Reference Guide

646 AudioSnap (Producer and Studio only)
Algorithms and rendering
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
the Radius choices, or for drum tracks, Percussion is usually the best choice.
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.
Note: You should avoid rendering AudioSnap clips more than once. Applying stretch algorithms
multiple times in succession can degrade the audio quality (similar to transcoding an MP3 file).
Until your project is mixed and finalized, it is recommended that you use the Freeze function instead
of
Bounce to Track(s)
or
Bounce to Clip(s)
if you need to temporarily off-load CPU processing
power. For details, see
“To freeze an AudioSnap-enabled clip”
on page 648.