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Steinberg Nuendo 5 Manual

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    The Sample Editor
    Now the beginning of the waveform matches the desired 
    bar position.
    Editing warp tabs can also be useful if you change the 
    length of a segment that you have already warped. In this 
    case, editing warp tabs can help you synchronize your au
    -
    dio again.
    Reset
    This pop-up menu at the bottom of the VariAudio tab allows 
    you to reset the modifications you performed with the Pitch 
    & Warp tool. It also lets you reset the changes you made in 
    Segments mode by reanalyzing the audio and returning to 
    the original segmentation. The following options are avail
    -
    able:
    ÖYou can set up key commands for the reset and the re-
    analyze function in the Sample Editor category of the Key 
    commands dialog (see 
    “Key commands” on page 580). 
    Listening to your modifications
    You can listen to the results of your modifications using 
    the following methods:
    •By activating Acoustic Feedback on the toolbar.
    The segments are played back so that you can easily audition your pitch 
    modifications while editing. 
    •By using the Play tool on the toolbar.
    •By using the Audition and the Audition Loop tool on the 
    toolbar.
    •By using cycle playback in the Project window.
    If you want to compare the original to the modified audio 
    (i.
     e. hear the audio without pitch or warp modifications), 
    you have the following possibilities: 
    •You can disable your pitch modifications by clicking the 
    Disable Pitch Changes button on the VariAudio tab or by 
    setting up and using the “VariAudio - Disable Pitch 
    Changes” key command in the Key Commands dialog, 
    Sample Editor category (see 
    “Key commands” on page 
    580).
    •You can disable your warp modifications by clicking the 
    Disable Warp Changes button on the AudioWarp tab or 
    by setting up and using the “VariAudio – Disable Warp 
    Changes” key command in the Key Commands dialog, 
    Sample Editor category (see 
    “Key commands” on page 
    580).
    Functions – Extract MIDI…
    This function extracts a MIDI part from your audio. This is 
    useful, if you have an audio event with a voice you like and 
    you want to create an identical second voice with a MIDI 
    instrument. The extracted MIDI part can then be used to 
    print out notes from within the Score Editor (Nuendo Ex
    -
    pansion Kit only) or to export it as a MIDI file (see “Export-
    ing and importing standard MIDI files” on page 560). 
    ÖBefore extracting MIDI from your audio you should 
    correct the segmentation. Otherwise, you will have to cor
    -
    rect segmentation errors later in the MIDI part. Transition 
    changes, tilting the micro-pitch curve, Quantize Pitch, and 
    pitch corrections will also be taken into account. 
    The result depends on the quality and the characteristics 
    of your audio.
    FunctionDescription
    Pitch ChangesIf you select this option, pitch changes including micro-
    pitch modifications with the Tilt Micro Pitches tool are re-set either for the selected segments (if available) or for 
    the whole file.
    Warp 
    ChangesIf you select this option, warp changes are reset.
    Pitch + Warp 
    ChangesIf you select this option, pitch, micro-pitch, and warp 
    changes are reset either for the selected segments (if 
    available) or for the whole file.
    Reanalyze  AudioIf you select this option, the audio is reanalyzed and all 
    your segmentation changes are reset. 
    						
