sharke
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Why does Sonar's audio engine have such a big problem with looping?
This has plagued me from day one but it's only since test driving other DAW's recently that I realized that Sonar's audio engine really does stand alone when it comes to crapping out while looping, especially in large projects. I'm working on something now in which most of the synths in the project have been bounced - there are six synths still active, nothing that should tax any DAW. High track count, and quite a few plugins, but again nothing outrageous, and my CPU meter is showing quite moderate activity. Despite this, Sonar chokes at the start of every loop iteration. It's almost like a needle sliding across a record. I think this is mainly with synth audio. Not only that, but I find that Sonar sometimes has trouble figuring out what audio is part of the loop and what audio isn't. It'll frequently play audio that is just outside the loop boundary upon each iteration. I've also seen this with MIDI - even when you have a note that is bang on quantized on the first beat of the measure after the loop boundary, Sonar will sometimes play it. This makes it a real PITA to work with a loop enabled (which I do a lot when mixing). There's this huge cringe moment every time the loop iterates as the audio craps out and stray notes are played. Furthermore, I'm also beginning to realize that having sidechain sends enabled makes Sonar crap out even more when looping. I have a loop enabled now that is performing horribly to begin with, but when I enable a send from the kick to a compressor's sidechain on a synth track, the audio engine stops at each iteration. Disable the send and it starts looping again. Current buffer size: 2048 samples. So it's not that. Has anyone happened upon any combination of settings that makes looping smoother in Sonar?
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Anderton
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Re: Why does Sonar's audio engine have such a big problem with looping?
2018/01/23 18:15:56
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Sharke, I really don't know what would solve your problems. I just finished a loop library called "Electronic Ear Candy" and while testing had 139 different looped layers up at one time, and was playing combinations of them as well as jumping between them with exclusive solo. The only time get tripped up with looping is if I make a selection with snap to zero-crossings turned on, then make a loop based on the selection. However, mine are audio-only. You say you bounced the synths, but did you archive them? For diagnostic purposes, that would take them out of the picture entirely. Also the sidechaining might be an issue.
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CoteRotie
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Re: Why does Sonar's audio engine have such a big problem with looping?
2018/01/23 18:34:52
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I haven't seen this particular issue, but as Sharke mentioned previously I have seen issues with automation not being in sync with the audio during looping. That definitely exists in the latest and last version of SONAR.
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sharke
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Re: Why does Sonar's audio engine have such a big problem with looping?
2018/01/23 18:48:26
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This is with synths - If I have a project that is 100% audio it loops fine. I have many synths in this project, but most of them are bounced to audio and of course I always turn them off in the rack after the audio is bounced. I have a handful of synths remaining. This isn't an overtaxed CPU thing because like I said, my CPU meter is showing very moderate activity. If it were a zero-crossing issue then I guess I could expect to hear a click upon each loop iteration, but it's a lot more serious than that. I've heard other people mention it in the past too. The sidechain is definitely an issue, because it stops the audio engine outright when I enable it. I know Sonar doesn't have gapless audio, but I guess I was pleasantly surprised when I loaded a large demo project in Bitwig, fattened it up with a couple dozen more synth tracks, and was able to loop over and over seamlessly without so much as a click. Despite the lack of gapless audio, I feel Sonar should be able to handle this kind of looping without a hitch. I think there's some underlying problem with Sonar's loops. It's not just audio - I've documented a bug whereby Sonar will misalign automation envelopes while looping so that automation outside of the loop boundary is applied while the loop is playing. I reported that bug in 2014 and it's still listed as "open."
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mrpippy2
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Re: Why does Sonar's audio engine have such a big problem with looping?
2018/01/23 19:04:18
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Craig, when/where will this new loop library become available? I love Electronic Ear Candy!
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mettelus
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Re: Why does Sonar's audio engine have such a big problem with looping?
2018/01/23 19:07:29
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Craig's comment about archiving would be good to test, since the audio engine is anticipating (most) things to be turned on/adjusted during playback. I am wondering if (for synths) the engine is scrubbing the settings and re-importing them each pass (since the end of the loop can be far different from the beginning). With MIDI note chasing enabled, this would just add more fuel to the fire since the audio engine could also be processing the synth to achieve the sound at the current play position (also potentially different for each loop). If you save as new project and archive those tracks, does it resolve? Side-chaining is more of a mystery.
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Anderton
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Re: Why does Sonar's audio engine have such a big problem with looping?
