FastBikerBoy
There are some freebie videos on Audiosnap on my youtube page and it's covered in depth in my SWA X2 Complete video (links for both in my sig).
Audiosnap isn't the most intuitive part of the program but I've found that a few basic housekeeping tasks before use make a huge difference to how successful you'll find it.
One of the most important is to trim and bounce clips before even opening audiosnap, stray noises such as studio chit chat at the start of clips will create havoc.
Make sure the project tempo is roughly correct before starting which will save a heap of time adjusting the tempo map. Drag clips and line up the first down beat with a measure line also helps.
An accurate tempo map is also important.
After I spent an awful long time using a "suck it and see" approach and finding out about some of those tips the success I had with audiosnap went up tenfold. The biggest problem I used to have was the dreaded "tempo out of range" - bouncing the clip will stop most of that. It's caused by errant transient detection and Sonar thinks it has to generate a tempo greater than 1000 bpm to compensate, hence the message.
To summarize I find it works pretty well (I'd even argue very well) but it does take some learning and could certainly be more intuitive.
Thanks all for your comments, I should describe my workflow a little more to see why I'm becomming crazy with AS:
1. I record a drum take with 18 inputs RECORDED TO THE CLICK by a very talented metal drummer
2. I clone the Snare Trigger and the Kick trigger tracks (for those who don't do it that way, a Ddrum trigger can be recorded through a mic pre (it's a piezo mic in fact) and give a SNAP sound with almost no bleed and with almost no decay, so a very clean and steep attack at each hit.)
3. I go to processing -> remove silence and set it to get rid of EVERYTHING but the attack.
4. I merge both tracks togheter and I bounce to clip.
So my reference track is done for audiosnap. Only sharp attack and everything else (micro noise rumble, remember I'm using a piezo track so there's no bleed) is reduced to silence.
5. I open Audiosnap and set it's resolution to 1/4 so I will tighten the drum to every 1/4 beat, leaving the rest "as played".
It is at this step that everything goes anywhere:
1st: Sonar do not display the "lasso" when I Lasso-select transients in a project that large. I have to imagine it... 2nd: Even if every transient to be detected are perfectly CLEAN, Sonar sometimes put some markers BEFORE the actual transient. I must even say on a regular basis. 3rd. When I set the treashold to 1/4, Sonar start ok but at some point will INVERT the active transients making the upbeat ON and the downbeat OFF but keep the 1/4 relative distance between them... so I have to manually invert the active/unactive transients. 6. Next, once I manually replaced/double-checked all transients, I "select active trasients" and then add those to the POOL.
7. I select all drum tracks and APPLY POOL TRANSIENTS
Here again, one time over two, the POOL will also generate phantom transient (in locations where there is ABSOLUTE silence...) and these out-of-nowhere markers will be quantised as well, so would need to go through the song once again to deactivate them by hand... you're kidding right?
All this process took 2+ hours and I have to go through again.
With REAPER:
See 1st post video. Takes 5 minutes. 99.9% accurate. It just "see" them all and best of all I can tell him if I disagree...
I'm still in awe to see how snapy REAPER is.... every functions I've used so far are immediate, glitch free and can be costumised.
I couldn't not care less about the GUI since it does what I ask it to do almost perfectly and instantly. But as Pict pointed, there are so much ressources available to change the way it looks or behave and posting an issue to the forum may well be adressed in the next month...
At this price, REAPER is here to stay.