7.5
Table Of Contents
- Table of Contents
- Introduction
- Part I: Getting into the details
- Setting up your system
- VST Connections
- The Project window
- Working with projects
- Creating new projects
- Opening projects
- Closing projects
- Saving projects
- The Archive and Backup functions
- The Project Setup dialog
- Zoom and view options
- Audio handling
- Auditioning audio parts and events
- Scrubbing audio
- Editing parts and events
- Range editing
- Region operations
- The Edit History dialog
- The Preferences dialog
- Working with tracks and lanes
- Playback and the Transport panel
- Recording
- Quantizing MIDI and Audio
- Introduction
- Quantizing Audio Event Starts
- AudioWarp Quantize (Cubase Only)
- Quantizing MIDI Event Starts
- Quantizing MIDI Event Lengths
- Quantizing MIDI Event Ends
- Quantizing Multiple Audio Tracks (Cubase Only)
- AudioWarp Quantizing Multiple Audio Tracks (Cubase Only)
- The Quantize Panel
- Additional Quantizing Functions
- Fades, crossfades, and envelopes
- The arranger track
- The transpose functions
- Using markers
- The MixConsole
- Overview
- Configuring the MixConsole
- Keyboard Navigation in the MixConsole
- Working with the Fader Section
- Working with the Channel Racks
- Linking Channels (Cubase only)
- Metering (Cubase only)
- Using Channel Settings
- Saving and Loading Selected Channel Settings
- Resetting MixConsole Channels
- Adding Pictures
- Adding Notes
- The Control Room (Cubase only)
- Audio effects
- VST instruments and instrument tracks
- Surround sound (Cubase only)
- Automation
- Audio processing and functions
- The Sample Editor
- The Audio Part Editor
- The Pool
- The MediaBay
- Introduction
- Working with the MediaBay
- The Define Locations section
- The Locations section
- The Results list
- Previewing files
- The Filters section
- The Attribute Inspector
- The Loop Browser, Sound Browser, and Mini Browser windows
- Preferences
- Key commands
- Working with MediaBay-related windows
- Working with Volume databases
- Working with track presets
- Track Quick Controls
- Remote controlling Cubase
- MIDI realtime parameters and effects
- Using MIDI devices
- MIDI processing
- The MIDI editors
- Introduction
- Opening a MIDI editor
- The Key Editor – Overview
- Key Editor operations
- The In-Place Editor
- The Drum Editor – Overview
- Drum Editor operations
- Working with drum maps
- Using drum name lists
- The List Editor – Overview
- List Editor operations
- Working with SysEx messages
- Recording SysEx parameter changes
- Editing SysEx messages
- The basic Score Editor – Overview
- Score Editor operations
- Working with the Chord Functions
- Introduction
- The Chord Track
- The Chord Track Inspector Section
- The Chord Editor
- The Chord Assistant (Cubase only)
- Creating a Chord Progression from Scratch (Chords to MIDI)
- Extracting Chords from MIDI (Make Chords)
- Controlling MIDI or Audio Playback with the Chord Track (Follow Chords)
- Assigning Chord Events to MIDI Effects or VST Instruments
- Expression maps (Cubase only)
- Note Expression
- The Logical Editor, Transformer, and Input Transformer
- The Project Logical Editor (Cubase only)
- Editing tempo and signature
- The Project Browser (Cubase only)
- Export Audio Mixdown
- Synchronization
- Video
- ReWire
- File handling
- Customizing
- Key commands
- Part II: Score layout and printing (Cubase only)
- How the Score Editor works
- The basics
- About this chapter
- Preparations
- Opening the Score Editor
- The project cursor
- Playing back and recording
- Page Mode
- Changing the zoom factor
- The active staff
- Making page setup settings
- Designing your work space
- About the Score Editor context menus
- About dialogs in the Score Editor
- Setting clef, key, and time signature
- Transposing instruments
- Printing from the Score Editor
- Exporting pages as image files
- Working order
- Force update
- Transcribing MIDI recordings
- Entering and editing notes
- About this chapter
- Score settings
- Note values and positions
- Adding and editing notes
- Selecting notes
- Moving notes
- Duplicating notes
- Cut, copy, and paste
- Editing pitches of individual notes
- Changing the length of notes
- Splitting a note in two
- Working with the Display Quantize tool
- Split (piano) staves
- Strategies: Multiple staves
- Inserting and editing clefs, keys, or time signatures
- Deleting notes
- Staff settings
- Polyphonic voicing
- About this chapter
- Background: Polyphonic voicing
- Setting up the voices
- Strategies: How many voices do I need?
