Beruflich Dokumente
Kultur Dokumente
By Bas.
Table of Contents
SX Overview..................................................................... 5
Introduction................................................................................................................5
Setting Up.................................................................................................................. 6
Background information............................................................................................ 7
The hardware Mixer..............................................................................................7
Midi Basics.............................................................................................................. 10
What do the numbers mean? ..............................................................................11
What can I do with controllers?.......................................................................... 12
Digital Recording.....................................................................................................13
Cables and wiring.................................................................................................... 14
The SX interface............................................................. 15
SX Basics.................................................................................................................15
Audio Device Setup.................................................................................................18
MIDI device setup................................................................................................... 22
Audio Input and Output........................................................................................... 24
Basic concepts of SX............................................................................................... 26
Creating tracks In SX.......................................................................................... 27
Adding Midi to the Project................................................................................. 28
More setup options and preferences........................................................................ 31
Preferences.......................................................................................................... 31
Key Commands...................................................................................................34
Toolbars and editors............................................................................................36
The Transport Bar............................................................................................... 37
Track types and editor..............................................................................................39
Midi tracks.......................................................................................................... 39
Audio Tracks.......................................................................................................39
Folder Tracks...................................................................................................... 39
FX Channel Track...............................................................................................39
Group Channel Track..........................................................................................39
Ruler Track......................................................................................................... 39
Mixing........................................................................... 102
What is Mixing?.................................................................................................... 102
The SX Mixers.......................................................................................................103
Planning. ............................................................................................................... 104
What sound tools?................................................................................................. 105
The soundfield....................................................................................................... 106
The Mixing project................................................................................................ 107
Preparing for the mixdown............................................................................... 112
Starting the mix.................................................................................................113
Cubase SX2 Project. Page 3 of 122
Make sure that the sound card is setup correctly and works with Windows
Media player before installing SX. It makes the fault finding difficult if the
system is in an unknown state before installing any software.
Test playback of Midi files and audio files in Windows itself. It may not prove
that all will be OK in SX, but it will give some confidence that the sound card is
correctly installed.
Install the software, but do not install all the freeware plugins. Many of the
problems reported on forums show some failure of a plugin, that cause a myriad of
problems with SX. By installing only the application itself, you can rule out the
possibility of third party plugins causing problems.
Check connections. There are many interfaces that can be used with SX, so make
sure that yours is correctly cabled. Midi connections should be made so that the
output from the external keyboard (if used) connects to the input of the Midi
interface. Likewise the audio connections should follow the same rules. The
previous test with the sound card and Windows playing Midi files and audio files
should prove the correct connectivity to the speakers.
Once you start SX, check the routing for the inputs and outputs in the VST
Connections window.
Check the driver in the Devices->Device setup->VST Multitrack window.
Read the Getting Started manual for connection suggestions.
Try to follow the signals from external equipment. It is easy to set up feedback
loops where audio or Midi data can loop in and out of Cubase, although this not
possible in the application itself.
Learn the interface. Find where the common tools to which you will need access
are located. Set up Key Commands to allow quick access to these commands for
when you get to use the program in earnest.
Status Byte
Byte2
Byte3
Note Off
128-143
Note Number
Note On
144-159
Note Number
Velocity on value
Aftertouch
160-175
Note Number
Aftertouch Value
Controller
176-191
Controller ID
Value
Program
Change
192-207
Value
Channel
pressure
208-223
Value
Pitchbend
224-239
Coarse value
Sysex
240+247
special case.
Fine value
Note: The numbers for the status bytes are in ranges. This is because the Midi channel
that they are sent on is part of the status byte. The value 128 is note off, MIDI channel
0 (referred to as Midi channel 1, normally). So there are 16 Midi channels available
for each of the above messages, except Sysex, which does not use the concept of
channels.
We need not really go into Sysex for this exercise, as it is unlikely that we will be
manipulating Sysex data for creative purposes. Although it can be a very useful way to
control some synths, it is beyond the scope of this document.
Controllers on the other hand are of a lot of interest, as these can be used for all sorts
of creative uses in SX.
Digital Recording.
The term DAW stands for Digital Audio Workstation, and applies to tools (like SX)
that can record audio in digital format and manipulate the sounds. But what is digital?
The waveform of a sound passing through the air is translated into a continuously
varying voltage by a microphone, and that signal is called analogue at that point. The
voltage of the signal represents the wave pressure at a given point in time. The
waveform could be recorded onto an analogue tape machine as a constantly changing
magnetic field.
Computers deal with numbers, so the analogue signal would need to be represented in
another manner for a computer to record it. To do this, the Analogue to Digital
Converter (ADC) 'samples' the signal level at fixed points in time, and represents
each level as a number. The rate at which samples are taken is called the sampling
rate. Common sampling rates are 44.1Khz (or 44,100 samples per second) and
48Khz. It is wise to note that if the signal is recorded at 44.1Khz and played back at
48KHz, the sound will be higher pitched, and play back faster. It is also worth noting
that the more samples per second that are taken the more accurate the representation
of the signal will be. There is a lot of math involved in the process of creating a
digital signal from an analogue signal, but with suitable levels and sampling rates, the
sounds played back from a digital system can be quite accurate to the original, and do
not suffer the same noise problems of analogue recording equipment, once they are in
the digital domain.
