Helpful ReplyLocked[Implemented] Busses: why do they have to appear in a separate area?

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kredek
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2015/09/20 04:17:14 (permalink)
5 (3)

[Implemented] Busses: why do they have to appear in a separate area?

I know that in the physical world you have busses placed in a dedicated area of the mixing console.
But why does this have to be a restriction in sonar?
I often work with groups of tracks and I would prefer to be able to place the bus they are routed to right next to them instead of in an area far from them.

And speaking of the mixing console : it would be great if the lanes could be rearranged directly here.

I work on a laptop and therefore my screen is rather small and I guess that this is one of the reasons I have these wishes.
#1
stickman393
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Re: Busses: why do they have to appear in a separate area? 2015/09/21 15:06:20 (permalink)
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Check out "Virtual Patch Points" in the "coming features" section on this page.
#2
Doktor Avalanche
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Re: Busses: why do they have to appear in a separate area? 2015/09/21 15:13:49 (permalink)
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Look at screensets. You can use a screenset to just display buses. Once you've got what you want save it as a template.

How would manipulating takelanes from the mixing console view be an advantage?
post edited by Doktor Avalanche - 2015/09/21 15:22:55

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#3
morganfm71
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Re: Busses: why do they have to appear in a separate area? 2015/09/22 00:32:46 (permalink)
+1 (1)
I think he means drag and drop the order of each channel strip in the console view. I believe he's referring to a console strip as a lane. 
 
I would also like to be able to move the strips around in console view rather than switch to track view to do it. 
post edited by morganfm71 - 2015/09/22 00:43:11
#4
mudgel
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Re: Busses: why do they have to appear in a separate area? 2015/09/22 03:28:36 (permalink)
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I think stickman was talking about tracks in the generic sense. Even in the console view the strips represent tracks just as in track view.

The new Virtual patch points will allow you to use any track or bus as an input so if you want you'll be able to use a track instead of a bus and have that located next to the tracks that feed it. Not quite the drag and drop a strip in the console, but a much deeper and more flexible feature.
post edited by mudgel - 2015/09/22 03:38:38

Mike V. (MUDGEL)

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#5
mudgel
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Re: Busses: why do they have to appear in a separate area? 2015/09/22 03:31:23 (permalink)
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kredek
I know that in the physical world you have busses placed in a dedicated area of the mixing console.
But why does this have to be a restriction in sonar?
I often work with groups of tracks and I would prefer to be able to place the bus they are routed to right next to them instead of in an area far from them.

And speaking of the mixing console : it would be great if the lanes could be rearranged directly here.

I work on a laptop and therefore my screen is rather small and I guess that this is one of the reasons I have these wishes.


Seeing as your screen is so small you really need to get familiar with Screensets if you haven't already.

Mike V. (MUDGEL)

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#6
stevec
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Re: Busses: why do they have to appear in a separate area? 2015/09/22 07:58:36 (permalink) ☄ Helpfulby RSMCGUITAR 2015/09/22 22:54:36
+5 (5)
And for moving channels in the CV - Alt+Drag.
 

SteveC
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#7
kredek
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Re: Busses: why do they have to appear in a separate area? 2015/09/22 13:17:07 (permalink)
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mudgel
Seeing as your screen is so small you really need to get familiar with Screensets if you haven't already.

I agree and I use this feature a lot.

I look forward to trying the virtual patch points even though it might sound more like a workaround than a perfect solution.
#8
streckfus
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Re: Busses: why do they have to appear in a separate area? 2015/09/22 13:55:28 (permalink)
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There have been some requests to change the way Sonar displays/organizes tracks and busses, and re-vamping the setup would probably really tick off users who like it just the way it is.  While technically a "workaround" and not a hard-coded solution, the virtual patch points will allow bus-like behavior within the track pane for those of us who want it, without messing up the functionality many prefer and are already used to.

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#9
mudgel
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Re: Busses: why do they have to appear in a separate area? 2015/09/22 14:03:20 (permalink)
+1 (1)
Off course the virtual patch points are hard coded.
It will be much more usable than dropping and dragging a console strip. If anything, the former would be the workaround. This is a very well thought out implementation far ahead of the suggestion to simply move a bus.yrt is flexible enough that you will be able to achieve that too.

Where do you folks come up with this stuff. Not hard coded and workarounds.