2018/01/23 22:29:56
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mrpippy2 Craig, when/where will this new loop library become available? I love Electronic Ear Candy!
Thanks for asking. It's been soft-launched on Reverb.com, with a couple audio examples. I just finished a 4-minute video and after it's posted, Reverb.com will do the "real" launch.
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sharke
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Re: Why does Sonar's audio engine have such a big problem with looping?
2018/01/23 23:00:24
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mettelus Craig's comment about archiving would be good to test, since the audio engine is anticipating (most) things to be turned on/adjusted during playback. I am wondering if (for synths) the engine is scrubbing the settings and re-importing them each pass (since the end of the loop can be far different from the beginning). With MIDI note chasing enabled, this would just add more fuel to the fire since the audio engine could also be processing the synth to achieve the sound at the current play position (also potentially different for each loop). If you save as new project and archive those tracks, does it resolve? Side-chaining is more of a mystery.
The synths are turned off in the rack. My workflow is that I bounce the audio, disconnect the track from the synth and then turn the synth off. Synths which are turned off are effectively "archived" though right, or is that something different?
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sharke
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Re: Why does Sonar's audio engine have such a big problem with looping?
2018/01/23 23:02:39
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CoteRotie I haven't seen this particular issue, but as Sharke mentioned previously I have seen issues with automation not being in sync with the audio during looping. That definitely exists in the latest and last version of SONAR.
I think in general, Sonar has a problem with communicating the song position associated with looping. For example, I use Geist a lot and it has its own internal song sequencer which remains in sync with Sonar's. If however I toggle looping on or off during playback, Geist's sequencer goes out of sync with Sonar's, sometimes to the tune of 16 measures. I bet all these issues have a common root.
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ampfixer
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Re: Why does Sonar's audio engine have such a big problem with looping?
2018/01/24 01:06:44
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You've identified bugs that plague you. You've been waiting years for them to be addressed. Sonar won't be improved past this point. You see where I'm heading James? Sonar is now my legacy DAW and I suggest you make it yours as well.
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sharke
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Re: Why does Sonar's audio engine have such a big problem with looping?
2018/01/24 02:00:15
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ampfixer You've identified bugs that plague you. You've been waiting years for them to be addressed. Sonar won't be improved past this point. You see where I'm heading James? Sonar is now my legacy DAW and I suggest you make it yours as well.
Yes I see exactly where you're headed. "Stop bringing bugs up on the forum because there's no point." However, I still have a stack of projects that I have to complete in Sonar, these problems are making it a frustrating task, and any insight anyone can give me as to what may be causing them is clearly relevant.
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CoteRotie
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Re: Why does Sonar's audio engine have such a big problem with looping?
2018/01/24 03:55:05
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ampfixer You've identified bugs that plague you. You've been waiting years for them to be addressed. Sonar won't be improved past this point. You see where I'm heading James? Sonar is now my legacy DAW and I suggest you make it yours as well.
Seems a little condescending to me. Why not bring up bugs on the forum, as others may have discovered work-arounds that you might not know about. Sharke is a straight-shooter who is having legitimate issues with SONAR. If he's like me he has a ton of (now for me) legacy stuff in SONAR, and may be trying to finish current projects before figuring out where he wants to go next. What's the issue with reporting issues here? If it's not for that, why does this forum still exist?
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Anderton
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Re: Why does Sonar's audio engine have such a big problem with looping?
2018/01/24 04:43:12
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sharke If however I toggle looping on or off during playback, Geist's sequencer goes out of sync with Sonar's, sometimes to the tune of 16 measures. I bet all these issues have a common root.
Back in the day, all MIDI sequencers had to stop before you could do anything. It was a huge deal when Cubase announced they were introducing a version where you could do many operations while the sequencer was running. It still wasn't perfect but it wasn't necessary to stop for everything. Of course, adding audio complicated things even further. Bear in mind though that this was when 2" tape was common and ADATs ruled the world. People were totally used to stopping and starting tape. Ableton Live and Acid were the first programs to prioritize real-time operation. Both initially had major limitations, like no MIDI. Also note that Ableton Live was built specifically to do real-time sequencing because nothing else was designed for live performance, so the designers built their own program. By prioritizing real-time operation, they allowed creating music in way that really hadn't been done to that extent before. Probably the reason I don't have these kind of sync problems with Sonar is that I minimize the number of operations that I do in real time (for example, I don't insert plug-ins with the transport running). I'm just speculating here, but the PDC in Sonar is very robust. I've compared it to other programs over the years and it was always way ahead of the rest. Some of the techniques I've written about that involved copying tracks to do parallel processing simply weren't possible with other programs because the tracks didn't line up, or jittered. I think the price of that robustness is Sonar has to re-calculate delays and do compensation whenever a new element (e.g., plug-in) is introduced into the system. When you stop and re-start, everything can line up and start fresh. Looping makes matters worse because now Sonar not only has to recalculate the delays, but match them up to a timebase that's constantly resetting itself.
