus are at unity, you're effectively creating a parallel copy of the signal that will double the amplitude of the sum (+6dB) on the Master.
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