Bit depth is the number of bits used to represent each sample. 16, 24 and 32 Bit float
are the common depths used in SX. A Bit is a Binary Digit, and in a sample of 16 bits
each bit represents a value within a binary number. The first bit (the least significant
Bit or LSB) has a value of 1, the next a value of 2, then subsequent bits have values
of 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096, 8192, 16384 and 32768. As the
value of the sample is the sum of the values of the bits, that allows for values of 0 to
65535 for each sample. For this to work properly, the voltage received at the ADC
should peak at a level that will give a value of 65536. If the voltage level goes above
that, there is no way that it can be represented in digital format, and the signal will
'clip' (the value will be flat at the maximum value allowed in the sample) . So it is
important that the voltage sent to the sound card ADC is of a suitable level. For this
reason audio cards in PC's conform to one (or more) standards for what the maximum
voltage should be. Try to match the mixing desk or pre-amplifier send levels with
those expected by the audio card, to make the most of the available bits, while not
clipping the input of the audio card.
The standard levels are -10dBV and +4dBU, the latter being the 'professional'
standard. -10dBV uses a peak signal 0.316 Volts, and the professional standard uses
1.23 Volts (RMS) as the full scale reading. Whichever level is used, the meters on a
mixing desk will represent the peak values for each standard as 0dB.
Cubase SX2 Project. Page 13 of 122
4. From the Set Project folder dialog navigate to the area where you wish to store
projects, and press the create button. Name the project folder so that it makes
sense to you. Make sure that the new folder is highlighted (selected) before clicking
the OK button.
The column at the left is the Inspector, the column next to that is the track list, and
finally the main area is the project area.
So that we can use this later we shall save the project at this point. Using the file menu
Save (default Key Command: Control-S) . As the project has not been saved before
the dialog will open up asking for a filename. Save it as Project1.cpr .
The latency values for both input and output are displayed below the selected driver.
Below that the control panel is available for the audio card. Depending on the driver
selected there are a few possible dialogs that will appear if this is pressed.
With the ASIO driver selected, the manufacturers own control panel will be
displayed, allowing the buffer size or latency value to be altered, and on some cards
this will allow some alternate routing options for signals within the audio card.
For the rest of the project, I shall assume that the ASIO driver is being used.
Once the correct driver is setup, and the control panel latency settings are configured,
the settings are stored in the registry of Windows, and are project independent.
Note: The MIDI inputs and outputs can be named in the Windows MIDI and
DirectMusic sections of the of the Device Setup dialog.
The setup you have just created, allows you to route signals to one (or both) of the
Busses, and for the signal to be heard on the same physical outputs. If you route the
effects to the FX out Buss and the dry signals to the Master Out Buss then you can
solo either one, to hear the dry signal only, or the wet (effected) signal only. We shall
use this Bussing arrangement in the project, so it will be a good idea to save it as a
preset. Follow the same procedure as before, but call the preset Dry and Wet.
Another useful application of using the same physical outputs for effected and dry
signals is on the input Buss . Real time recording of signals with effects placed on
them is a great feature of SX, but it can also be useful to record the dry signal at the
same time, and the same rule applies. Create two Busses that use the same physical
inputs, and only place the effect on one of the Busses.
Switch to the Inputs tab of the VST Connections dialog and using the above method
save the preset as My default for the existing setup. Add another Buss using the
same inputs as the first Buss , name that FX in and rename the original Buss to Dry
in .
Save the preset for this configuration as Dry and Wet.
Restore your old configurations for the input and output by selecting the presets drop
down in both Input and Output tabs of the VST Connections dialog.
1. You now see the two input Busses, two Mono audio tracks, and two output Busses.
2. To change the view of the Mixer, press the show extended mixer view icon at the
bottom left of the mixer, and the show input and output settings icon. Note how
the different views can be selected easily.
3. For the Channel titled Audio1, set the input to be Dry In->Left and the output to
be Master Out.
4. Control-W or using the Key Command that was used to open the mixer, will close
it. Note that with the audio track Audio1 selected in the track list the Inspector will
show the same input and output as you set in the Mixer.
5. At the top of the track list, press the W (write automation) button twice. That will
create a folder in the project window, which will hold the input and output Busses
that are configured.
6. Select the FX in channel in the track list. In the Inspector, Control-click on the
(tiny) plus symbol next to the Inserts. The use of Control-Click keeps the existing
view open, and adds the selected view rather than replacing it (which is what
happens with a normal click on the plus symbol).
7. Click on the first slot of the Input Buss insert (the black area) and select the DA
TUBE from the menu.