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Anderton
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Re: Why does Sonar's audio engine have such a big problem with looping?
2018/01/24 04:46:43
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sharke My workflow is that I bounce the audio, disconnect the track from the synth and then turn the synth off. I don't think that would be a recommended workflow; you're basically creating orphans out of the synth tracks and the synth itself. Either keep everything connected and just mute the instrument, or archive the track. Synths which are turned off are effectively "archived" though right, or is that something different?
Very different. Archiving disconnects tracks from the CPU. Otherwise, even if muted or turned off, the tracks remain connected to the CPU because presumably, you want them to return instantly if re-enabled.
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sharke
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Re: Why does Sonar's audio engine have such a big problem with looping?
2018/01/24 05:32:50
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Anderton
sharke My workflow is that I bounce the audio, disconnect the track from the synth and then turn the synth off. I don't think that would be a recommended workflow; you're basically creating orphans out of the synth tracks and the synth itself. Either keep everything connected and just mute the instrument, or archive the track.
Synths which are turned off are effectively "archived" though right, or is that something different?
Very different. Archiving disconnects tracks from the CPU. Otherwise, even if muted or turned off, the tracks remain connected to the CPU because presumably, you want them to return instantly if re-enabled.
How do you create an "orphan" out of a synth track? Once I disconnect it from the synth, it simply becomes a plain audio track. Either I can set its input to "none" or my interface - neither should present a problem. It's no different to any other audio track. And what you have left is a synth in the rack that nothing's connected to. Again, that shouldn't cause any problems - I mean isn't the whole point of the synth rack that synths don't have to be paired with one particular track - they can sit there without anything connected, or they can have one or more tracks connected to them. So I'm still not seeing why that workflow wouldn't be recommended. Why should turning a synth off cause any kind of issue? It's essential to save CPU in large projects with lots of synths. I have projects with upwards of 30+ synths in them and if I turned them all on, the project would choke immediately regardless of whether anything is connected to them. I've seen CPU usage drop dramatically by turning off synths. The whole point of me bouncing the audio is because I need that synth audio as a wav clip. I'm then committed to it, and I can edit and manipulate it just like any other audio clip. There is nothing in this workflow that could be replaced by archiving. The only circumstances in which I archive tracks is when I don't need them but I want to give myself the option of getting them back at a later date. I do, however, need the synth audio.
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Anderton
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Re: Why does Sonar's audio engine have such a big problem with looping?
2018/01/24 05:57:31
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The main point I was making was about PDC. I don't have your setup or your problems, so I can only speculate based on what's different. If anything related to instruments is archived, then that takes them out of the picture. I'm also not sure whether you're using simple instrument tracks or not. I never use them so that could be another point of differentiation. It's hard to troubleshoot when I haven't experienced the problem and therefore never found a need to fix it, so all I can do is try to figure out what the differences might be between a setup that doesn't work and one that does.
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sharke
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Re: Why does Sonar's audio engine have such a big problem with looping?
2018/01/24 07:27:19
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Anderton The main point I was making was about PDC. I don't have your setup or your problems, so I can only speculate based on what's different. If anything related to instruments is archived, then that takes them out of the picture. I'm also not sure whether you're using simple instrument tracks or not. I never use them so that could be another point of differentiation. It's hard to troubleshoot when I haven't experienced the problem and therefore never found a need to fix it, so all I can do is try to figure out what the differences might be between a setup that doesn't work and one that does.
