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Insert a send in your drum track, then insert the Breverb (or your reverb of choice) in the Send bus.
Youll
now need to bounce the reverb sound without any dry signal so that the reverb is isolated in its
own track; that way its suitable for processing. Probably the simplest option is to solo and select the
track to which you want to add reverb, choose Tracks > Bounce to Track(s), select Buses from the
Source Category drop-down menu, highlight only the bus with the Breverb plug-in in the Source
Buses/Tracks box, and then click OK. You now have a new track with only the reverb sound for the
track you soloed.
Copy the new reverb track by selecting it and then choosing Tracks > Clone Track(s). Select the cloned
reverb track and then choose Process > Transpose. Select -1 semitone (or more) for the Amount, make
sure Transpose Audio is checked, then click OK.
Pan the two reverb tracks oppositely, but this neednt be extremefor example 60% left for one track
and 60% right for the other works fine (and dont forget to disable the send to the Breverb from the
audio track). Youll
be rewarded with a bigger, wider reverb sound.
But really...theres no need to stop there. Transpose one reverb track by -7 semitones and the other by
-10 semitones, and to help restore a sense of reality, enable the send to the original reverb and add that
to the transposed sounds. Although I recommend this technique mostly for insane percussion reverb, it
can work with some melodic parts if you transpose one reverb by -7 semitones to produce a reverb clip
thats a fifth below the other reverb clip.
Folder as well, so you can see (and audition) all the files used in the current project. You can even
browse Track Icons and drag them into a project (although I havent figured out a way to see the track
icons picture), and also drag in Track Templates.
If youve
chosen the Folders view, clicking on a particular type of content highlights its location in the
left panes file tree (for example, youll
see that PTN MIDI Patterns are located in the Sonar X3 folder,
but the RXP REX Loops default to the Contents folder inside the RXP folder under VstPlugins in the
Cakewalk folder under Program Files).
Also note you can create and delete locations. For example, if you access a folder called Loop Libraries
a lot, select it in the left pane, open it to reveal the files (the folders name will show in the Content
Box), then click the Save (Disk) button to the right of the Content Box. This location will now join the
other locations in the drop-down menu. You can also double-click in the Content Box to rename a
location.
August 4: Ethereal Pads and Choirs with TH2 Producer's Parallel Processing
One of TH2's cooler features is that it has a crossover/splitter. I use the splitter all the time with bass to
preserve the dry sound while processing the parallel path, thus keeping the low end intact regardless of
whatever processing gets added. I also use the crossover with distortion to reduce intermodulation
distortion by distorting the high and low frequencies separately.
However, here's another interesting crossover application that works great withvocal choirs and string
pads, but can even work well with solo vocals.
Use the Splitter module in Normal mode to send only high frequencies to one path, while the other path
carries the remaining frequencies. Set the Splitter's balance control to send the desired amount of each
band to each path.
Insert an effect into the high-frequency path (try modulation effects like chorus, phaser, or flanger,
and/or time-based effects like delay or reverb). If you restrict the high-frequency range sufficiently
(e.g., above 3-5kHz or so), you can add a significant amount of the effect without sounding excessive.
Use the TH2 Mixer Pro modules Balance slider to adjust the ratio of processed highs to dry lows.
Now your airy, high frequencies provide the ethereal layer of processing to complement the dry lower
frequencies. Try it...it works!
You can choose different MIDI patterns within SD3s Drumkit page by clicking on the MIDI field in
the lower left, selecting Load Pattern, and navigating to a pattern. But its faster to use the Browser.
In the Browser, click on the Media tabs drop-down menu; for Synth Preview Output, select Session
Drummer.From the Contents Drop-Down menu, choose Session Drummer 3 MIDI Drum Loops (if
your browser doesn't show this, see the August 3 tip for how to make this happen).Youre set up and
ready to auditionclick on a pattern to play it.
This assumes the Browsers Auto Preview function is on, if not you need to click on the Start/Stop
Preview button. Once on, you can use the QWERTY keyboard up and down arrow keys to step through
the patterns. As soon as you land on a pattern, it loads immediately and begins playing. It can be very
inspirational to call up the wrong pattern with the wrong kit. Jazz patterns and techno drums
kits...check it out.