8. What you have created is a pair of audio tracks, one of which can record the dry
signal from an instrument or voice, while (at the same time) the other track will
record the same signal with effects added. This has the advantage of being able to
use the clean signal in the mix later on, if you find that the effect you inserted on
the Buss was not right for the needs of the music. This method also shows some of
the power of the the routing that SX provides, and has hopefully given a brief
overview of the Mixer and some of the ethos of the way that SX does things.
Adding Midi to the Project.
Adding MIDI tracks to the project is similar in concept to the previous procedure, but
there are no input Busses to think about. The ports can be accessed directly from the
input and output drop down menu's for MIDI tracks. recorded or manually entered
MIDI information is saved within the project file (.CPR) itself.
For the sake of completeness, we shall run through adding a few MIDI tracks,
showing what is available and where. At this point I am trying to give enough detail
so that the settings and preferences in SX will make sense, and then when we come to
record a project, we can add some meat to the bones.
If you have a Midi keyboard connected to the default input device try selecting the
MIDI track that you routed to the a1 VSTi, and play some notes. If all the
connections are correct you should see MIDI activity on the transport bar (default
Key Command F2) and on the MIDI track meter, assuming that you have MIDI
through enabled in the preferences. The a1 should respond to the note information,
and the sound should come from the outputs that you set up in the VST
Connections Dialog. Playing the keys should show audio activity in the VSTi
channel of the Mixer, and on the output Buss .
3.2 Import Audio files options. I use the options dialog as the preference,
allowing me to decide if I need the audio copied to the audio folder, the sample rate
changed or multichannel audio files split into multiple Mono files.
Event display section. Allows setting of various parameters for events in the
project window. The Show data on small track heights option is useful if you
wish to see waveforms or Midi data displayed in the project window even at low
vertical zoom levels.
4.1 Event display-MIDI. Decide which editor will open when MIDI parts are
double-clicked in the project window.
General section. Allow auto save, and set the interval between saves. Can be
useful if you forget to save your work when you are busy. Set startup project status;
options of Open last project, Open default project, show Open dialog, show
Template dialog, show Open options dialog, or Do nothing.
Midi Section. Allow MIDI through. This is likely to be needed for most
situations, but for some odd situations where loops can be created, it can be
disabled. Reset on Stop, Reset on Part end. These options should be left switched
off, unless there is a problem with notes hanging when SX is stopped. Chase
events. This is used to allow SX to send MIDI information that is actually before
the start point which SX is asked to playback. MIDI controllers may need to be
chased, as their last value may not be the value that the Midi device received last.
Imagine a pitchbend that was recorded at Bar 5, and was set to full bend. If the
project was played from Bar 7, the controller would not be sent, and the module
may play out of tune. If the chase is set, then the last value before the play point
can be sent when there is no explicit message in the MIDI part. The types of
message that can be chased are selectable here.
6.1 MIDI section-MIDI files. Export and import options for MIDI files.
6.2 MIDI section-Midi Filter. Allows for filtering of MIDI data either to stop it
passing through to a device, or to stop the message type being recorded. For most
purposes I only use the Sysex Midi through filter option.
Transport section. Some preferences for navigation and playback. Stationary
Cursors will make the project scroll, and cursor stay still. This can take more CPU
for the graphics card, so may cause clicks and pops in audio as it loads the system.
It can be useful for viewing wave files as the project plays, to identify where a
noise was recorded. Locate when clicked in Empty Space can be useful for quick
navigation. The song cursor will jump to the point in the Ruler where the mouse
pointer was clicked, without having to go to the Ruler to click. I will cover more of
these options in the project sections of the book.
VST section. The Auto Monitoring preference allows for users to set up when
Monitoring will be active. For example I use the preference Editing-> Enable
Record on selected track. With the Auto Monitoring setting set to While
Record Enabled, a selected track would not play back, as it would be in Monitor
mode. I leave the monitor mode set to Manual.
Note that with a lot of tools active on the Toolbar, and when using low resolution
displays, that some tools may not be visible, as their position is outside of the
viewable area. If this is the case then remove some other tools to allow your required
ones to be seen. Again presets can be used to make the sets of tools you want to
display easily accessible. Many of the tools are duplicated from the Transport Bar, and
therefore it may be more useful to hide the transport and marker functions on either
the Toolbar, or the Transport Bar. For much of the work, the Toolbar can be used,
and the Transport Bar hidden, saving on screen space. From experience, showing the
tool selection works best for my needs, and customising the Transport Bar minimises
the space used , leaving me more area to actually view my projects. With many of
these features, only experience will tell you what works for your needs. There is no
definitive right or wrong setting that will suit everyone.
Note the preset options at the bottom of the menu to display only the common tools
you may need. Changing to only the transport controls can save a lot of space if you
do not need to see all the other information that the Transport Bar provides. And the
view is easy to change, which makes this a very useful feature.
If you have made any changes to the active project, then close the project (ControlW ) and ask it not to save changes. That will leave you with one Midi track in the
project1.cpr , ready for the next chapter, The MIDI project.
Playing the Musical keyboard connected to the default MIDI input should show some
lights on the transport bar and the MIDI track itself, showing that MIDI data is being
received. You should be able to hear the notes as you play them. . Play whatever
comes to mind and press SHIFT-PAD* (the * key on the keypad of the computer
keyboard). The notes you played should now appear in a part on that track. That is
retrospective record in action.