I think I'm having trouble understanding where archiving comes into it, since archiving is a way of "stashing away" tracks that you don't need but wish to keep in storage without them using CPU. When I turn synths off, it's not that I don't need the audio that those synths create - I do. I just need it as audio clips. I'm happy with the synth part, don't need to tweak it any further and so the audio can be printed and the synth deactivated. This is true whether you're using SIT's or audio/MIDI pairs, except that when you're using a SIT, there's an extra step involved in reaching your desired goal of an audio track with a printed synth part. You have to split the track to separate the audio from the MIDI. What you do with the MIDI track is irrelevant, but personally I will archive and mute it (just to be sure it's not doing anything) and then hide it. All this talk, of course, is related to your assertion that this workflow is "not recommended." In fact I think printing synth parts and then turning the synth off is a very common workflow, and one for which I do not see an alternative (if you want to save CPU that is). As for PDC affecting things, well I guess there was never any real reason for Sonar not having gapless audio other than the fact that it was never implemented. It's certainly possible. Studio One has it. I bought a Bitwig license and put it through its paces with a crazy number of synth tracks and devices running at once, and even with quite a small buffer size, I can pretty much do anything without the audio glitching. Looping is seamless, even with dozens of synths playing, and I can turn things on and off during playback without so much as a hiccup. With Sonar I get audio dropouts while turning effects on or off, and like you I get the sense that you need to reset Sonar by stopping playback before making any changes. This isn't conducive to a good workflow though - sometimes when mixing you need to keep a loop playing over and over without any hitches or interruptions. In Sonar I have to stop playback to so much as turn on a send, because if you turn on a send during playback there's a good chance that the audio in the aux will be slightly out of phase until you stop and start again. I think a Baker confirmed that this was a thing some time ago but that they couldn't do anything about it. Anyway Sonar has a lot of pretty deep options and preferences, and I have always wondered if there's some magical combination of settings which minimize these glitches. I've certainly never found them.
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mettelus
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Re: Why does Sonar's audio engine have such a big problem with looping?
2018/01/24 12:14:56
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☄ Helpfulby tlw 2018/01/25 19:46:46
Someone who knows the engine better could speak to the on/off in the synth rack, but my assumption has always been that SONAR tracks everything "connected" (even off) since it assumes the user is going to turn it on with the transport running. All of that overhead seems to be included with the transport "now time" processing, especially jumping around the timeline. You can see the same effect jumping between markers with the transport running, but looping can have its own underlying issues apart from jumping markers (or randomly clicking in the timeline during playback). Archiving forces SONAR to release processing, but also guarantees a user cannot "spontaneously un-archive" with the transport in motion. Noel would be the best to speak to that one, but based on behavior I am hard-pressed to believe that SONAR is not trying to "track" a synth that has been shut off in the rack. Put another way... what would be the "expected behavior" if you turned a synth on with the transport running?
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MagickT
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Re: Why does Sonar's audio engine have such a big problem with looping?
2018/01/24 15:00:33
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I think that I have similar problems when connecting ableton to sonar via rewire. I create a simple loop in ableton drum rack such as 4x4 kick. And sonar chokes every time when I press play button at the loops start. When I try record it to audio in sonar (create audio track and route sound from instrument track with ableton to this audio track) I have similar thing: first kick of recorded loop is corrupt as if 2 DAW do not work synchronously and ableton starting first and sonar recording audio not from beginning. I'm sorry if I made some mistakes. English is not my native language.
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sharke
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Re: Why does Sonar's audio engine have such a big problem with looping?
2018/01/24 17:51:48
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mettelus Someone who knows the engine better could speak to the on/off in the synth rack, but my assumption has always been that SONAR tracks everything "connected" (even off) since it assumes the user is going to turn it on with the transport running. All of that overhead seems to be included with the transport "now time" processing, especially jumping around the timeline. You can see the same effect jumping between markers with the transport running, but looping can have its own underlying issues apart from jumping markers (or randomly clicking in the timeline during playback). Archiving forces SONAR to release processing, but also guarantees a user cannot "spontaneously un-archive" with the transport in motion. Noel would be the best to speak to that one, but based on behavior I am hard-pressed to believe that SONAR is not trying to "track" a synth that has been shut off in the rack. Put another way... what would be the "expected behavior" if you turned a synth on with the transport running?
The problem isn't about turning synths on/off with the transport running, the problem is Sonar not handling synth audio well when a loop is enabled.
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sharke
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Re: Why does Sonar's audio engine have such a big problem with looping?
2018/01/24 17:57:42
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MagickT I think that I have similar problems when connecting ableton to sonar via rewire. I create a simple loop in ableton drum rack such as 4x4 kick. And sonar chokes every time when I press play button at the loops start. When I try record it to audio in sonar (create audio track and route sound from instrument track with ableton to this audio track) I have similar thing: first kick of recorded loop is corrupt as if 2 DAW do not work synchronously and ableton starting first and sonar recording audio not from beginning. I'm sorry if I made some mistakes. English is not my native language.