While youre in the Media Browser, if you like a pattern, then double-click on it to insert it into the
currently-selected MIDI track, at the Now time.
Even better, this process makes it easy to build up a drum part from simple patterns. For example if you
like a kick drum pattern, double-click on it to insert. Then if you find a perfect high-hat pattern and
double-click on it without changing the Now time or track, it will layer in the same track, on top of the
kick pattern.
If the patterns arent the same length, no problem. Turn on the tracks Take Lanes to see each pattern in
its own lane within the track. Here you can lengthen or shorten particular patterns (theyre groove
clips, so you can roll them out as you would loops). You can keep separate lanes for separate patterns
for the most editing flexibility, or bounce them all into a single MIDI track.
Cool, eh?
But wait theres more! You can also undo and redo zooms. Place the cursor in a space
within the track view, then while holding down the right mouse button, click the left mouse
button to undo the zoom. To redo zoom, hold down the left mouse button and click the right
mouse button.
But before we do, remember Anderton's First Law of Noise Reduction: Noise reduction works best on
signals that don't have a lot of noise in the first place. Fortunately that's often the case, where a track
will have a bit of mic preamp hiss or whatever, and that's where this tip will help the most.The Remove
Silence function removes most noise automatically, and you can set an attack and decay time to
determine the time it takes for the signal to come in from, and decay back to, the removed (silent)
sections.
Select the clip to be processed, then from the Process menu, choose Apply Effect > Remove Silence.
The parameters are very much like those of a noise gate; the Open Level parameter is the level where
the sound is no longer considered silent, while Close Level is where removing the silence kicks in. The
correct values depend on the clips level and the amount of noise, but -30 dB to -35 dB is a good place
to start.
Attack and Release times around 5-10ms prevent overly abrupt transitions. The Hold time prevents
chatter if the threshold is fluctuating around the open and close levelsstart around 50 ms or so, and
also dial in about 10 ms of look-ahead. Checking "Split clips" makes it easier to tweak attack and decay
times later if needed.
After setting up the parameters, click on OK. Listen carefully to make sure nothing was cut off
abruptly, because removing silence trims the clip. If you decide you cut off too much of an attack, slipediting the clip wont solve the problem; undo and try again.
While Remove Silence is fast, removing silence manually gives the most flexibility. Choose the split
tool, or with the smart tool selected, hold down Alt. Cut at the end of one phrase, and the beginning of
the next. Delete the section between the splits. To smooth the transition from signal to silence or viceversa, hover the smart tool over the fade handles, and add appropriate fades.
Now comes the boring part: You have to make sure there are transient markers are at the beginning of
any transients, and any transient markers that arent at transients are disabled. This is kind of tedious,
but so is specifying the slices in ReCycle, or the transient markers in the Loop Construction window.
Proper identification of transients is essential to high-quality time-stretching, and programs arent as
good at this as humans. It helps if you zoom in vertically on the waveform itself (click on the track's dB
scale and drag up)so its easy to see low-level hits, and set the threshold to catch the greatest number of
transients.
4. Once youre sure youve identified the transients correctly, click on the AudioSnap Split Beats into
Clips button (two buttons to the right of the power button).
5. Close AudioSnap and set the Edit Filter to Clips.
This is where Take Lanes come in handy. Move alternate beats into a second Take Lane so that the first
slice is in the first Take Lane, the second in the second Take Lane, the third in the first Take Lane, the
fourth in the second Take Lane, and so on.
Slowing down the tempo: If you slow the tempo down, there will be a gap at the end of a clip before
the next one starts. In the Smart Tool palette, choose the Timing Tool as the Edit Tool, and drag the
ends of each clip up to the beginning of the next clip. This stretches the clip using DSP, so for best
fidelity, youll need to bounce the clips. Probably the easiest option is to bounce all clips together to
make a new loop once youve verified it sounds good at the slower tempo. If you dont want to stretch
the audio, sometimes simply fading out each clip will do the job.
Speeding up the tempo: In this case, the end of a clip will overlap the beginning of the next clip.
Simply slip-edit the end earlier so it doesnt step on the next clip. You dont need to use stretching
DSP for this.