To make life easier it is better to get the transport commands for navigation out of the
way. While everything may be done with the mouse, it is useful to use the computer
keyboard (or a Remote Control device) to jump around the song, and get SX to play,
stop, rewind etc.
A lot of my work will be based around writing sections of music, a verse for example,
and I will build that section up with more instrumentation. Because of this I do not
tend to start with markers, but use the Locators to do what I need in the way of
navigation. For example I may start a piece at bar 1, so I set the left Locator to bar 1
(either control-click on the timeline at the top of the project, or Shift-L and enter the
value 1, or drag the Locator from its current position). The left Locator can be used as
the start point for recording (if the Transport menu Start Record at left Locator is
set) , as a punch in point (if punch is enabled from the Transport Bar or Menu) and
also as a marker. The Marker is the main purpose at the moment so I can get the Song
Cursor to move quickly to the desired start point. For that I use the Keypad 1. The
right locator is changed using similar methods to the left Locator, but Shift-R will
allow entry of the Bar value or time .
Cubase SX2 Project. Page 43 of 122
The changeable fields are the name of the drum sound, the Quantise setting for that
sound, the Mute status for each sound, the note number in and out, the output channel
and interface. Note that the output named default will use the output setting in the
Inspector, which can save time in having to set all 127 possible sounds to a specified
output. If you wish to change all the fields to the same value (for example the MIDI
channel) , then click on the required field, and press control and select the required
value. All the drums will use that same value.
Slide the partition between the panes to the left, and that will leave you with more
room to enter notes in the grid on the right.
Inputting drums.
The drum tool is selectable from the right click menu or toolbox, or by pressing the
drumstick icon on the toolbar. Under the tool section of the Key Commands dialog
there is setting allowed for a Key Command for the drum tool, but this is not assigned
by default.
Clicking anywhere in the right hand pane will place a diamond in the grid, which
signifies that a note is entered for the particular drum sound at the time indicated on
the Ruler at the top of the editor window.
Programming the pattern is simply a case of putting the correct drums in the right
place at the right time. As is always the case, there is a lot more to it than that. To get
some realism to drum playing, we may want to use velocities for the different drums,
so they are not all sounding like they are being hit the same strength all the time. We
Cubase SX2 Project. Page 47 of 122
Setting play mode (enter on the keypad, space bar, or the play button on the Transport
bar) will play the selected 2 bars of (rather unimaginative) drums.
Minimise the drum editor, and the project window will be displayed but the same two
bars will repeat. Stopping SX playing (space bar or 0 on keypad or the transport
controls) will stop the loop. Because the loop is playing from the editor, we do not
have to worry about how many bars we programmed, and we can write music for as
many bars as we feel , while having the drum groove playing.
At this stage I set the tempo of the project, with the drums playing using the scroll
wheel over the tempo setting of the transport bar. For this to work the tempo must be
set to FIXED. Use the tempo button or set a Key command under the transport section
of the key commands dialog (master track on off).
Save the project , using the default key command Control-Alt-S, which saves the
project as a new name.
Note about sounds. The GM standard maps program changes to sounds played. SX
can use a Midi Device script that will display the name of the sound, and send the
appropriate program and bank changes to the synth. I shall cover the use of the scripts
late in the book, but for now I shall use the program change field of the Inspector to
select the Piano sound I require for the next part, a program change value 1.
With the project set up for me to record, I would select track 1, and play along with
the beat. Once I have an idea, I stop, press Keypad 1 (move to left locator) , Keypad *
Cubase SX2 Project. Page 49 of 122
For the sake of showing the tools that are available, I am going to keep the keep the
(extremely badly) played piano part, and we can use that for some editing. At this
point it might be usable for a basic tune, but had I liked the idea, I would generally
have kept that take, and re-played it, on another track. That way as the ideas get
formalised, the playing gets less tentative, and the editing after the fact should be less
intensive.
If the playing is OK, but I feel the need to make the drums fit better, it is a case of
restoring the minimised drum editor, and tweaking the drums to suit. I will run
through the MIDI editing in the piano part first, so that I am fairly sure that the playing
is tidied up to a standard that will be usable for the main song.
Quantize.
For the test piece this works Ok apart from the fact that one part of the playing still
has note overlaps which sound odd as the same chord is played twice, and the first one
is not finished. The offending notes are at bar 12 in the test piece, so using the mouse
pointer to select the notes by dragging a box around them, or selecting more than one
note by clicking and then using shift-click for subsequent notes, we can reduce the
length of the notes using the scroll wheel over the length field in the info bar. Note
that using control and scroll on this field will give all the selected note the same
length value, or without control they all have their length adjusted by the amount of
the change of length value (i.e if the value is reduced by 10 ticks then all the selected
note lengths are changed by 10 ticks.
Velocities.
