neirbod
I (and others) have requested that CW create one of their videos on drum editing and comping using take lanes to demonstrate how a revised workflow could help. Most recently I responded to a request in the Drum Month thread for ideas and heard nothing back. Not only have I not seen any demonstrated efficient workflow, I have yet to see CW weight in with a statement that they appreciate the concerns many of us raise and will work on ways to help demonstrate a better workflow. This suggests to me the recognize the limitations and don't want to say anything. I would like to be proven wrong.
It suggests that Cakewalk has a small staff, was totally immersed in QCing X3d and getting it out the door, and was not going to drop everything to produce a custom video on how one might use comping with multi-tracked drums.
As I mentioned earlier in the thread, you can treat Take Lanes like layersif that's what you want (with very few differences, e.g., you can't put Take Lanes in a folder as you can already fold them into the main track anyway).
I've yet to see any DAW with a comping protocol that makes it
easy to handle multi-tracked audio drum parts, which seems to be your overriding concern. What I've done in the past with Sonar and other DAWs is:
1. Create a track for each drum part, e.g., kick, snare, hat, stereo overhead, stereo room (7 tracks).
2. Put all seven tracks into record and comp "x" number of takes in each track.
3. As a reference, solo the tracks that come closest to what I want.
4. Edit the takes to choose the best bits.
5. SAVE THE PROJECT after choosing the best bits.
6. Bounce the clips together for each track and proceed with 7 tracks going forward.
This is pretty much how I comp with hex guitar where each output needs to go on its own track, which has the same basic issues.