User manual
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
652
Synchronization
Timecode (positional references)
• 30 fps non-drop SMPTE (N)
This is the frame count of NTSC broadcast video. However, the actual frame rate
or speed of the video format runs at 29.97
fps. This timecode clock does not run in
realtime. It is slightly slower by 0.1
%.
• 30 fps drop-frame SMPTE (D)
The 30 fps drop-frame count is an adaptation that allows a timecode display
running at 29.97
fps to actually show the clock-on-the-wall-time of the timeline by
“dropping” or skipping specific frame numbers in order to “catch the clock up” to
realtime.
Confused? Just remember to keep the timecode standard (or frame count) and frame
rate (or speed) separate.
Frame rate (speed)
Regardless of the frame counting system, the actual speed at which frames of video
go by in realtime is the true frame rate.
In Cubase the following frame rates are available:
• 23.9 fps (Cubase only)
This frame rate is used for film that is being transferred to NTSC video and must be
slowed down for a 2-3 pull-down telecine transfer. It is also used for the type of
HD video referred to as “24
p”.
• 24 fps
This is the true speed of standard film cameras.
• 24.9 fps (Cubase only)
This frame rate is commonly used to facilitate transfers between PAL and NTSC
video and film sources. It is mostly used to correct for some error.
• 25 fps
This is the frame rate of PAL video.
• 29.97 fps
This is the frame rate of NTSC video. The count can be either non-drop or drop-
frame.
• 30 fps
This frame rate is not a video standard anymore but has been commonly used in
music recording. Many years ago it was the black and white NTSC broadcast
standard. It is equal to NTSC video being pulled up to film speed after a 2-3
telecine transfer.
• 59.98 fps (Cubase only)
This rate is also referred to as “60 p”. Many professional HD cameras record at
59.98
fps. While 60 fps could theoretically exist as a frame rate, no current HD
video camera records at a full 60
fps as a standard rate.
Frame count vs. frame rate
Part of the confusion in timecode stems from the use of “frames per second” in both
the timecode standard and the actual frame rate. When used to describe a timecode
standard, frames per second defines how many frames of timecode are counted
before one second on the counter increments. When describing frame rates, frames
per second define how many frames are played back during the span of one second
of realtime. In other words: Regardless of how many frames of video there are per
second of timecode (frame count), those frames can be moving at different rates
depending on the speed (frame rate) of the video format. For example, NTSC
timecode (SMPTE) has a frame count of 30
fps. However, NTSC video runs at a rate
of 29.97
fps. So the NTSC timecode standard known as SMPTE is a 30 fps standard
that runs at 29.97 realtime.