As with all time-stretching, speeding up will sound better than slowing down. But you can get away
with substantial tempo shifts with no discernible sonic degradation, unless you have to slow down a lot.
In that case, fading out the clip ends will preserve fidelity and probably do the job.
console and track views. So if you have multiple MIDI tracks driving drums (e.g., a track for each
drum), you can de-clutter the console view (or track view) easily just by clicking the MIDI button. This
is especially handy when mixing in console view, where you often dont need to see the MIDI tracks
but need to work only on the instrument audio. Whats more, hiding/showing tracks preserves the
height in track view and the width in console view so when you show again, everything is as you left it.
Also note that you can show/hide an audio track so if you render the synth, you can stick the audio file
in the instruments folder and mute the others.
Its gotten to the point with virtual instruments where I just set up the audio, MIDI, and synth tracks as
desired for editing, then click the Hidden button to make them go away until needed. This really speeds
up workflow compared to resizing and minimizing the individual tracks in the folder.
August 13: A "Peak Hold" Trick for Mastering, or Just to Make Files Sound
"Louder"
In Console view and the Inspector, a numeric peak value attained by a track during recording or
playback appears below the meter. Track View can also show numeric peak values (this appears to the
left of the tracks meter if enabled), but has two other options you can enable under Track View
Options > Meter Options. Show Track Peak Markers and Show Bus Peak Markers display a marker
on the track or bus itself during playback or recording that indicates the highest peak attained, and
updates the numeric value and location upon encountering higher peaks. If you right-click on a tracks
Numeric Peak Value and select Go to Peak, the Now time locates automatically to the tracks highest
peak.
you want. Finally, use the TH2 Mixer Pro to combine the parallel paths back into serial. Make sure the
mixer is set to stereo, then use the Balance slider to adjust the ratio of monster lows to clean, defined
highs.
Yes, it's that simple...but you can make some pretty Godzilla drum sounds.
Well, you can't have totally future-proof backup of everything...but you can come really, really close.
This backs up a project as individual audio files that you can open in anything, including other DAWs
and whatever else the world decides to throw at you in the decades ahead. These can be raw files,
include automation, include processing...pretty much whatever you want to preserve for the future.
First, hopefully you have good names for your tracks because that's the name that's going to get
exported. If your bass track is called "Track 12," good luck trying to find it later.
Start by doing a Ctrl-A to select everything, including all tracks involved in virtual instruments. Now,
you may note that the song seems to end way later than expected. That means there's a rogue
automation node or little clip of audio or something after the song. With Ctrl-A still selecting
everything, drag in the timeline from the "real" end of the song past the "alleged" end of the song, then
cut. De-select everything then Ctrl-A again, and now you should have the correct song duration.
Choose File > Export Audio. For Source Category, choose Tracks. They'll all be listed so you can
deselect something if needed. Also, choose your various export options (sample rate, bit depth, etc.);
note that this also gives you the option to bounce all tracks with or without the effects of automation,
signal processors, etc. This way you can create a set of backup files with all the goodies, and one with
just the raw tracks if you expect to upgrade your processors to the vastly superior plug-ins in SONAR
X14 sometime in the next decade. (I turn off dithering and turn on Fast Bounce unless I'm using
external inserts, which mandates real-time bouncing for at least the tracks that use the inserts.)
What's very cool about all this is that the entire track gets exported as one long clip from beginning to
end. You never have to worry about lining them up if you need to reconstruct the song.
When asked to give a name, I put the name of the song so that's what precedes the track names in the
files.Create a folder to dump all your tracks. Click Export, then wait for the process to complete.
Wait!! You're never finished with a backup until you test it. Create a new, blank project and open
the folder that has all the exported tracks. Drag them into the project, and click Play (while observing
the master level, which will probably overload - pull it down). You should hear exactly what you hear
when you play the mix, and best of all, these files can be brought into anything capable of reading
WAV files.
So even if you created a project in SONAR X3 and Mac OS X "Hello Kitty" doesn't recognize it in
2025, you still have the most important part by far - the performances themselves, with the results of
whatever add-ons (e.g., automation) you decided to include.
favorites has been around for a while, but Ive only recently re-discovered its usefulness for easy and
fast effects automation: Assignable Controls in the Console and Inspector. Now, before you say "I
already know about that," read to the end because that's when it gets interesting.