Mike V. (MUDGEL)

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#10
kredek
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Re: Busses: why do they have to appear in a separate area? 2015/09/22 15:01:37 (permalink)
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mudgel
Off course the virtual patch points are hard coded.
It will be much more usable than dropping and dragging a console strip. If anything, the former would be the workaround. This is a very well thought out implementation far ahead of the suggestion to simply move a bus.yrt is flexible enough that you will be able to achieve that too.

Where do you folks come up with this stuff. Not hard coded and workarounds.


I see a lot of music software where you can connect one part with another part via a virtual connector of different types. This could become a feature in the console, making it possible to route several track to another track. This track would then work as a bus and it would be easy to see what is connected.
The hard coded solution is well thought of and very useful but why insist on this limitation?
#11
streckfus
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Re: Busses: why do they have to appear in a separate area? 2015/09/22 15:19:36 (permalink)
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mudgel
Off course the virtual patch points are hard coded.
It will be much more usable than dropping and dragging a console strip. If anything, the former would be the workaround. This is a very well thought out implementation far ahead of the suggestion to simply move a bus.yrt is flexible enough that you will be able to achieve that too.

Where do you folks come up with this stuff. Not hard coded and workarounds.

I think you misunderstood my intent. And I should've been clearer. The point I was trying to get across was that changing the existing track/bus structure was probably a bad idea because many (if not most) users are probably perfectly content with the way things are, but that the virtual patch points opens up a ton of flexibility, thereby allowing those who want to be able to have busses live right next to tracks (myself included; I've chimed in on this before and am really looking forward to the new feature) to be able to do so, while still allowing those who prefer separate track/bus panes to keep working the way they're used to.
 
I was acknowledging the point that the virtual patch points are a "workaround" because CW is not going to separate tracks/busses as requested/suggested, but in practice the virtual patch points are actually a solution that works for everyone.  Those who want to route tracks to busses right there in the track pane can use the virtual patch points and accomplish what they want to accomplish.  Those who like the tracks and busses separated as they are doing have to do anything different or learn a new feature.
 
I've been a proponent of virtual patch points and have sought clarification directly from CW about the feature on these forums, so I'm in no way bashing it.  In fact, it's probably the new feature I've been most excited about.

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#12
morganfm71
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Re: Busses: why do they have to appear in a separate area? 2015/09/22 22:52:54 (permalink)
+1 (1)
stevec
And for moving channels in the CV - Alt+Drag.
 




How about that! That little tidbit alone was worth the price of joining this forum!
#13
stevec
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Re: Busses: why do they have to appear in a separate area? 2015/09/23 00:04:18 (permalink)
+1 (1)
   Glad that helped!
 

SteveC
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http://www.soundclick.com/bands/pagemusic.cfm?bandID=39163
 
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#14
kredek
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Re: Busses: why do they have to appear in a separate area? 2015/09/23 15:49:27 (permalink)
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Thank you all for your reply!
#15
mudgel
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Re: Busses: why do they have to appear in a separate area? 2015/09/24 10:10:05 (permalink)
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streckfus
mudgel
Off course the virtual patch points are hard coded.
It will be much more usable than dropping and dragging a console strip. If anything, the former would be the workaround. This is a very well thought out implementation far ahead of the suggestion to simply move a bus.yrt is flexible enough that you will be able to achieve that too.

Where do you folks come up with this stuff. Not hard coded and workarounds.

I think you misunderstood my intent. And I should've been clearer. The point I was trying to get across was that changing the existing track/bus structure was probably a bad idea because many (if not most) users are probably perfectly content with the way things are, but that the virtual patch points opens up a ton of flexibility, thereby allowing those who want to be able to have busses live right next to tracks (myself included; I've chimed in on this before and am really looking forward to the new feature) to be able to do so, while still allowing those who prefer separate track/bus panes to keep working the way they're used to.
 
I was acknowledging the point that the virtual patch points are a "workaround" because CW is not going to separate tracks/busses as requested/suggested, but in practice the virtual patch points are actually a solution that works for everyone.  Those who want to route tracks to busses right there in the track pane can use the virtual patch points and accomplish what they want to accomplish.  Those who like the tracks and busses separated as they are doing have to do anything different or learn a new feature.
 
I've been a proponent of virtual patch points and have sought clarification directly from CW about the feature on these forums, so I'm in no way bashing it.  In fact, it's probably the new feature I've been most excited about.


All good. Now I understand. Thanks.

Mike V. (MUDGEL)

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#16
stickman393
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Re: Busses: why do they have to appear in a separate area? 2015/10/19 15:23:20 (permalink)
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Let's mark this one as IMPLEMENTED.
#17
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