• SONAR
  • Bounce to clip of audio results in crackling audio
2009/05/11 12:41:48
lightningmusic
Hi Sonar users,
I'm running into a weird situation everytime I bounce audio (Using bounds to clips right click menu).

I recorded an audio piece & edited it & now I'm ready to create a loop. So far everything is works perfect. I bounce the audio. When I play back, the audio (not just this track, everything) is completely distorted. Softsynths are playing distorted & way off time. I have to restart sonar once this happens. Has anyone run into a similar situation?

Here is what I'm using:
896mk3, TI Chip firewire interface, Producer 8 on vista 32 (q6600, 4GB RAM). I'm using quiet a few softsynths & reason.

Any suggestions will greatly help. Thanks in advance.

Kal
2009/05/11 12:47:07
Richard Fey
You might need to increase your mixing latency. It could be as simple as that. You can also try a different drive mode to see which one might perform better at lower latencies.

Edit: well I meant driver mode
2009/05/11 13:06:26
lightningmusic
Thanks Richard. I tried right after posting (increased the ASIO buffer). It's playing fine now. But the latency is at 43ms. Should I be concerned?
2009/05/11 13:13:47
Richard Fey
A newer, really fast computer with a decent soundcard can run at 1.5ms latency, but that latency typically needs to be increased as a project grows depending not only on track count but the number and resources needed for effects and synths.
2013/09/15 16:54:43
FrankBond0077
Hi , I got a similar situation.
 
Everything (audio and synths) plays fine until I do a bounce-to-clip.  After this all the synths start to sound distorded/fragmented.  The audio clips (not the synths) continue to play well (undistorted). 
The problem disappear if I (save the project) and I restart it, restarting the whole program Sonar X2 (but I had the problem also with Sonar X1).
 
I tried the suggestion I read in this forum, incresing the latency ... without restarting the program ... and effectively (if I increase it alot) the problem disappear.
 
Anyway it is not logic to solve such problem increasing the latency because, as said, it works fine (with the smallest latency)  until I don't do any "bounce to clip".
So it is the "bounce to clip" action that "brokes something".  
 
The problem should be solved by the developers I guess (I am a computer developer too) 
 
NOTE : effectively my project is a big project with many synths and a long track 18+ minutes
2013/09/17 01:45:04
Kalle Rantaaho
Could it simply be that the bouncing creates so much new audio, that the buffer become insufficient??
If you bounce without archiving the original tracks you get rapidly new load on CPU.
 
It does not matter how much latency you have when you're mixing. You need low latency only when tracking.
2013/09/17 07:35:12
Bristol_Jonesey
Is this happening only on fast bounces or real time as well?
 
What happens if you freeze the soft synth (not the track) rather than bouncing?
2013/09/17 12:52:37
bitflipper
There is a separate bounce buffer, whose size is normally linked to the normal buffers, but can be separately configured for just this situation. It's called BounceBufSizeMsec. If it's non-zero try setting it to zero. If that doesn't do the trick, set it to the maximum of 350.
 
Another variable that might possibly apply is AllowOfflineRenderMixThreads. This just enables multi-threading when bouncing, normally a good thing, but can cause clicks in the audio under rare circumstances. It's worth a try to set it to 0 (disable) and see.
2013/09/17 17:26:42
FrankBond0077
Kalle Rantaaho
Could it simply be that the bouncing creates so much new audio, that the buffer become insufficient??
If you bounce without archiving the original tracks you get rapidly new load on CPU.
 
It does not matter how much latency you have when you're mixing. You need low latency only when tracking.




No it isn't my case, it happens even if I do "bounce to clip" of very small clips
2013/09/17 17:29:35
FrankBond0077
bitflipper
There is a separate bounce buffer, whose size is normally linked to the normal buffers, but can be separately configured for just this situation. It's called BounceBufSizeMsec. If it's non-zero try setting it to zero. If that doesn't do the trick, set it to the maximum of 350.
 
Another variable that might possibly apply is AllowOfflineRenderMixThreads. This just enables multi-threading when bouncing, normally a good thing, but can cause clicks in the audio under rare circumstances. It's worth a try to set it to 0 (disable) and see.




I tried to do such setup  (setting it to 0 and low values like 10) but the problem remain unchanged.    Ugly bug!
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