In Sonar Producer Edition, there are four horizontal sliders below the FX slot you can assign to any
four FX parameters. To see these sliders, for the Inspector click Display > Module Options > FX >
Show Assignable Controls and for the Console, Options > FX > Show Assignable Controls.
If there are several plug-ins, click on the one you want to adjust, and the four sliders will relate to the
selected plug-in. A few older plug-ins that cannot have parameters automated will not show any
parameters (nor will FX chains), but most will, including virtual instruments.
The default for the four controls is the first four parameters in the list of plug-in parameters that appears
when you go to an automation lane to add automation. However, you can reassign these sliders to any
of a plug-ins automatable parameters. Right-click on the slider, select Reassign Control, and choose
from the list of available parameters.
This means you dont have to leave the Console view to adjust or automate crucial parameters. For
example, if you have compression plugged in to a track, you can assign Threshold, Compression
Amount, Output Level, and Attack to these knobs, making it easy to adjust parameters in context
with other tracks no window flipping.
Bu the best part as far as Im concerned is you can right click on a fader, select Remote Control, move
your mod wheel, then click Learn and now you can tweak the slider with your mod wheel. Just
remember to right-click on the fader and choose Disable Remote Control when youre done.
What with the ProChannel and effects being adjustable from the mixer with a hardware controller like a
mod wheel or pedal, the Console becomes an even friendlier mixing environment.
the time when sampling notes from instruments, which may be a few cents off despite my best efforts
at tuning them.
The solution is remarkably simple. Open the audio that needs to be fixed in the Loop Construction
window, but dont turn it into a Groove Clip. In other words, dont type Ctrl+Linstead, just select the
audio and choose Views > Loop Construction.
From the Clip drop-down menu, check Stretch On/Off. Move the Threshold slider to 0 so there are no
transient markers.
In the pitch window furthest to the right, enter the change in cents. For example if you want the audio
to be 10 cents flatter, enter -10 then hit enter. (Note that the cents field is limited to +50 and -49 cents;
if you want to do, for example, -75 cents, youd need to do -1 semitone then +25 cents.)
Click on the clip in Track View and then select Bounce to Clip. The clip will now be fine-tuned.
However, there are a couple fine points. This process changes pitch, but does not preserve lengthin
other words it works just like speeding up or slowing down a tape recorder. For small pitch changes,
this likely wont make any difference. If it does, you can always use conventional time-stretching to fit
the clip to its original duration. (A big advantage of this type of "stretching" is it doesn't add any
artifacts, it just changes the pitch.)
A more significant point is that if you lower the clip pitch, the clip will become longer than what the
clip currently defines. So when you bounce to clip, the clip will cut off at the end of what used to be the
loop length. The solution is simply to extend the clip duration prior to doing the pitch transposition.
Conversely if you raise the clip pitch, the clip will become shorter so you may need to trim the end to
regain the correct duration.
One final tip: You don't have to travel to Japan to record a taiko drum...shift a kick drum's pitch way
down, and you'll be good to go
Sonar can write periodic waveform automation (but thats only half the tip so if you already know that,
keep reading). If youre not familiar with this technique, you can right-click on the Draw button in the
Smart Tool palette, and choose from several different waveforms. When youre drawing an automation
waveform, just click the pencil in an automation lane and drag left or right. The Snap value determines
the waveforms period; dragging higher than the vertical place where you clicked increases amplitude,
as does dragging lower but in this case, it flips the phase. For example, dragging up increases the
amplitude of a sawtooth with a positive ramp up, while dragging down increases the amplitude of a
sawtooth with a negative ramp down. You can even alter the amplitude and flip the phase at any point
when youre drawing the waveform.
Now heres the payoff part of the tip. Consider that example of creating level changes for the hi-hat. Set
the snap to 1/4 notes and start drawing a negative-going sawtoothbut you may find its difficult to
draw a subtle, constant waveform precisely. Theres a simple solution.
When drawing the waveform, click lower than halfway in the automation lanes vertical space, and
drag a little below the bottom of the automation lane. (For a positive-going sawtooth, youd click a
little higher than halfway in the automation lanes vertical space, and drag a little above the top of the
automation lane). Now drag left or right, and the waveform will be a constant amplitude. It will
probably not be not subtle enough to provide the slight rhythmic push we want, so lets adjust this
waveforms master level.
