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Everything posted by David Baay
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Just to clarify the terminology, I read this as you've inserted multiple Sends on a track to different FX buses and the Sends are post-fader (the default). And the track's Output is assigned to the 'main vox' bus. Indeed in that case you should not see or hear any FX signal on the main vox bus when the source track's Volume is pulled down to -Inf. It shouldn't really matter, but I'm assuming the FX buses Output to the 'main vox' bus along with the Output of the track; is that right? First thing I would check is that what you're hearing is actually from those buses; do you see signal in their meters? Does any other track also send to those buses?
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HELP!!! SOS!!! - Can Not Export in latest Sonar - SOS !!! HELP!!!
David Baay replied to minminmusic's topic in Cakewalk Sonar
... or something 'reasonable' like 20-50ms. A very large offline render buffer (e.g. > 300ms) can precipitate issues like this. -
Each pad can host from 2 to 10 different sounds with associated note numbers based on the underlying SFZ file(s) on which Session Drummer is based. The relationship between note numbers and sounds corresponds roughly to the layout of General MIDI drums which does not put the note numbers for like-sounds in strictly numeric order. If you right-click the kick and snare pads you'll see that the associated notes they cover (35-36 and 37-40, respectively) happen to be in order because that's how GM drums are laid out. But the Hi Hat pad covers notes 22, 26, 42, 44, 46 because GM distributes them that way, and all of those are going to go out the same audio out channel 3. Right-clicking other pads will show that the correspondence between note numbers and output channels is all over the place.
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It's not. So long as the following conditions are met, everything should remain in sync as you make or revert additional changes: - The Timebase of all audio and MIDI clips remains the default Musical and they were in sync with each other and with the timeline/metronome to begin with. - Audiosnap Follow Project [Tempo] remains enabled on all audio clips in Auto Stretch mode and you have not not locked any clips. My guess would be that you enabled Audiosnap in some mode other than Auto Stretch before the first change or Audiosnap has somehow become disabled on one or more clips, possibly due to bouncing the clip(s) which will render any stretching permanent and disable Audiosnap. There are other things that could have gone wrong, but those would be the most probable. Ideally you will have kept an unstretched copy of the project from which you can start over, but even if you didn't, and you bounced some stretching, the original audio will still be available in the audio folder for you to manually recover the original state.
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consolidate take lanes or delete empty ones
David Baay replied to charles kasler's topic in Cakewalk by BandLab
Sound on sound record mode. -
32 bit Platinum not showing FX bins in old 2007 file
David Baay replied to gmp's topic in Cakewalk Sonar
AS mentioneded in your other thread, all versions of SONAR/CbB/Sonar that had an Inspecter should show the FX bins for all plugin types in both places. For tracks you just have to set the Track Control Manager at the top of the tracks pane to All, FX, or Custom with the FX Bins option checked, and the track sized to make room for it. Edit: I just saw the updates to your other thread. Yes, the exception would be 32-bit DX plugins for which there is no 64-bit wrapper. They would need to be replaced with VSTs or updated 64-bit DX versions. -
All x64 versions of SONAR/CbB/Sonar should show 32-bit FX everywhere using the included BitBridge 'wrapper' to host them. If you don't see them in tracks, I would guess it's just that you don't have the track control manager at the top of the track pane set to display FX bins in tracks, and are only seeing them in the Inspector at the left. 'I' on your PC keyboard t oggle the Inspector open/closed.
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My preference is to leave the metronome ouput assignment and bus as they are, and put a Send on the Metronome bus to an Aux track that I name 'Click'. I disable the Input Echo on the aux so it doesn't double the Metronome during recording, and you'll probably want to remove the send, change the Click track input to None and mute the track until you're ready to export. If the project has a fixed tempo and meter, you can save a little recording time by just punch-recording a single measure, converting to a Groove Clip with Ctrl+L, and rolling the clip it out to the end of the project.
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The change from Layers to Take Lanes and the related addition of the Comp[osite] recording mode probably caused more consternation than any other changes. Most have embraced it, but some still see advantages to to the old layers implementation. Most of the available options for Take management relate to how Lanes are created and used are in Record options; right-click the Record button in the transport module and see the Take Behavior section at the bottom. You'll also want to read up on how the Comp tool works for editing takes and either use it, avoid it or disable it (right-click the Smart tool button in the Tools module).
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How to Recover Superior Drummer 3 Track in Sonar X3
David Baay replied to Josh Hooper's topic in Cakewalk Sonar
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. -
Display ASIO Buffer size in Control Bar Module?
David Baay replied to Colin Nicholls's topic in Feedback Loop
+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. -
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.
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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.
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Can't switch an added track to mono...
David Baay replied to Steve Patrick's topic in Cakewalk Sonar
Mono Inputs are always shown; the option is for Outputs. -
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?
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Can't switch an added track to mono...
David Baay replied to Steve Patrick's topic in Cakewalk Sonar
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. -
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.
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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.
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See Go to From and Go to Thru in global bindings. I have them bound to the original keys F7 and F8.
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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.
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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.
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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.
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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...?
