Reference Guide

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AudioSnap
Algorithms and rendering
For information about quantizing to the Pool, see To quantize an audio clip to another audio clip
(Quantize to Pool).
See:
Using the Transient tool
Editing transient markers
Using the AudioSnap palette
Synchronizing audio and the project tempo
Fixing timing problems in audio clips
Extracting MIDI timing information from audio
General editing
Algorithms and rendering
Keyboard shortcuts
Algorithms and rendering
When you stretch an audio clip, AudioSnap uses a particular formula, or algorithm, to stretch the
audio. The best algorithms take the most computing time and power to complete, so if AudioSnap
always used the best available algorithms (the iZotope Radius algorithms), you would not be able to
play back your clip in a reasonable amount of time to listen to the timing. That’s why you can choose
a quick algorithm for “online” rendering (real-time playback), and a different algorithm for “offline”
or non-real-time rendering. Offline rendering in an AudioSnap context usually means bouncing to
track, but it also refers to other offline processes such as freezing tracks and applying effects. When
you do any of these mixdown operations such as bouncing, exporting, or freezing, audio clips use
the offline rendering algorithm you have chosen for them.
Typical algorithm choices for an AudioSnap session work like this:
Do your AudioSnap time stretching, error correction, etc., with a quick algorithm: choose either
Percussion or GrooveClip.
After your AudioSnap editing is finished, bounce to track with a better algorithm: choose one of
Note: The Online render mode is for preview purposes only during playback. The final audio
quality will be greatly improved after the Offline render mode is applied during mixdown/export.