    							312
    The Sample Editor
    Proceed as follows:
    1.Open the VariAudio tab.
    2.Open the Functions pop-up menu and select “Extract 
    MIDI…”.
    The “Extract MIDI” dialog opens.
    3.Select an extraction mode in the corresponding pop-
    up menu to include or exclude pitchbend events.
    Pitchbend events are MIDI controller data that is saved in 
    a MIDI file and that creates pitch transitions between MIDI 
    notes. The following options are available:
    4.Open the Destination pop-up menu and select an op-
    tion to decide where the MIDI part will be placed.
    The following options are available: 
    ÖIf you have opened the Sample Editor from the Pool 
    and the audio file does not form part of your project, the 
    MIDI part will be inserted at the Project start position.
    5.Click OK.
    A MIDI part is created.
    ÖIf your audio event references only a section of the au-
    dio clip, only this range will be extracted.
    You can also use a key command to extract your audio as 
    MIDI. In this case no dialog opens and the settings that 
    were used for the previous extraction are used instead. 
    For further information on how to set up key commands, 
    please refer to the chapter 
    “Key commands” on page 580.
    Flattening realtime processing
    You can “flatten” realtime processing at any time. This can 
    be done to serve two purposes: to reduce the CPU load 
    and to optimize the sound quality of the processing. The 
    flatten function takes the following into account:
    • Warp modifications (see “Free Warp” on page 297 and 
    “Warping segments” on page 309), even when Bypass is ac-
    tivated. After the flattening, your Warp tabs will be lost. How-
    ever, you can undo this function as usual.
    • VariAudio pitch modifications (see “Changing the pitch” on 
    page 306), even when Bypass is activated. In this case, the 
    Realtime algorithm (Solo preset) will be used. After the flatten-
    ing, your VariAudio data will be lost. However, you can undo 
    this operation.
    • Event transpose (see “Transposing individual parts or events 
    using the info line” on page 133).
    •Select the audio event(s) that you want to process and 
    select “Flatten” from the Realtime Processing submenu of 
    the Audio menu.
    Also use this function before applying any offline processing. When the 
    flatten processing is applied, a copy of the original file is automatically 
    created in the Pool so that the original audio clip remains intact.
    Selecting an algorithm for the flattening
    When you flatten the realtime processing, you can use the 
    MPEX 4 algorithm to process the audio, which may pro
    -
    duce better sound quality than the realtime processing. 
    Apart from offline processing, this is the only way to 
    achieve polyphonic formant conserving pitch shifting.
    OptionDescription
    Just Notes and 
    no Pitchbend 
    DataIf you select this option, only notes will be included in the 
    MIDI part.
    Notes and 
    Static Pitch-bend Data
    If you select this option, a pitchbend event will be created 
    for every segment. Select a pitchbend value from 1 to 24 
    in the Pitchbend Range field. When you are working with 
    an external MIDI controller, it might be necessary to set it 
    to the same value.
    Notes and 
    Continuous 
    Pitchbend 
    DataIf you select this option, pitchbend events that correspond 
    to the micro-pitch curve will be created. Select a pitch-bend value from 1 to 24 in the Pitchbend Range field. The 
    setting should correspond to the same value on your MIDI 
    controller or the VST instrument being controlled. 
    Note that although the graphic representation of the pitch-bend curve is smoothed, all pitchbend data is included.
    OptionDescription
    First Selected 
    TrackIf you select this option, the MIDI part will be placed on 
    the first selected MIDI or instrument track. Note that any 
    MIDI parts from previous extractions that are on this track 
    will be deleted. 
    New MIDI 
    TrackIf you select this option, a new MIDI track will be created 
    for the MIDI part.
    Project Clip-boardIf you select this option, the MIDI part is copied to the 
    clipboard so that you can insert it at the desired position 
    on a MIDI or instrument track in the Project window. 
    						
    							313
    The Sample Editor
    Proceed as follows:
    1.Select the audio event(s) you wish to process.
    2.Select “Flatten” from the Realtime Processing sub-
    menu of the Audio menu or use the corresponding button 
    on the Process tab.
    If you did not perform any pitch modifications, a dialog opens where you 
    can select an algorithm for the processing. You can either select the 
    MPEX
     4 algorithm, which will produce the highest sound quality, or the 
    Realtime algorithm which is much quicker but will not improve the audio 
    quality of the processing (although it will reduce the CPU load).
    ÖThis dialog will not open when the time stretching fac-
    tor is outside the range of 0.5 and 2 or when you intro-
    duced VariAudio pitch modifications. In these cases the 
    Realtime algorithm will be used.
    For the MPEX 4 algorithm the following quality settings 
    are available:
    The Realtime presets can be selected from the Algorithm 
    pop-up on the Sample Editor toolbar, see 
    “Selecting an 
    algorithm for realtime playback” on page 296. 
    3.Select an algorithm preset and click OK.
    After the processing, any loop that was previously stretched in realtime 
    or had been pitch shifted will play back exactly the same, but Musical 
    Mode will be deactivated and the realtime pitch shifting will be set to 0.
    The audio clip is now like any standard audio clip before 
    applying realtime processing, i.
     e. it does not follow tempo 
    changes. The flattening processing function is best used 
    when you have determined the tempo or key of a project, 
    but you can of course always adapt the audio to a new key 
    or tempo. In this case, it is better to revert to the original 
    audio clip rather than to process the already processed 
    file again.
    Unstretching audio files
    By selecting “Unstretch Audio” from the Realtime Pro-
    cessing submenu of the Audio menu, all realtime time 
    stretching (by sizing or by warp tabs) is removed.
    ÖNote that realtime transpose (in the info line) and Musi-
    cal Mode will not be removed by this.
    Whether the “Unstretch Audio” menu item is available de-
    pends on whether the time stretching has been applied at 
    event or clip level: 
    •If you have sized an audio event in the Project window 
    using “Sizing Applies Time Stretch” (see 
    “Resizing events 
    using time stretch” on page 73), you can undo the time 
    stretching by selecting the event in the Project window 
    and then applying “Unstretch Audio”.
    This removes all time stretching and warp tabs.
    •When you have entered a tempo and/or length on the 
    toolbar, this information is saved for the source clip.
    These changes cannot be undone using “Unstretch Audio”.
    OptionDescription
    PreviewUse this mode only for preview purposes.
    Mix FastThis mode is a very fast mode for preview. This works best 
    with composite music signals (mono or stereo material).
    Solo FastUse this mode for single instruments (monophonic mate-rial) and voice.
    Solo MusicalSame as above but higher quality.
    Poly FastUse this for processing monophonic and polyphonic ma-terial. This is the fastest setting that gives still very good 
    results. You can use this for drum loops, mixes, chords.
    Poly MusicalUse this for processing monophonic and polyphonic ma-terial. This is the recommended MPEX default quality set-ting. You can use this for drum loops, mixes, chords.
    Poly ComplexThis high quality setting is quite processor intense and 
    should be used only when processing difficult material or 
    for stretch factors above 1.3. 
    						
