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
69
Working with projects
Audio handling
Audio handling
When you work with audio files, it is crucial to understand how audio is handled in
Cubase:
When you edit or process audio in the Project window, you always work with an audio
clip that is automatically created on import or during recording. This audio clip refers
to an audio file on the hard disk that itself remains untouched. This means, that audio
editing and processing is “non-destructive”, in the sense that you can always undo
changes or revert to the original versions.
An audio clip does not necessarily refer to just one original audio file! If you apply
some processing to a specific section of an audio clip, for example, this will create a
new audio file containing only this section. The processing will then be applied to the
new audio file only, leaving the original audio file unchanged. Finally, the audio clip is
automatically adjusted, so that it refers both to the original file and to the new,
processed file. During playback, the program will switch between the original file and
the processed file at the correct positions. You will hear this as a single recording,
with processing applied to one section only. This feature makes it possible to undo
processing at a later stage, and to apply different processing to different audio clips
that refer to the same original file.
An audio event is the object that you place on a time position in Cubase. If you make
copies of an audio event and move them to different positions in the project, they will
still all refer to the same audio clip. Furthermore, each audio event has an Offset value
and a Length value. These determine at which positions in the clip the event will start
and end, i.
e. which section of the audio clip will be played back by the audio event. For
example, if you resize the audio event, you will just change its start and/or end position
in the audio clip – the clip itself will not be affected.
An audio region is a section within a clip with a length value, a start time, and a snap
point. Audio regions are shown in the Pool and are best created and edited in the
Sample Editor.
Ö If you want to use one audio file in different contexts, or if you want to create several
loops from one audio file, convert the corresponding regions of the audio clip to
events and bounce them into separate audio files. This is necessary since different
events that refer to the same clip access the same clip information.
Auditioning audio parts and events
Audio parts and events can be auditioned in the Project window with the Play tool:
1. Select the Play tool.
2. Click where you want playback to start, and keep the mouse button pressed.
Only the track on which you click is played back, starting at the click position.
3. Release the mouse button to stop playback.
!
When auditioning, audio will be routed directly to the Control Room (Cubase only), if
the Control Room is activated. When the Control Room is deactivated, the audio will
be routed to the default output bus, bypassing the audio channel’s settings, effects
and EQs. In Cubase Artist, the Main Mix bus is always used for monitoring.