Choose the Smart Tool, and hover just below the automation lanes header. The cursor will turn into a
line with up and down pointing arrows. Drag up or down, and the waveform wont be able to go any
higher than the automation lanes ceiling or lower than the lanes floor, which lets you lower the
amplitude of the peaks without changing the shape.
Now the curve is probably sitting too high or low in the automation lane. Release the mouse, and again
hover the Smart Tool just below the automation lanes header. Now when you drag up or down, the
waveform retains the limiting effect from when you dragged previously; you can position the
constant waveform, with its lowered amplitude and subtle amount of change, anywhere you want
vertically in the lane.
If youre thinking This would be really cool to add some dynamics to individual drum tracksand
rhythm guitarsand for EDMand hey, this is also like a MIDI LFO!, youre definitely thinking
along the right lines.
The per-parameter snapshot places a node on the corresponding automation envelope if such an
envelope exists. If not, it creates the envelope and places a node. This works with any mixer controls
(e.g., level, pan, send amount, etc.) as well as ProChannel modules.
To take a snapshot of an individual parameter, place the Now Time where you want to enter the
automation event for the parameter. Then, adjust the parameter to the desired value. Right-click on the
parameter control, and choose Automation Snapshot. Done!
The procedure for creating a snapshot that encompasses multiple parameters is more complex. You
would use this if you want, for example, several tracks to change volume instantly and at the same
place, such as when switching from intro to verse.
With a track that has the focus but is not selected (e.g., the blue track number isnt lit but the track
shows in the inspector), ctrl-click in the Edit filter to select the automation you want to writelets say
Volume. Using ctrl-click Quick Groups all the tracks so theyre all set to Volume automation.
In that same tracks Inspector, click on the Track tab to reveal the track parameters. Ctrl-click on the
Write Mode drop-down menu and select Overwrite, then enable automation Write for the tracks where
you want to create the snapshot.
Set the controls as desired, press Play, and then Stop; youll see nodes deposited on the automation
curves where you pressed Play and Stop. This isnt true snapshot automation because of the extra node
at the Stop point; however in most cases this wont matter. If it does, you need to delete each extra node
manually. (If you Select All, drag in the timeline over the area with the nodes to create a region, choose
Cut Special and choose only Track/Bus Automation, those nodes will be deleted but new nodes will be
created at the region start.)
Finally, remember that you can snap automation notes to the gridthis is perfect for when you want a
change to occur precisely on the beatas well as change the curve shape between notes.
drums and programs are 'baked into' the installation; if you move the Contents folder, SD2 won't know
where to find the drum samples and you'll get error messages. Its probably the same best to choose the
VSTplugins folder that holds the Session Drummer 3 folder with its Contents, so that all your Session
Drummer files are in the same place.
Heres how to consolidate the SD2 and SD3 folders so you can access everything from SD3.
1. Open both the SD3 and SD2 folders that contain their respective Contents folders.
2. Open each Contents folder, then open each Programs folder located in the Contents folder.
3. Copy or move all the folders from SD2's Programs folder to SD3's Programs folder. Leave all
other folders and files untouched for both SD2 and SD3, as their program (.prog) files point to
these locations.
Now call up Sonar. Insert Session Drummer 3 and, on the Drumkit page, click on Prog/Load Program
and navigate to SD3's Contents folder. Open the Contents folder, then the Programs folder; you'll see
all the SD2 and SD3 folders that contain program files. Call up an SD2 program and it will load...but
were not done yet.
Although the program files are compatible (including Tune, Width and Pan parameters), SD2 programs
will load with incorrect mixer levels. Go to SD3's Mixer page and double-click the Mixer faders to
return them to zero. (Also note that the last two percussion channels will be grayed out because SD2
only had 10 channels instead of 12. As soon as you load a sound into these channels, they'll be
available.) Return to the Drumkit page, then click on Prog/Save Program so it will load with zerodefault mixer levels next time. Of course, you can also edit these levels prior to saving.