Instruments like the piano owe much of their expression as much to velocity as they
do to timing. To test this theory select all notes (control-a) and select the velocity field
of the info bar, enter a value of 100 and press control-return. Play the part and hear
how boring the part sounds (even more than the original playing). Show the controller
lane for velocity, if not already shown, by using the right click context menu add
controller lane, and selecting velocity from the drop down menu of the now visible
controller lane. Undo the velocity changes using control-z (edit menu -undo) . The
high points and low points of the music can be seen and heard as the song plays. Note
that the difference in sound timbre for a given velocity will vary with the MIDI
module or VSTi used to audition the sound, and well played pieces of music may not
sound as good if the velocity response of the piano sound is different to the one used
Cubase SX2 Project. Page 53 of 122
When you Use the Install Device button of the MIDI Device Manager, the scripts are
read from that directory, and the inactive folder below it. If you look for the GM
Cubase SX2 Project. Page 54 of 122
Play the tracks in cycle mode to hear the rhythmic additions that the Arpache5 has
added to the music. Although it may not be the most exciting addition, it has certainly
given the music a different feel, and by changing values for the length field, the
arpeggio becomes more or less stoccata and at various points forms a useful riff for
the tune, which adds runs that may not have been obvious for the chords which drive
the song. Try muting the piano part (press the M button on the track list for the Piano
track) to hear the drums and Arpache5 effect together, and then control-Click on the +
symbol by the track parameters on the Inspector for the track which has Arpache5
installed. In the Range section click on one of the drop down menu's and select Vel.
Filter. Set the values to 1 and 76. Now any note with values above 76 will be filtered.
By setting a random set of velocities between two values in the Random drop down
menu, the effect is that the riff will mute in different places as the recorded velocity is
modified real time and then that resultant velocity is used to pass or filter the notes.
See project1-08.cpr for an example of the filtering and randomising features in use.
In this case the filters are not giving the result I wanted, so I set the random and Range
drop downs to off. The velocity of the played part had some notes too loud, and not
always the ones that I would want, so I have options, to edit the velocity values of the
source track, to be a little less dynamic, use tools to compress the Midi velocities realtime, or to compress the output of the Arpache5 to level the output. As we are looking
at plugins I shall use the Compress plugin in slot 2 of the inserts for the Arpache5
track. With a threshold of 60 and a ratio of 4:1 a gain of 38 , the sounds are triggered
with some level of dynamics but without single notes standing out as much as they
did.
As the idea of compression is important in the audio field, I shall use this tool to show
how a compressor affects the signal in both analog and MIDI signals. In the displays
below, the input and output of a compressor can be seen where signals below the
threshold are passed untouched (if the gain is set to 0 ) and the signals above the
threshold have the gain reduced. In the analog world there are other parameters that
affect the sound of compression, but the diagrams show clearly the sort of result that a
compressor has on a signal.
Resultant signal of Compress MIDI Plugin on the Velocities with 2-1 compression
and 80 threshold.
Back to the music for a while .....
Changing the sound for the Aprache5 track to a Cello sound, gives the piece a
different feel again. The piano and cello sit together well, and the music starts to
sound less contrived, for some reason. That is the beauty of MIDI recording, nothing
is set in stone until you are happy with the sound and feel of the music. Ok I may have
had some idea of making an electonica track with that repetitive synth, and maybe a
few more using different rhythms and scales, but the tools have given me other ideas
en route. This is where these tools can excel, giving new ideas for writing, or even
styles for a fixed set of chords.
Given that this may change as we progress (this is a real-time book) there are many
more tools we could use for the creation stages of the music.
Press the Do It button, and the notes below C#2 will be copied to a new part on a new
track in the project window. Close the editor.
Name the new track Bass, and name the part Bassline.
Check the output of the track is set to the GM device Channel 3.
Select Fingered Bass as the sound for that track.
Solo the track and listen to see how suitable it is a a bass line.
For most work the bass will need to work with the drums to create a solid backing for
the rest of the song, so un-mute the drum track and hear how the two fit together.
Make the drum track back to a MIDI track, by setting the drum map to No Drum Map.
Select the Bassline part, press shift and select the Drum part, press return, Control-E,
or open the editor using the MIDI menu Open Key Editor.
Set the quantise value to the groove template name you set up previously, and select a
bass note by clicking on it. That will bring the bass part to the front. The concept is to
use the Kick drum as a guide for placement of the Bass notes. With the snap on (j key
by default) it is a fairly easy to move notes to snap to the positions that the Kick drum
uses, as the drums were quantized using the same template you have installed.
I set about resizing the Bass notes and copying them to match the Kick positions,
using the following methods;
Alt Drag copy a note.
Mouse over end of note, click and drag to resize
Select a note and scroll in the appropriate field in the info bar to change length, note,
or velocity.
The standard toolbox tools (available as a right click or control right click depending
on the preference setting for right click menu)
Pencil tool to insert notes.
Eraser tool to delete note,
Select notes and use the up/down arrows to change the pitch.
Control Up/Down arrows to move the selected notes up or down an octave.
Multiple notes selected with control scroll on the info bar length field to set all notes
to the same length.
