• SONAR
  • X3 does not record take lanes correctly in my scenario
2013/12/26 09:48:48
Guitarmech111
I am having an issue where take lanes are not recording as expected. I have loop recording set this way.
 
1. Set loop and punch record measures 3 through 5
2. Set tempo to 290
3. Arm audio track
4. press record and loop 8 times
 
What I see is that 8 take lanes are created - no issue with the lanes being created.
 
My issue is that there are 2 clips in each of the lanes.
 
I expect that one take would produce one clip and it does not.
 
Doing the same for a Midi track produces no take lanes at all. I would expect blank midi take lanes to be produced, but none are created. I have no midi input and that may be why. I am not too concerned about that right now until I really need to use it.
 
 
here is a link to the picture for resizing: http://joyfulnoiseproductions.org/take_Lane_error.jpg
 
2013/12/26 10:58:23
Tunerman
What I see is the Input on the Audio Track [StrASFUA...]  not matching the Output of the MIDI track [3SpuDm...]. Might be something there.
 
Are you using an elect. drum pad kit or SupDru grooves? Either way, these would be MIDI signals that would be transmitted to the MIDI track. The output of the MIDI track is then  routed to an Audio Track to hear them. 
 
I record to the MIDI track and my take Lanes are produced there, not as Audio. If you want to deal with audio for  mixing purposes, you'll need to bounce it from the MIDI clips.
 
In my use I'd have many recorded MIDI clips/lanes all going to one Audio track.
It's also nice to set up the SpuDrm mixer to output on multiple audio tracks, not just a stereo out. Some where in SupDrm  it will do that for you. I usually have to screw around with the panning/stereo-mono choice of outputs at the very least for my liking.
 
Michael 
 
2013/12/26 11:06:17
DeeringAmps
Loop and Punch doesn't work in the X series.
Trying actually recording a performance in that "punch in".
Each take will lag behind more and more, but we've discussed this before....
Here
and Here
Tom
 
2013/12/26 11:29:19
brundlefly
Yes, you'll want to stay away from mixing looping and punching until the sync issue is fixed. But the split clips are a normal part of Comp recording mode. That past partial take you recorded, (and then apparently deleted) caused clips to be automatically split with the first part of the penultimate take muted - replaced by the partial take. You can swipe through and entire lane with the Comp tool, starting outside the clip, to "heal" the splits in all lanes.
 
I've entered a feature request to automatically delete that last take and heal the splits when that last partial take of a looped Comp is smaller than some user-specified length, and clearly just a "leftover".
2013/12/26 12:09:37
Guitarmech111
To me, there are too many workarounds for a supposedly mature feature product. This does not halt my music, but it sure puts a cramp on creativity having to stop and try and figure out why SONAR is not working like it is supposed to or producing other than expected results.
 
There should not be a feature request needed for something to work like it is logically supposed to. I expect that each lane would have one and only one clip per lane with loop recording. I have no idea why that is not possible when it was before X3.
 
Just curious if anyone has been able to repro this scenario or not.
2013/12/26 12:24:07
Guitarmech111
I closed SONAR, Reopened SONAR and brought the project up again to see how it would record more takes. I found this behavior to be totally unacceptable: Notice that clips were recorded OUTSIDE the punch points. All I did was press record with the track armed. HOW could something like this not get caught in beta? Is there much regression testing going on at all?
 
http://joyfulnoiseproductions.org/takelanebad2.jpg
 

2013/12/26 12:43:02
DeeringAmps
"Timing is everything"
Seems basic to me....
Just sayin',
 
T
 
The moral to this story; at this time, don't loop and punch, at the same time!
2013/12/26 12:46:08
Guitarmech111
DeeringAmps
"Timing is everything"
Seems basic to me....
Just sayin',
 
T
 
The moral to this story; at this time, don't loop and punch, at the same time!


Maybe there is a product that can do basic stuff like this without errors... Looping and recording is a lot of my workflow. Putting up with this recording behavior is really irritating me.
2013/12/26 13:29:14
DeeringAmps
I'm sure you have a "work around", but for those that don't.
Split the track that needs "fixed" and pull out the "problem" area.
Create a loop that gives you the needed "pre roll"
Now arm a new track and get the performance "right".
Now trim that performance as needed and "drop" it into the original track.
Sonar should set the cross fade for the new bit, and all will be right with the world.
IF punch and loop worked properly you could just set the punch and loop points; you get the drift...
 
T
2013/12/26 14:00:48
brundlefly
Guitarmech111
Notice that clips were recorded OUTSIDE the punch points. All I did was press record with the track armed. HOW could something like this not get caught in beta? Is there much regression testing going on at all?



You can't catch something in beta if it doesn't happen. I've not seen this reported by anyone else on the forum which means it may never have been observed - much less replicated for reporting - by beta testers.
 
Based on where the splits are, I would have guessed they were moved after recording was complete. But I'm also seeing that your take lanes are out of order so I'll take your word for it that this just happened spontaneously. In any case, I suspect  your test project has become corrupted - possibly by repeated "undo" operations -  and you need to start over with a fresh one. Continuing to use the same project to show different buggy behaviors after it's already been shown to have problems isn't very useful.
 
And if you can come up with a reliable sequence of events for replicating that problem in a new project, you should report it to the Bakers.
 
 
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