    							315
    The Audio Part Editor
    Background
    The Audio Part Editor allows you to view and edit the events 
    inside audio parts. Essentially, this is the same type of edit
    -
    ing that you do in the Project window, which means that 
    this chapter contains a lot of references to the chapter 
    “Working with projects” on page 51.
    Audio parts are created in the Project window in one of 
    the following ways:
    •By selecting one or several audio events on the same 
    track, and selecting “Events to Part” from the Audio menu.
    •By gluing together two or more audio events on the 
    same track with the Glue Tube tool.
    •By drawing an empty part with the Pencil tool.
    •By double-clicking between the left and right locators 
    on an audio track.
    With the last two methods, an empty part is created. You can then add 
    events to the part by pasting, or by using drag and drop from the Pool.
    Opening the Audio Part Editor
    You open the Audio Part Editor by selecting one or more 
    audio part(s) in the Project window and double-clicking 
    on any one of them (or using the Edit-Open key command, 
    by default [Ctrl]/[Command]-[E]). The Audio Part Editor 
    can display several parts at once, and you can also have 
    more than one Audio Part Editor open at the same time.
    ÖDouble-clicking on an audio event in the Project 
    window will open the Sample Editor (see 
    “Opening the 
    Sample Editor” on page 284).
    Window overview
    The toolbar
    The tools, settings, and icons on the toolbar have the 
    same functionality as in the Project window, with the fol
    -
    lowing differences:
    • A Solo button (see “Auditioning” on page 317).
    • Separate tools for auditioning (Speaker) and scrubbing  
    (see “Scrubbing” on page 317).
    • No Line, Glue Tube or Color tools.
    • Play and Loop icons and an Audition Volume control  
    (see “Auditioning” on page 317).
    • Independent Track Loop settings (see “The independent track 
    loop function” on page 317).
    • Part List controls for handling several parts: activating parts 
    for editing, restricting editing to active parts only and showing 
    part borders (see 
    “Handling several parts” on page 318).
    ÖYou can customize the toolbar by hiding or reordering 
    its items, see 
    “Using the Setup options” on page 572.
    The ruler and info line
    These have the same functionality and appearance as 
    their counterparts in the Project window.
    •You can select a separate display format for the Audio 
    Part Editor ruler by clicking on the arrow button on the 
    right and selecting an option from the pop-up menu.
    For a list of the available formats, see “The ruler” on page 47. 
    						
