User manual

Table Of Contents
338
The Sample Editor
General functions
Handling Several Audio Events
When you open the Sample Editor with several events selected, the editor contains a
few functions that facilitates working with multiple audio events. These functions are
designed to display and edit the VariAudio segments of several audio events in
context. For further information on VariAudio, see
“VariAudio (Cubase only)” on page
353.
The “Currently Edited Audio Event” pop-up menu on the toolbar lists all audio
events that are opened in the Sample Editor. Here, you can select which audio
event is active for editing.
The “Edit Active Audio Event Only” button on the toolbar lets you restrict editing
operations to the active audio event.
Working with regions
Regions are sections within a clip. One of the main uses for regions is Cycle
recording, in which the different “takes” are stored as regions (see
“Recording audio”
on page 120). You can also use this feature for marking important sections in the
audio clip. Regions can be dragged into the Project window from the Sample Editor
or the Pool to create new audio events.
Creating and removing regions
1. Select the range that you want to convert into a region.
2. Click the “Set up Window Layout” button and activate the Regions option.
The regions list is displayed on the right.
3. Click the Add Region button above the regions list (or select “Event or Range as
Region” from the Advanced submenu of the Audio menu).
A region is created, corresponding to the selected range.
4. To name the region, double-click on it in the list and enter a new name.
Using this procedure, regions can be renamed at any time.
When you click on a region in the regions list, it is instantly displayed in the Sample
Editor.
To remove a region from a clip, select it in the list and click the Remove Region
button above the list.
Creating regions from hitpoints
If your audio event contains calculated hitpoints, you can choose to automatically
create regions from hitpoints. This can be useful to isolate recorded sounds. For
further information on hitpoints, see
“Working with hitpoints and slices” on page 347.