- Entering notes into voices
- Checking which voice a note belongs to
- Moving notes between voices
- Handling rests
- Voices and Display Quantize
- Creating crossed voicings
- Automatic polyphonic voicing – Merge All Staves
- Converting voices to tracks – Extract Voices
- Additional note and rest formatting
- Working with symbols
- Working with chords
- Working with text
- Working with layouts
- Working with MusicXML
- Designing your score: additional techniques
- About this chapter
- Layout settings
- Staff size
- Hiding/showing objects
- Coloring notes
- Multiple rests
- Editing existing bar lines
- Creating upbeats
- Setting the number of bars across the page
- Moving bar lines
- Dragging staves
- Adding brackets and braces
- Displaying the Chord Symbols from the Chord Track
- Auto Layout
- Reset Layout
- Breaking bar lines
- Scoring for drums
- Creating tablature
- The score and MIDI playback
- Tips and Tricks
- Index
349
The Sample Editor
Working with hitpoints and slices
Editing hitpoints
You can change the state of a hitpoint, insert new hitpoints manually, and move
existing hitpoints.
Hitpoints can have three different states: enabled, locked, and disabled. “Enabled” is
the normal state a hitpoint has immediately after the detection. Hitpoints can be
“disabled” so that they are still visible as gray triangles on the timeline, but will not be
taken into account for further operations. “Locking” hitpoints is an easy way to make
sure that hitpoints are not accidentally filtered out. Locked hitpoints are not affected
by the Threshold slider and Beats pop-up menu.
An enabled, a
disabled, and
a locked
hitpoint
Disabling and locking hitpoints
After applying the different hitpoint filters, you may find that you want to keep
individual hitpoints that were filtered out or disable hitpoints that you do not need.
Furthermore, you may want to lock certain hitpoints.
• To lock a hitpoint, move the mouse pointer over the gray triangle on the timeline so
that the tooltip “Lock Hitpoint” is shown. Click on the triangle.
This way, enabled and disabled hitpoints can be locked.
• To lock a disabled hitpoint, you can also press [Alt]/[Option] and move the mouse
over the waveform. At positions where a disabled hitpoint can be locked, a gray
hitpoint line and the tooltip “Lock Hitpoint” are shown. Click to lock the hitpoint.
• To lock multiple hitpoints, press [Shift]-[Alt]/[Option] so that the tooltip “Lock
multiple hitpoints” is shown and drag a rectangle over the hitpoints.
All enabled and disabled hitpoints within the area defined by the rectangle become
locked.
• To disable hitpoints, press [Shift] so that the tooltip “Disable Hitpoints” is shown
and click on the line of a single hitpoint or drag a rectangle over all the hitpoints
that you want to disable.
This way, enabled and locked hitpoints can be disabled.
• To disable a locked hitpoint, you can also point the mouse at the blue hitpoint
triangle on the timeline so that the tooltip “Disable Hitpoint” is shown. Click on the
triangle.
Resetting hitpoints
Sometimes it can be useful to reset hitpoints to their original state, e. g. because you
still want them to be affected by the Threshold slider.
• To reset hitpoints to their original state, press [Ctrl]/[Command]-[Alt]/[Option] so
that the tooltip “Enable/Unlock Hitpoints” is shown and drag a rectangle over the
hitpoints.
All disabled and locked hitpoints within the area defined by the rectangle are reset.
Note that some of the hitpoints may still appear as disabled due to the Threshold
slider and Beats pop-up menu settings.
Inserting hitpoints
If you get too few hitpoints using the filter options, you can insert hitpoints manually.