    							316
    The Audio Part Editor
    About lanes
    If you make the editor window larger, this will reveal addi-
    tional space below the edited events. This is because an 
    audio part is divided vertically in lanes. 
    Lanes can make it easier to work with several audio events 
    in a part. Moving some of the events to another lane can 
    make selection and editing much easier.
    •To move an event to another lane without accidentally 
    moving it horizontally, press [Ctrl]/[Command] and drag it 
    up or down.
    Overlapping events
    Only one event per track can be played back at the same 
    time! This means that if you have overlapping events (on 
    the same lane or different lanes) these will cut each other 
    off, according to the following rules:
    •For events on the same lane, the ones that are on top 
    (visible) will be played.
    To move overlapping events to the front or back, use the Move to Front 
    and Move to Back functions on the Edit menu.
    •For events on different lanes, the event on the lowest 
    lane gets playback priority.
    The overlapping sections of the upper event will not be played because 
    the event on the lower lane has playback priority!
    Imagine the following situation: You have two overlapping 
    audio events, with the top event audible during playback. 
    What happens when you mute the audible event?
    •By default, you will not hear the overlapped event when 
    muting an event that has playback priority over another 
    event.
    This default behavior ensures that you do not suddenly hear audio events 
    that previously were not part of your mix.
    •In the Preferences dialog (Editing–Audio page) you will 
    find the “Treat Muted Audio Events like Deleted” option. 
    When you activate this option, any events overlapped by a 
    muted event will become audible.
    Operations
    •Note that if a part is a shared copy (i. e. you have previ-
    ously copied the part by [Alt]/[Option]-[Shift] and drag-
    ging), any editing you perform will affect all shared copies 
    of this part.
    To indicate that it is a shared copy, a symbol is displayed in the part in 
    the Project window (see 
    “Aligning events” on page 69).
    !Zooming, selecting and editing in the Audio Part Ed-
    itor are done just as in the Project window (see the 
    chapter 
    “Working with projects” on page 51). 
    						
    							317
    The Audio Part Editor
    Auditioning
    There are several ways to listen to the events in the Audio 
    Part Editor:
    By using the Speaker tool
    If you click somewhere in the editor’s event display with the 
    Speaker tool and keep the mouse button pressed, the part 
    will be played back from the position where you clicked. 
    Playback will continue until you release the mouse button.
    By using the Audition icon
    The Audition and Audition Loop icons
    Clicking the Audition icon on the toolbar plays back the 
    edited audio, according to the following rules:
    • If you have selected events in the part, only the section bet-
    ween the first and last selected event will be played back.
    • If you have made a range selection, only this section will be 
    played back.
    • If there is no selection, the whole part will be played back. If 
    the project cursor is within the part, playback starts from the 
    current cursor position. If the cursor is outside the part, play
    -
    back starts from the beginning of the part.
    • If the Audition Loop icon is activated, playback will continue 
    until you deactivate the Audition icon. Otherwise, the section 
    will be played back once.
    •When auditioning with the Speaker tool or Audition 
    icon, audio will be routed directly to the Control Room or 
    to the Main Mix (the default output bus) if the Control 
    Room is disabled. 
    By using regular playback
    You can of course use the regular playback controls while 
    in the Audio Part Editor. Furthermore, if you activate the 
    Solo Editor button on the toolbar, only the events in the 
    edited part will be played back.
    Using key commands
    If you activate the “Playback Toggle triggers Local Pre-
    view” option in the Preferences dialog (Transport page), 
    you can start/stop auditioning by pressing [Space]. This is 
    the same as clicking the Audition icon on the toolbar.
    ÖThe Audio Part Editor also supports the key com-
    mands “Preview start” and “Preview stop” in the Media 
    category of the Key Commands dialog. These key com
    -
    mands stop the current playback, no matter if you are in 
    normal playback or in audition mode.
    The independent track loop function
    The independent track loop is a sort of “mini-cycle”, affect-
    ing only the edited part. When the loop is activated, the 
    events in the parts that are within the loop will be repeated 
    continuously and completely independent – other events 
    (on other tracks) are played back as usual. The only “inter
    -
    action” between the loop and the “regular playback” is that 
    the loop starts every time the cycle starts over again.
    To set up the independent track loop, proceed as follows:
    1.Turn on the loop by clicking the Independent Track 
    Loop button on the toolbar.
    If it is not visible, right-click the toolbar and add the Independent Track 
    Loop Settings section – see “Using the Setup options” on page 572.
    When the loop is activated, the cycle is not shown in the 
    editor’s ruler. Now you need to specify the length of the 
    loop:
    2.[Ctrl]/[Command]-click in the ruler to set the start and 
    [Alt]/[Option]-click to set the end of the loop.
    You can also edit the loop start and end positions numerically in the 
    fields next to the Loop button.
    The loop is indicated in purple in the ruler.
    ÖThe events will be looped as long as the Loop button 
    is activated and the Audio Part Editor window is open.
    Scrubbing
    In the Audio Part Editor, the Scrub tool has a separate 
    icon on the toolbar. Apart from that, scrubbing works ex
    -
    actly as in the Project window (see “Scrubbing audio” on 
    page 67). 
    						