I think Sonar generally has an issue with starting playback, in that you'll sometimes hear a glitch as the transport starts. This happens with some plugins as well - for instance I had a problem whereby the first note of a keyboard part (Waves Electric Piano) made a very audible click through one channel when starting playback, and this click even happened when I bounced the audio offline. You could see the click in the waveform. I narrowed the problem down to an instance of SoundToys Decapitator on the track - turned it off and the click disappeared. So I contacted SoundToys and they said it was a new one on them, and then later I tried the same thing in Reaper and found it didn't make the click.
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CakeAlexSHere
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Re: Why does Sonar's audio engine have such a big problem with looping?
2018/01/24 18:03:04
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sharke I think Sonar generally has an issue with starting playback, in that you'll sometimes hear a glitch as the transport starts.
Remind me again about your audio interface and driver version? I assume other audio devices are disabled in device manager? (Here is to hoping my post does not get deleted again by an over zealous moderator trying to single handedly control the narrative).
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sharke
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Re: Why does Sonar's audio engine have such a big problem with looping?
2018/01/24 18:20:28
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CakeAlexSHere
sharke I think Sonar generally has an issue with starting playback, in that you'll sometimes hear a glitch as the transport starts.
Remind me again about your audio interface and driver version? I assume other audio devices are disabled in device manager?
(Here is to hoping my post does not get deleted again by an over zealous moderator trying to single handedly control the narrative).
It's in my signature - RME Babyface. Driver fully up to date. I don't have onboard audio but I do disable the "AMD high definition audio device" that shows up for my gfx card.
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msmcleod
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Re: Why does Sonar's audio engine have such a big problem with looping?
2018/01/24 19:02:46
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I also have stuttering on occasions, probably about 1/3rd of the time. Again always just at the start. I've always assumed is something to do with a mis-calculation of plugin latency times that Sonar has to correct after it started, but then again I've seen it with just straight audio files without plugins. The way I work around it is to always start projects on bar 3, using bar 1 & 2 for my count-in. I know I can set the metronome to count in 2 bars, but this way it any potential stuttering is gone before the actual music starts. I admit it's not really a great solution, but it does the trick. M.
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CakeAlexSHere
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Re: Why does Sonar's audio engine have such a big problem with looping?
2018/01/24 19:17:49
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sharke
CakeAlexSHere
sharke I think Sonar generally has an issue with starting playback, in that you'll sometimes hear a glitch as the transport starts.
Remind me again about your audio interface and driver version? I assume other audio devices are disabled in device manager?
(Here is to hoping my post does not get deleted again by an over zealous moderator trying to single handedly control the narrative).
It's in my signature - RME Babyface. Driver fully up to date. I don't have onboard audio but I do disable the "AMD high definition audio device" that shows up for my gfx card.
Thx. As per usual whatever display mode I'm in on android sig never works on this website.
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abacab
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Re: Why does Sonar's audio engine have such a big problem with looping?
2018/01/24 19:32:18
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I have not experienced the issue that you have described, so I am posting this in the sense of some general info regarding a known looping issue with Sonar. Not intending to troubleshoot your problem, but you may find this info useful. I ran across a looping issue with Sonar and a WaveDNA plugin (Liquid Rhythm) last year, where the vendor indicated a known issue with Sonar and looping. The plugin can run in standalone mode using its own transport, or as a plugin that is slaved to the transport in the host DAW, such as Sonar. To loop the Liquid Rhythm plugin, you set a loop region in Sonar's timeline using one or more bars, then hit play. The plugin will sync together with the DAW and play back whatever patterns you have input in the plugin, and can modify them in real-time as the loop plays back. You can use the MIDI out from the plugin to trigger another drum kit in the DAW. The weirdness was that sooner or later Liquid Rhythm would just lose the loop sync and stop looping. Hitting stop, rewind, and play got it working again, but it was annoying... I sent an email to WaveDNA support and received this response: Thank you for supporting our software! I'll do my best to help you sort this out.
Sonar has always posed unique sync issues (like loop region loss, etc). For this purpose exclusively, we have a diagnostic setting I'd like you to try. In Liquid Rhythm, open the Preferences pane and click the Diagnostics tab. Once there, please enable Alternative Playhead Redraw. This was meant to correct the timing between our VST and Sonar.