Select a note and use Duplicate (control-D by default) to create more notes, appended
Cubase SX2 Project. Page 59 of 122
We shall now arrange this into a short song, and use automation, some more MIDI
plugins to mix the track using MIDI only. The control of MIDI instruments using
controller messages will expand the palette of sounds and effects , and knowing where
and how to use them, can make quite plain pieces of music more enjoyable to listen
to. In this case, it may be akin to making a silk purse from a sows ear, but we can
hopefully salvage something from the music, with some sound editing.
The standard automation lanes and the add parameter menu for all parameters .
With more automation the track starts to take on more life, with volume automation
added to the tracks , there is some movement in the piece. See the project1-15.cpr for
range of elements that have been altered. To see all used automation, use the rightclick menu on the track list Show used automation for all tracks .
Arranging the project.
Imagine that the project had enough musical merit to continue working on it, we have
a few ways in which we can alter the parts of the music, allowing us to move or copy
sections of the song to other places , change the automation, if required, and then
finally have a full length piece of music, which is ready for recording as an audio mix,
or whatever the end product you require.
For the sake of using techniques we shall have to imagine that there are two distinct
sections to this piece, a verse and chorus, but as it takes 100 times longer to write
Cubase SX2 Project. Page 64 of 122
This seems a good time to put this project to bed. In the next chapter we will look at
the Audio project, a simple project to show some of the audio features and functions.
This scenario can be used on any ASIO audio card, as it does not rely on multiple
physical outputs, but uses Busses within SX to route the signals, and allows a balance
between the main signals (the backing which would be routed to the Buss called
Master out in this case) and the monitored live signal with reverb.
Monitoring live external effects.
In this case the external effects unit will require a physical connection in and out of
the host computer, one to act as a send and another to act as the return. For this
scenario, the audio card must have more than one set of physical outputs and inputs.
We shall assume that no mixing desk is available.
1. In the VST Connections dialog, select the WET and DRY preset for the output, and
the same for the input.
2. Re-route the outputs of the FX Out Buss to the physical outputs that connect to the
reverb unit.
3. Re-route the FX In Buss to use the physical inputs used by the return of the reverb
unit.
4. Create two audio tracks in the project. Make one of them a stereo track and Name
it FX MON. The other track can be Mono or stereo, depending on the source
material that you want to record. Name that track SOUND.
5. Use the drop down for the inputs of each track and select Dry In for the audio
Cubase SX2 Project. Page 71 of 122
Note the mixer view can be useful to see the sends, routing and effects present in a
project.
Once the monitoring is configured and the levels set up, the reverb may be recorded at
any time, so that it may be added to the mixdown process which we shall discuss later.
I would then create the tracks that I want to record. For this I use the right click menu
on the track list, or a key command for the item Add Multiple tracks.
The dialog will display drop-down menu's for type (select audio), Configuration
(select Mono), and a scroll field for Count (set this to 8). Select OK to accept the
settings.
Use the drop down menu in each of the tracks' Inspector so that they use a different
input Buss. As these are Mono tracks and we created Stereo Busses, use the left
channel of the first Buss on track one, then the right channel of the second Buss on the
Cubase SX2 Project. Page 77 of 122
Click on the Solo, mute, record enable or monitor enable buttons on the folder, and all
Cubase SX2 Project. Page 78 of 122
The display setting for an audio track will all controls visible.
Although tracks are always recorded as events in the project window, some people
prefer to view the events in a wrapper called a Part . The right-click context menu
events to part for selected audio events will create a box around the events, so that
they can be edited from the Part Editor rather than from the project window. Because
Volume and Fade handles are associated with Events these will not be available from
the project window if the audio is displayed as parts. My preference changes with the
type of work I do. If I require simple punch in recording for a vocal, I will tend to
display the audio as events, and with no lanes. The topmost audio event is the one that
plays, and that seems pretty neat for small amounts of editing. For many takes I may
use lanes, and for comping of many takes, I would use the Audio Part Editor, and thus
I would choose the context menu Events to Part after having selected the audio
events on a track.
We will look at the lanes, parts and events in more detail in the section on comping.
Tracking the guitars.
The same thought processes would be adopted for the guitars as for the drum
recording and the Bass. Should the guitars be effected before they are recorded?
should they be Mic'd or used direct into SX? These are decisions that mainly rely on
what sound is available and what gear the band uses, what sound they want, and noise
issues. But generally that is an artistic decision.
Setting up the guitars for our fictitious band is much the same process as for the
drummer and Bassist. Check levels, tone, monitor requirements, and levels (did I
mention them yet?). Set up another folder with two audio tracks and select the inputs
that the guitars use. Record enable the folder, set the locators, and record. For artistic
reasons I like to record as many of the band as possible at one time, as this approach
Cubase SX2 Project. Page 82 of 122
By zooming in and removing any bad bits from the lowest take, the take before that
will be played. Use the snip tool (scissors) to cut the event. Delete bad parts and see if
the previous take has a better performance.