    							318
    The Audio Part Editor
    Handling several parts
    When you open the Audio Part Editor with several parts se-
    lected – all on the same track or on different tracks – they 
    might not all “fit” in the editor window, which can make it 
    hard to get an overview of the different parts when editing.
    Therefore, the toolbar features a few functions to make 
    working with multiple parts easier and more comprehen
    -
    sive:
    •The Part List menu lists all parts that were selected 
    when you opened the editor, and lets you select which 
    part is active for editing.
    When you select a part from the list, it is automatically made active and 
    centered in the display.
    ÖNote that it is also possible to activate a part by click-
    ing on it with the Arrow tool.
    •The button “Edit Active Part Only” lets you restrict edit-
    ing operations to the active part only.
    If you for example select “All” from the Select submenu of the Edit menu 
    with this option activated, all events in the active part will be selected but 
    not the events in other parts.
    “Edit Active Part Only” activated on the toolbar
    •You can zoom in on an active part so that it fills the 
    screen by selecting “Zoom to Event” from the Zoom sub
    -
    menu of the Edit menu.
    •The button “Show Part Borders” can be used if you 
    want to see clearly defined borders for the active part.
    When this is activated, all parts except the active one are grayed out, 
    making the borders easily discernible. There are also two “markers” in 
    the ruler with the name of the active part, marking its beginning and end. 
    These can be moved freely to change the part borders.
    “Show Part Borders” activated on the toolbar
    •It is possible to cycle between parts, making them ac-
    tive using key commands.
    In the Key Commands dialog – Edit category, there are two functions: 
    “Activate Next Part” and “Activate Previous Part”. If you assign key com
    -
    mands to these, you can use them to cycle between parts. See “Setting up key commands” on page 581 for instructions on how to set up key 
    commands.
    Common methods
    Assembling a “perfect take”
    When you record audio in Cycle mode, either an event or 
    a region (or both) is created for each recorded lap (see 
    “Recording audio in cycle mode” on page 99). These 
    events and regions are named “Take X”, where “X” is the 
    number of the take. You can create a perfect take by put
    -
    ting together sections of the different takes in the Audio 
    Part Editor.
    ÖThe procedure below will not work if you recorded 
    with “Keep Last” mode selected on the Transport panel. In 
    that case, only the last take will be kept on the track (al
    -
    though the previous takes will be available as regions in 
    the Pool).
    First, you have to create an audio part from the takes. This 
    procedure is slightly different depending on whether you 
    choose to create events or regions.
    Creating an audio part from events
    1.In the Project window, use the Object Selection tool 
    to draw a rectangle around the recorded events.
    This is necessary, since clicking on the event may just select the event on 
    top (the last take). If in doubt, check the info line – the info text must be 
    shown in color.
    2.Pull down the Audio menu and select “Events to Part”.
    The events are converted to an audio part.
    •Note that the events cycle record mode also makes it 
    easy to combine different takes in the Project window – 
    see 
    “Create Events mode (Preferences)” on page 99. 
    						
    							319
    The Audio Part Editor
    Creating an audio part from regions
    1.In the Project window, select the event you recorded 
    in Cycle mode.
    After recording, this will play the last take.
    2.Pull down the Audio menu and select “Events to Part”.
    You are asked whether you want to “Create part using regions”.
    3.Click “Regions”.
    The regions are converted to an audio part.
    Assembling a take
    1.Double-click the part to open the Audio Part Editor.
    Now, the different takes will be placed on different lanes, with the last 
    take at the bottom.
    2.Use the tools to cut out pieces of the takes and as-
    semble the final result.
    This can include splitting with the Scissors tool, resizing events with the 
    Arrow tool or deleting with the Erase tool. 
    •Remember that the events on the lowest lane have play-
    back priority. 
    Use the Audition icon to audition the result.
    3.Close the Audio Part Editor.
    You have now assembled a “perfect take”!
    Options and Settings
    The following options and settings are available in the 
    Audio Part Editor:
    •Snap
    The Snap functionality in the Audio Part Editor is exactly the same as in 
    the Project window, see “The Snap function” on page 48.
    •Auto-Scroll
    When Auto-Scroll is activated on the toolbar, the window will scroll dur-
    ing playback, keeping the project cursor visible in the editor. This setting 
    can be activated or deactivated individually for each window.
    •Snap to Zero Crossing
    When this option is activated, all audio edits are done at zero crossings 
    (positions in the audio where the amplitude is zero). This helps you avoid 
    pops and clicks which might otherwise be caused by sudden amplitude 
    changes.  
    						
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