Let me know if this resolves your issue. Unfortunately, Bitwig and Sonar have always given us issues. This same plugin version works fine in Ableton, Cubase, Studio One, Logic, Reaper, but is unpredictable in Bitwig and Sonar. I realize this is bummer; I hope you can use our software productively.
DAW: CbB; Sonar Platinum, and others ...
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Anderton
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Re: Why does Sonar's audio engine have such a big problem with looping?
2018/01/25 07:28:19
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sharke As for PDC affecting things, well I guess there was never any real reason for Sonar not having gapless audio other than the fact that it was never implemented. It's certainly possible...In Sonar I have to stop playback to so much as turn on a send, because if you turn on a send during playback there's a good chance that the audio in the aux will be slightly out of phase until you stop and start again. I think a Baker confirmed that this was a thing some time ago but that they couldn't do anything about it.
When Sonar was born, it was designed as an SUV. When Ableton Live and Studio One were born, they were designed as sports cars. Use the sports car when you want to go fast, and the SUV when you need to carry lots of stuff. Just don't expect to take the corners as fast. Sonar ain't gonna become a sports car, so what I do is take the corners slower by stopping before I do stuff.
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burgerproduction
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Re: Why does Sonar's audio engine have such a big problem with looping?
2018/01/25 11:00:57
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Sharke, when you 'switch off' the VST/Synth do you also turn off all the FX? I've found that even after freezing tracks, if I don't deselct the fx, they continue to use resources and slow down playback or hinder the CPU. Certain fx are worse than others. If I have two tracks with L-Phase fx, it freezes the system. I can only have one LP-EQ or LP-MB running at any one time, otherwise the CPU doesn't like it. Why this should be, I don't know, but it means that I have to freeze the one track with LP-fx (and deselect all the fx) while tweaking the other 'active' LP-fx. Multiple Izoptope products also take up alot of CPU power. I don't know if this helps.
post edited by burgerproduction - 2018/01/25 13:57:43
Cakewalk by Bandlab, Sonar Platinum Lifetimer, Windows 10, HP Laptop, CPU i5, RAM 8GB. Audio interface: Edirol FA-101 Firewire interface with moded drivers. Microphones: Audio-Technica, M-Audio, Behringer, AKG. Pianos: Casio digital, Yamaha B1 upright. Guitars: Dobro, Tanglewood, Danelectro, Fender. Hats: Fez Check out my music : https://53mph.bandcamp.com/album/like-water-to-the-sand
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John
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Re: Why does Sonar's audio engine have such a big problem with looping?
2018/01/25 14:35:48
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Its funny I never got out of the habit of stopping the transport before I do anything to a project. I do this with every DAW I have ever used. I would exempt automation. I have and do write automation while the project is playing back. If I insert any plugin I always stop. Doing any routing I stop. Adding a track or bus I stop. I also use freeze when I am done with editing a MIDI track and or a synth. I have been known to mute tracks I no longer want in the mix.
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sharke
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Re: Why does Sonar's audio engine have such a big problem with looping?
2018/01/25 15:15:00
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burgerproduction Sharke, when you 'switch off' the VST/Synth do you also turn off all the FX? I've found that even after freezing tracks, if I don't deselct the fx, they continue to use resources and slow down playback or hinder the CPU. Certain fx are worse than others. If I have two tracks with L-Phase fx, it freezes the system. I can only have one LP-EQ or LP-MB running at any one time, otherwise the CPU doesn't like it. Why this should be, I don't know, but it means that I have to freeze the one track with LP-fx (and deselect all the fx) while tweaking the other 'active' LP-fx. Multiple Izoptope products also take up alot of CPU power. I don't know if this helps.
I don't turn off effects (of course, I need them for my mix). The synth is turned off and its audio is printed to a regular audio track, to which I apply effects. If I have a project that's all audio and active synths, I can run an ungodly number of effects in the project and my CPU meters remain relatively calm. I'm aware that certain "lookahead" or linear phase EQ's can cause latency, but I don't generally use those. So to reiterate, this problem with audio when looping happens with active synths in the rack and has nothing to do with regular FX plugins. And it often happens even when those synths aren't using a whole lot of CPU (which I can see from the CPU activity meter).
JamesWindows 10, Sonar SPlat (64-bit), Intel i7-4930K, 32GB RAM, RME Babyface, AKAI MPK Mini, Roland A-800 Pro, Focusrite VRM Box, Komplete 10 Ultimate, 2012 American Telecaster!
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