If there are lots of bits to work on, then using the Audio Part editor may be useful. To
be able to use that, select all the events in the stacked recording, and select the audio
menu, Events To Part.
Double click on the audio part that is created, and the editor opens.
To make the choice of take less difficult, select the Play tool and click on each take to
hear what each has to offer. If there are definite unusable takes, then select and delete
them, leaving you with the minimum of workable takes.
Note each take could be used for a single word of the completed compiled vocal. The
events can be moved in time, the start and end points for the clips changed,
timestretch can be applied to individual words or phrases to get the phrasing correct,
volume handles and fade handles on the events can be used to match levels of the
different parts of each take, and the crossfade function could be used to get a smooth
transition between events. There is a lot of power in this method of editing, and given
a reasonable vocal in the first place, many mistakes can be ironed out in a very
transparent manner.
The Part Editor with the unwanted clips removed, the events sized and a crossfade
applied between all the events. Note the crossfade works on the overlapping area of
the two active events, so sizing the events is important before applying any crossfade.
If you decide after editing that another take is going to get better results, then select
the part from the project window, and use the audio menu dissolve part before
tracking the next takes. That will place the new take at the bottom of the original set
of takes. Once the new audio is recorded, select all the events and use the events to
part audio menu item to consolidate the takes into the one part.
Fades, handles and editing audio.
When events are visible in the project window or inside the part editor, they have a set
of blue lines and handles that affect the volume of the clip. There are three handles
(two small triangles and one blue square) on a selected event, which allow for a fade
in or out, and the overall volume of the event to be changed.
Select and drag the handles to affect the event. Once you have a fade set up, you can
double-click in the top left of the event, or the top right of the event to open the fade
in or out dialogs. Here the shape of the curves for fade in or out can be drawn by
adding points to the fade, and dragging the curve to the required shape. Note that the
Curve Kind buttons allow for smooth fades or straight lines between points.
Where events on the same track overlap one another, only one will play at a time. This
can lead to clicks and sudden changes in levels. The crossfade feature gives us access
to a means of letting the program fade between the two clips or events. As we saw in a
previous audio edit, this can be achieved manually by selecting two overlapping
events, and pressing X (default Key Command), or may be set up per track to be
automated so that any overlapping events will be crossfaded. The result of
crossfading is like using a mixing desk to fade out one event, while fading in another.
The auto crossfade feature is enabled using the right-click menu on the track list for
the given audio track, and selecting Auto Fades Settings. The dialog that opens allows
for setting crossfade and fade in and out for all events on that track. The checkboxes
allow enable or disable for each type of fade, and the editor allows for the required
curves to be set up.
Once the erroneous part is in view, use the pencil tool to redraw the waveform.
Once all the waves are comped I would tend to make them into one new event, by
selecting the part or the events in the project window, and using the audio menu
Bounce Selection. It is also useful to set the snap point for the event, which may not
start on a bar boundary, and therefore may get placed incorrectly when moving or
copying it around the project.
To set the snap point, set the project cursor to a bar or beat which falls in the range of
the event. For example if the event starts just before bar 5, then set the song cursor to
bar 5, and then use the audio menu Snap Point to Cursor command. That will place a
Cubase SX2 Project. Page 91 of 122
The next chapter will be the last of the project style sections, where we look at the use
of VSTi's in a project.
7. In the list on the right (the hidden items) select Brightness. Press the left arrow
button to add the brightness controller to the list on the left. Close the setup dialog.
8. Select the newly added controller Brightness from the drop down. The controller
number 74 will be displayed below it. Using a pencil tool draw in some events
which will be used to send controller 74 to the VSTi.
9. Show the VSTi GUI by clicking on the keyboard icon on the VSTi track, or the
MIDI track.
10. The Cuttoff knob is now moving, controlled by the controller messages received
from the MIDI track. The sample project Mono1-03.cpr shows the control of the
knob in action.
3. Click on the line tool on the project toolbar, and select the Sine Tool from the list
of options. Note that the button will display the current setting for the line tool
(Line, Parabola, Sine, triangle or square) .
4. Click at the left of the Panner track, and drag to the right, press shift and drag to
the left to change the period of the sine wave produced, then release the shift and
drag to the right. Move the mouse up and down to set the height of the curve
produced.
5. Once the curve looks suitable, release the mouse button.
6. Make sure the global read R button is enabled at the top of the track list, and that
the VSTi R button is lit.
7. With the pointer selected (press 1 on the main keyboard) click on the volume line
to produce an automation point for the channel volume. Drag that point, and add
Cubase SX2 Project. Page 100 of 122
In the next chapter we discuss Mixing the various sound sources we have at our
disposal in SX, to make a complete song.
With the views set, the next task is to make sure I have enough groups and folder
tracks for the work I am likely to need to do with this project. In This case the project
is fairly simple, but I will need to edit the tracks, and I will be using some automation
for each. As this involves VSTi's and Midi tracks, I will use the fact that I can drag
VSTi output tracks in the project window below the MIDI track that that drives the
sound using that channel. I can also use the folder tracks to make the most of the
screen space, and logically group the instruments. This will make working from the
project window more natural, and in a lot of cases saves the need to use the mixer at
all. For my tastes it is great to be able to work everything from the project window
without having to open parts, editors or mixers, as I keep the view of the project and
can see as well as hear which section I am working on.