When you load an SD2 or SD3 program, it will load the appropriate MIDI patterns, because those are
also pointed to by the .prog file. So an SD2 .prog file will point to the MIDI files in SD2's Patterns
folder. However, if you want to call up SD2 patterns in SD3, you do not need to navigate to the SD2
Patterns folder, as all of SD2's 'legacy' patterns are also located in SD3's Smart Loops folder under
Patterns.
Regarding drum sounds, SD3's Kits folder contains everything that SD2 has as well. The only
difference is that you'll find SD2's tambourine sounds in SD3's '9 Alt Cymbals' folder.
So, now we're set: you can load SD2 programs easily from within SD3, which automatically loads all
of the SD2 program's associated patterns, drum sounds and kits. If you load an older project that opens
SD2, note which program it uses. Insert SD3, drag the SD2 MIDI file into SD3's MIDI track, load the
same program into SD3, then delete SD2.
Roll View and Track View (including when a tracks Event Filter is set to Notes to show MIDI data
within the track).
The Global Snap Module
The Global Snap module in the Control Bar determines the primary snap setting. Click on the grid to
enable/disable snap globally in both Track View and the PRV.
The almost invisible button to its right, which also functions as a vision test, determines whether you
snap to a specified setting or by a specified a specified setting. For example if a snare drum hits a little
bit late and you want to preserve that offset when quantizing, you would choose the quantization value
and then snap by. If you wanted it to land on the rhythmic boundary you specified, youd choose
snap to.
Right-clicking on the field below the on/off button lets you choose the grid resolution, such as
particular note values as well as seconds, samples, frames, etc. For the latter, youll need to enter a
number. Holding the N key while selecting chooses an alternate snap value, which you select by
holding down the N key while moving a note or clip. So really, the N key accesses three snap options:
press briefly to toggle between snap and no snap, or hold to use an alternate snap value. If you want to
swap the primary and second snap settings, type ctrl+shift+N.
Furthermore, if you disable snap while holding down the N key and making your snap selection, then
holding down the N key will turn off snap for as long as the key is held down.
Right-clicking on the field below the on/off button also lets you select Smart Grid. This changes the
snap resolution dynamically on the assumption that the further you zoom in, the more youll want a
finer snap resolution. This can be somewhat disorienting at first (Hey! My snap values changed!!)
but once you get into it, its very helpful. Note that the alternate snap value is not affected by the Smart
Grid, so the alternate value will always be available regardless of the resolution the Smart Grid
chooses. This relationship remains if you swap alternate values with ctrl+shift+N.
You can also choose to snap to markers, automation nodes, audio transients, etc. To access these Snap
options, type shift+N.
Tracks showing MIDI in-line in the Track View follow the global snap settings in the Control Bar, but
you can set up independent settings in the PRV.
The Piano Roll View Snap Module
The key to accessing PRV snap is the little grid icon in the upper right. When disabled and its controls
are folded in, the PRV follows the global snap settings. This includes alternate snap settings and the
Smart Grid option.
Enabling the grid opens up three buttons that let you enable snap to note values, MIDI notes, or
markers, with all of this independent from the Global snap settings. As long as these three buttons are
showing, the PRV wont follow the global snap settings, and holding down the N key has no effect.
However, the N key remains a master snap on/off for the PRV and Track View.
One cool multidock feature is you can have different independent snap settings for different MIDI
tracks. Normally the multidock defaults to whatever MIDI track youve selected for editing, but you
can lock a tracks view by right-clicking on its multidock tab and selecting Lock Contents. Now you
can open up another docked view for another MIDI track, which can have its own snap settings.
Snap Offset
One final option is for non-Groove audio clips only. Normally snap is based on the clips beginning,
but you can set an arbitrary snapping point anywhere within the clip. Set the Now time to where you
want the snap point to be, then right-click on the clip and choose Set Snap Offset to Now time. The
only way to remove an offset is to go into the clips Inspector and enter 0 for Snap Offset.
Cool, thanks! Yes, the MIDI filtering options are very powerful. X-series users can find it under
Process > Find/Change.
If you want to filter out events and your only concern is velocity, duration, or notes out of a particular
range,Sonar also has a simpler "deglitch" function. I suspect it was included for people who use MIDI
guitar Go Process > Deglitch, and you can enter a duration in ticks or milliseconds. One of the cool
features of deglitch is it displays the value of the shortest note, the softest note, and the highest note in
the selection so you can see the results of your edits.