Zoomed view of a word, cut, moved and stretched to correct the timing.
Preparing for the mixdown.
As the project uses six MIDI tracks, 5 VSTi output channels, 6 audio tracks, six group
channels, and an output Buss, it seems a good time to tidy up the project window. The
backing vocals are already in a folder, so I create another folder for the Midi and Vsti
channels. This way I have a means of hiding tracks in a folder, leaving the project
clean and manageable.
I create enough group tracks to allow me to get sub-mixes for the important sections.
As the orchestral parts are all part a of logical group in this project, I select the all the
VSTi channels in the project window (using the control key and click to add to the
selection) then use Shift and click on the output section of the track displayed in the
Inspector. That changes all the selected track outputs in one click. For tis project I
decided the groups should be allocated ;
Group 1: VSTi backing.
Group 2: Vocal backings
Group 3: Lead vocal.
Group 4: Reverb effect.
Group 5: Spare
Group 6: Mix.
The spare is there as it is likely that I will work on another idea, or add another
separate reverb, and I want that to end up being routed to the Mix group. I use the mix
group as a Buss, and I can apply any mastering type effects at that point. Even if I
don't use the effects at that point, I can control the level reaching the output Buss, and
thus I can control how hard the limiters and compressors used on the output Buss are
driven. Limiting a signal that only occasionally peaks above 0dB sounds better than
Cubase SX2 Project. Page 112 of 122
To create the width of backing vocal, I pan each one left or right from the individual
tracks, I usually try to make two quite wide (nearly full pan to each side) and two
about halfway between central and full pan in each direction (40 to 50 left and right) a
a few in the middle (panned to the center, or near center). This gives a pleasant spread
of vocals, which are not distracting from the lead vocal, and they still have some
components panned in the middle, which makes them sound more natural than only
wide panned vocals.
Whenever using pan controls, or stereo sources, it is worth checking the balance in
mono. With an external desk the Mono button may be used, or panning each side of
the signal from SX to the center will do the job. If you need to do this within SX, then
change the pan mode on the output buss to Stereo Dual Panner . To access the panner
modes right click on the pan control and select the type required. To set both side to
central press control and click on each pan control in turn. That will give a mono
output, that can be changed back to the normal Stereo Balance panner using the right
click menu. Tools like the stereopan* plugin can be used for this purpose, and
disabling them can be a quick way to switch from Mono to Stereo.
* http://home.netcom.com/~jhewes/StereoPan.html
It may be that the reverb effect uses slightly different delays on left and right, which
sound good in stereo, but sound dry in Mono. In this project the reverb I chose has this
effect, so I now have a decision. Do I change the reverb to one that does not give this
false width, or do I balance the level so that it sounds OK in both stereo and mono.
The answer does depend on the reason that the sounds are so different in stereo and
mono. To test this out, I save the project as it stands, and then save under a new name
using the file menu save as. I can now experiment with the new reverb and test for
mono compatibility. If I mess that up I can at least get back to the previous version
Cubase SX2 Project. Page 116 of 122
Note that for some situations the phrasing will be wrong, even though the event (the
words) start and end where they should, the words in between are not in time. This
involves more cutting and stretching and moving syllables around, and although it can
end up being fiddly, it does work rather well. In my case the term silk purse and sows
ear springs to mind.
With the timing corrected, I listen to the whole track in isolation, to see if I have
introduced any clicks as audio events may not have finished on a zero crossing. To
rectify this I edit the fades on the suspect events, and if that starts to affect sound, then
I use the pencil tool to re-draw the waveform, and create a smooth transition between
the audio events.
Cubase SX2 Project. Page 118 of 122
Note selecting events in the automation lane allows for fine editing in the Info bar at
the top of the project window. Clicking the value brings up a fader, and with the shift
key pressed it will move in finer increments. Right clicking the value allows for direct
keyboard entry of the selected value. If more than one event is selected then control
and return will set all the selected events to the value entered.
As the volume curves are being written one track at a time and in real-time, it is likely
that some of the curves will be late (owing to human error). Where this happens, I
select the events in the automation lane, and use the scroll mouse to change the start
position on the Info bar. This keeps the curve intact, and makes it work with the
timing I require.
The second method of automation entry is to draw the events in the automation lanes
manually. Use of the alt key with the selection tool can be useful for adding new
automation points quickly. Even with the selection tool active, clicking on the
automation line or curve will add a new point. There are various options for the line
tool, to add a straight line, parabola, sine , square or triangle shape to the automation.
For fade in and out the parabola tool is useful. To get a fade that starts rising quickly
and levels toward the final volume setting, click the topmost level and drag the mouse
down and to the left. To get a fade that starts slowly and rises faster toward the final
Cubase SX2 Project. Page 120 of 122