As to why you're getting doubled notes in the first place, I assume that if it's only a controller, there's no
need for local control on/off. Do you think it's contact bounce, or maybe something else? Also, was the
very short note just before the "real" note, or did they both start at the same time?
chords, complete sections of songs, or whatever (in just about any audio format) and use patterns
consisting of a single note to trigger just that sound.
August 26: How to Keep Groove Clips "Groovy" When Processing Them
Sometimes when you apply an audio process within Sonar to a Groove Clip, it loses its grooviness and
reverts back to regular audioand sometimes it retains its acidizing markers. Heres why.
If you reach the effect by right-clicking on the clip and choosing Process Effect > Audio Effects,
thenchoose the effect and click on OK to apply the effect, the clip being processed will retain the
Groove Clip acidizing markers. This has worked with the Cakewalk effects Ive tried, as well as those
from other manufacturers. However, if you insert an effect in the FX bin or ProChannel and choose
Process > Apply Audio Effects, the Groove Clip reverts to a standard WAV file. If you work a lot with
Groove Clips, its a good idea to get into the habit of using the Process Effect > Audio Effects function.
But there's a catch: Auditioning the effect is more of an off-line process. First, the Transport needs to be
stopped. Then, calling up the effect presents you with an Audition button (this wont be present if the
sequence is playing when you call up the effect). Make your edits, hit Audition, and wait for Sonar to
build a temp file. Dont like the results? Hit Stop, edit some more, audition, and wait. When it sounds
the way you like, hit OK.
Fortunately, theres a faster workaround. Insert the effect in the FX slot, edit in real time to your hearts
content, and when everything is just as you like, save the settings as a preset (the imaginative name I
use is "temp"). Then go Process Effect > Audio Effects, call up the effect and preset, then click on
OK. Just dont forget to remove the effect from the FX slot when youre done, otherwise youll hear
the effect applied twice once from the processing, and once from the real time FX slot effect.
1. After getting all levels, automation, etc. set for a good mix, insert the processors you want to use in
the Master bus.
2. Edit the master bus processors to obtain todays crappy overcompressed/overly bright soundin
other words, what passes for mastering with much current pop music.
3. In Track View, Select All so that all tracks are enabled.
4. From the Tracks sub-menu, choose Bounce to Track(s).
5. In the dialog box that opens up, select Entire Mix for Source Category, Stereo for Format, and
set Dithering to none. Make sure all the boxes are checked, especially Bus FX.
6. Click OK, and now you have a nasty master with plenty of squashing or whatever.
When its time to do the real mix, remove the processors from the master bus and run your mix again
but this time, bring up the squashed track a bit. The optimum level will vary; for most of my projects it
ends up around -20dB to -12dB. Also, you may need to make a few tweaks to the other tracks to reflect
the changes caused by adding in the parallel track. It may take several tries to get the right squashed
track and the right overall mix, but the results can be dramatic and satisfy both those who want a loud
sound, as well as those who like dynamics (and are aware that its possible to make a song louder by
turning up whats called a volume control).
Remember, you must use this power only for good
5. Bring the midrange down a bit around 1.5kHz to emphasize the bass, and add a broad, low bass
bump for a rounder tone.
Note that bypassing any of these modules makes a big difference in the overall sound. In any event this
setup really makes the bass stand out...and we havent even touched on what this can do with drums!
world.
or behind the snare, it will snap to the nearest high-hat hit instead of the snare.
To fix this, undo the Quantize to Pool operation. In the AudioSnap drum clip, right-click on the
incorrect transient to which the bass note snapped, then select Disable and widen the window. In fact,
disable any transient thats closer to the bass note than the desired one. Redo Quantize to Pool, and
the bass should now snap to the desired transient.
Finally, remember that AudioSnap is a software algorithm, not magic. Locking bass to drums has a
high probability of success because both have strong, prominent transients that make it easier for
AudioSnap to analyze the signals. The further you get away from this ideal, the more difficulty
AudioSnap will have identifying transients. If the source material is really AudioSnap-unfriendly,
you can always adjust transient markers manually to fall where they should.